Tech tree Archives - Punchboard https://punchboard.co.uk/tag/tech-tree/ Board game reviews & previews Tue, 04 Jul 2023 10:28:45 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.1 https://punchboard.co.uk/wp-content/uploads/2021/06/pale-yellow-greenAsset-13-150x150.png Tech tree Archives - Punchboard https://punchboard.co.uk/tag/tech-tree/ 32 32 Revive Review https://punchboard.co.uk/revive-board-game-review/ https://punchboard.co.uk/revive-board-game-review/#comments Tue, 04 Jul 2023 10:28:32 +0000 https://punchboard.co.uk/?p=4567 Revive picks the things it wants to do - and there are a lot of them - and does each of them really well. Is it enough to revive the interests of those of you bored-to-death of Euros full of mechanisms?

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Revive kinda came out of nowhere at last year’s Essen Spiel. I kept seeing pictures of this game that became known to me as ‘that one with the big yellow flower on the box’ and the crazy busy player boards, but it wasn’t a must-have for me. Fast-forward a few months and the hype is still strong, and having hit retail shelves here in the UK, it was time to take it for a test drive. It turns out the hype was deserved. Revive picks the things it wants to do – and there are quite a few of them – and does each of them really well. Is it enough to revive the interests of those of you bored-to-death of Euros full of mechanisms?

Maybe.

Theme park

Euro games get a bad rap for not carrying their theme too well, and while that’s certainly true in Revive, I can’t help feeling like in some ways it’s actually pretty well done. The story of the game says you’ve been stuck underground since something bad happened to the world, and now your phoenix-like, fledgling tribes are emerging back onto the surface. You’ll try to explore this abandoned world, building and expanding your reach, while your population learn the secrets of their past, uncovering and activating machines to make their new world a better place.

revive being played at my local club
Revive in action at my local games club.

I know – blah, blah, blah. But the way it goes about it is pretty cool. The landscape tiles of the main board are all flipped face-down to begin with, and there’s a decent feeling of venturing forth as each player emerges from the chasm in the middle of the board and spreads out, like ants from a crack in a dry lawn. There’s a mechanism where your citizens have to hibernate to rest, rendering them useless for the next round, and while exploring they can find crates with supplies in. It might not be the most thematic game in the world, but there’s certainly more to it than I initially thought.

The main reason I worried about the game is because of the things I heard about it from those who picked up a copy at Essen. For every post I saw praising the game, I’d see another slating it for just being a Euro mechanism sandbox, with mechanisms seemingly thrown at the game just because they could. The reality for me was much different. There really isn’t that much going on, certainly not as much as I’d feared, and I think a lot of it comes down to the presentation.

When you see these player boards for the first time there’s an undeniable reaction of “Wow, what’s going on here with all of this stuff?”. By the time you’ve got your player board, the tribe board that slots into a notch on the side, and your card areas all around the board, you’re looking at each player having their own area as large as older games in their entirety. The spiderweb of tracks on the – admittedly gorgeous, double-layered – player boards looks more confusing than it really is. The three main tracks could have been laid in a straight line and taken a quarter of the space, but Revive is a game that makes you want to feel special. You’re meant to be leading a tribe here, a nation, and on a subconscious level that’s a feeling you don’t always get if you’ve just got a small cardboard player board like in Hansa Teutonica. You need something bigger, like Gaia Project, and now Revive, to make you feel like you’re in control of something significant.

Checking your balance

Asymmetry in games can be an odd beast. Games like Obsession (review here) or Votes For Women (review here) are both asymmetric, but both feel like the balance is very carefully baked into the game. Some games, such as Tapestry, can feel wildly swingy in comparison, resulting in games with a huge disparity in final scores. The tribes in Revive are asymmetric in nature, so each player ends up with a different unique power that’s for them only. The players also have their own artefact cards, which give them secret end-game scoring conditions, and on top of that, the large corner tiles placed on the main board are randomised too.

a close up look at the dual layer player board in revive
This is your player board. Pretty busy, isn’t it?

I don’t mind a gulf in scores when it represents players simply playing the game better than the rest of the table, but sometimes things just feel unfair from the get-go. You might get dealt an artefact card which rewards something that doubles up with the end-of-game scoring condition on one of the big corner tiles, or maybe meshes well with your tribe’s unique abilities. When that happens it can feel like a one-way street to Loserville – population: you. We played a game of Revive at my local group where one player had a tribe which let them use books (one of the three resource types) as wild resources. They also managed to get some modules which awarded double books, meaning whenever they played a matching card into a slot around their board, they were drowning in books. Now maybe when we’ve all played it more we’ll find a good counter, but at the time it certainly felt very one-sided.

The publishers, Aporta Games, have taken this sort of feedback on board, which is great. One of the designers – Kristian Amundsen Østby – posted this Official Low Luck Variant on BGG, so if that sort of thing bothers you, at least there are options now. Going into Revive without knowing these sorts of things could leave a sour taste in your mouth, which is why I’ve taken the time to go into a little detail here. Revive is so much fun, it’s definitely worth your time.

Tools of the trade

So who’s going to enjoy Revive, and why? Revive is somewhere between a deck-builder and a deck-construction game, combined with tech trees. Half of your actions will involve playing a card into a slot around your board, and the cards are multi-use. Cards played into the top of your board obscure the bottom of the card, and so give you the benefits or resources shown on the top half. Cards in the bottom do the opposite. The resources you gain by playing cards let you play the three other main actions: explore, build, and populate, which translate as flip tiles on the main board, and add buildings and people from your player board to the main board.

a view of the game in play
As you can see here, your player area is easily as big as the main board.

This is where the game starts to feel like the one I mentioned above – Gaia Project – and its step-sibling, Terra Mystica. In both of those, there’s an emphasis on getting pieces off of your own board and onto the main board, to expand your influence on the main board while simultaneously unlocking abilities on your board. Revive does this same thing, and it’s very satisfying to do. One of the things I really enjoy in Revive is that none of the actions feel weak, or like “Well, if I want to do this cool thing later, I need to do this lame thing for a while first”. Exploring brings instant victory points and lets you choose the lay of the land, often triggering track advances at the same time. Building nets loads of adjacency bonuses from the main board. Populating is arguably the most satisfying because when a meeple leaves your board, they unlock the action or ability they were covering.

My personal favourite thing is the module mechanism. The card slots around your board have notches next to them where these cardboard ‘modules’ fit nice and snug. Mechanically, all they do is give you some bonus resource when you slot a card of matching colour in, but there’s something very personal about choosing and attaching one. The same goes of advancing around the three tracks on your board. Clear a wooden marker from an indented disc and you get to take a machine disk from the market. All you’re doing is putting a round piece of cardboard into a round hole, but the satisfaction we felt as a two-year-old doing the same thing with a shape sorter must lie dormant, in some kind of lizard part of our brains. It’s just as much fun to do now as it was all the way back then.

Final thoughts

Revive isn’t for everybody. There’s a lot to think about, and fans of lighter fare may struggle with the decision space at any given time. The game is quite generous with the resources given to you, so there’s often an abundance of choice when it comes to what to do next, which some people really don’t like. If you like that feeling of a sandbox, however, with open-ended strategy from turn one, you’ll love it.

The apparent lack of balance can make it feel like the game gets skewed in someone’s favour at times, which can be mightily frustrating if you’re not the one lady luck favours. As I said further up though, there’s an official variant and plenty of house rules if that’s your thing. My job here is to review the out-of-the-box experience, however, so it’s only fair to make you aware of it.

Revive is a ton of fun to play, especially with the way things start to combo as the game goes on. I wondered why the game includes two cubes to track the actions you take (you get two actions per turn), because it doesn’t sound like a difficult thing to keep track of, but later in the game you’ll be thankful for them. The familiar dopamine hit of “Do this thing, which gives me this other thing, then that triggers this. Then I take these free actions…” is ever-present and very satisfying. It just gets hard to keep track of how many actions you’ve taken.

Revive is a beautiful, lavish production which fans of mid-heavy Euro games will lap up. Aporta Games have made a game which feels like a £100+ production in a box which will cost you a little over half of that. The included mini-campaign does a good job of drip-feeding a few additional rules and attempting to build a little more story, but in all honesty, you’re neither going to care about the lore nor worry that you’re missing out on it. If this all sounds like your kind of thing, pick it up, you’ll have a great time with Revive.

Review copy kindly provided by my retail partner, Kienda. Thoughts and opinions are my own.

You can buy this game from my retail partner, Kienda. Remember to sign-up for your account at kienda.co.uk/punchboard for a 5% discount on your first order of £60 or more.



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revive box art

Revive (2022)

Design: Helge Meissner, Eilif Svensson, Anna Wermlund, Kristian Amundsen Østby
Publisher: Aporta Games
Art: Gjermund Bohne, Martin Mottet, Dan Roff
Players: 1-4
Playing time: 90-120 mins

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Beyond The Sun Review https://punchboard.co.uk/beyond-the-sun-review/ https://punchboard.co.uk/beyond-the-sun-review/#respond Thu, 18 May 2023 08:11:36 +0000 https://punchboard.co.uk/?p=4422 Beyond The Sun is absolutely brilliant. I don't go around making claims like that without being able to back it up, so let's get into it.

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The first few times I heard people talking about Beyond The Sun, I heard it referred to as ‘Tech Tree: The Game’, and I wasn’t sure how to feel about it. I love a tech tree as much as the next geek, but a whole game based around just that? Hmm, I can’t say it left me too optimistic. I needn’t have worried, because Beyond The Sun is so much more than just a tech tree. It has sequential research, sure, but it also has area control, action selection, resource production, and at times feels like a flat-out race. Beyond The Sun is absolutely brilliant. I don’t go around making claims like that without being able to back it up, so let’s get into it.

A double-bagger?

I’m actually going to start off by talking about the game’s only real negative aspect, and that’s how it looks. Call me superficial, call me shallow, call me what you will, but Beyond The Sun doesn’t have much in the way of table appeal. Yes, there’s a bit of a minimalism thing going on, but the main board is still as flat as a pancake. A sea of cardboard with a slew of cards on top of it. The exploration side-board, despite its name, isn’t somewhere to store your maps and compass alongside your fine china. No, it’s a board on the side (shock!) which has cards representing the planets you can colonise, and these look a bit more interesting at least.

a close-up of some of the tech cards on the board
A close-up of the main board from my group. Great iconography, but a bit of a Plain Jane.

As an aside, I’m really surprised the design and production team went with the verb ‘colonise’ in the game. Even if we’re talking about uninhabited planets, the negative connotations the word raises still spike something in my subconscious. Terraform would have been a much better term.

Once you get past that initial feeling of ‘oh, okay, is this it?’, things rapidly start climbing towards orbit. The little cubes that act as resource markers on your player boards, spaceships on the exploration board, and scientists on the main board, are so freaking cute you could just eat them! Don’t eat them though, they’re plastic. Eating plastic is bad, as I find myself telling my dog far too often. The plainness and resulting ‘OMG did they accidentally send the prototype files to the printer?‘ feeling soon dissipates, and leaves you with a fantastically easy-to-read board state at any given time. The choice to not go for stark primary colours for player pieces is also a major win. The orange especially looks delectable. You hear me? Delectable.

In other words, less is more.

Daddy or chips?

For the vast majority of the game you’ll be faced with two main choices: get your spaceships moving around the exploration board, or research new technologies. The two things tie together and have all manner of interdependencies, but it’s still really difficult to choose at times, and a lot of that comes down to the end-of-game trigger. At the start of the game, you lay out some achievement cards next to the board. As the name implies, these represent the things you’ll aim to achieve during the game. A couple of the cards are used in every game, but the others get drawn at random, keeping the game interesting long after your first couple of games. So for example, you might be aiming to be the first to colonise four planets, or you might have your sights set on being the first person to research a level 4 technology. Once four achievements have been claimed, no matter who by, the game ends, so you’d better get your skates on.

a render of the full game
This render shows a 4-player game in play.

This is what I was referring to back at the top of the review. Even though Beyond The Sun is a Eurogame through and through, it piles on the tension like a good racing game. The achievements are worth decent points and are dangled just out of reach for most of the game. The game state is so easily read that nothing is hidden from anyone, so you can see just how close your rivals are to claiming an achievement. It forces you to make some pretty important decisions in the heat of the moment. Chase the player opposite you to pip them to the post for the achievement they’re blatantly after, or go for something else instead?

What makes the choices all the more delicious is the fact that you’re basically just looking at one of two places for the entire game. The exploration board and the tech board. No matter which you choose to work with your wandering eye is drawn to what the other players are doing on the other board.

distracted boyfriend meme

Sure, that sort of thing happens in other games too, but it feels especially pronounced in Beyond Of Sun, and I love it. Tech advancements not only get you VPs at the end of the game and often grant one-time bonuses, but more importantly may give you new worker spots. Despite there being worker spots, I don’t think of it as a worker-placement game really, as you’ve only got one pawn to move around to take actions. It’s more like action selection instead. Either way, some of those higher-level worker spots have some powerful effects, and are often cheaper to use than those printed on the board.

Back in your box!

No, not the game. I don’t want the game back in the box. It’s great. “Back in your box” was a catchphrase my group developed while playing Beyond The Sun. Whether it’s a ship or a population marker (or scientist as I keep calling them), all of your cubic resources come from the little columns of crates on your player boards. Managing your resources is the key to doing well in the game, and after the end of each of your turns you choose whether to produce ore (from a central reserve) or create population from any relevant columns in your supply. If you need to remove ships from the board because you colonised a planet, or if you lose a population cube in order to make a new ship or conduct some research, they get rotated back to their crate side and return to your board again. Hence “back in your box”.

a close-up render of a player board
A render of the oddly sexy player boards, with all their slotty goodness

Despite being a glib little sentence, getting stuff back on your board becomes crucial. In a game with no turn limit, most games seem to finish at around 15 turns, and you’re only able to run your production once per turn. There’s nothing more painful than going to produce population, only to realise you’ve got to waste your production phase on doing a resource trade with a really bad return. I say there’s nothing more painful, but that’s an exaggeration. There are plenty of things more painful, obviously. I sat down too fast once and sat on myself. That can bring tears to your eyes, trust me, but I’m trying to make a point here. Plan ahead and avoid the pain of a wasted production phase.

Beyond The Sun is one of those games that does a tremendous job of offering you tempting new things to reach for, while simultaneously pulling you back and saying “Ah ah ah, not so fast, you can’t afford that”, like a predatory video game full of microtransactions. There’s no pay-to-win here, though. Clever planning is the only way to make your galactic dreams come true, and it results in a game that’s as engaging as it is fun.

Final thoughts

Dennis K Chan has done a bit of a Min & Elwen with Beyond The Sun. The Czech duo came out of nowhere to land Lost Ruins Of Arnak on us and create a debut hit, and Dennis has done the same. Arnak isn’t a bad comparison actually. While there’s almost no crossover in terms of theme or mechanisms, they’re both very good medium-weight Euro games, and both are games with a near-universal appeal and low barrier to entry.

example of a tech card
A closer look at a tech card. The iconography throughout is great: clear, bold, and legible

It’s not the most visually striking game in the world, admittedly, but it’s a design decision which benefits the game, and ultimately that’s what matters (despite my grumbling earlier). The double-layer player boards with their slots for the various discs and cubes are really high quality, and I love the decision to add in a second set of player boards with asymmetric upgrade options. Between those, the wide variety of tech and achievement cards, and the upcoming expansion (Leaders of the New Dawn), Beyond The Sun will be hitting your table over and over.

On a personal level, I’m really glad to see Rio Grande Games breaking the mould and opting for a shallow, rectangular box. Some of my favourite games came in boxes like this (Concordia, Hamburgum, etc.), and it’s great to see a publisher say “Sod your kallax, we like this shape”. If you’re curious about the game and fancy trying it before you buy, you can play it right now on Board Game Arena if you’re a premium member (or know someone who is) by clicking here. My addiction to the game shows no signs of letting up. I’m currently in three asynchronous games on BGA, and I can’t wait to get my physical copy played again. Beyond the sun is a joy.

You can buy this game from my retail partner, Kienda. Remember to sign-up for your account at kienda.co.uk/punchboard for a 5% discount on your first order of £60 or more.



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beyond the sun box art

Beyond The Sun (2020)

Design: Dennis K. Chan
Publisher: Rio Grande Games
Art: Franz Vohwinkel
Players: 2-4
Playing time: 60-120 mins

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