Roll and move Archives - Punchboard https://mail.punchboard.co.uk/tag/roll-and-move/ Board game reviews & previews Thu, 19 Sep 2024 13:34:47 +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 Roll and move Archives - Punchboard https://mail.punchboard.co.uk/tag/roll-and-move/ 32 32 River Of Gold Review https://punchboard.co.uk/river-of-gold-review/ https://punchboard.co.uk/river-of-gold-review/#respond Thu, 19 Sep 2024 13:34:23 +0000 https://punchboard.co.uk/?p=5575 The mental gymnastics aren't venturing into Lacerda or Splotter levels here, but there's enough to keep your brain on its toes. Not that brains have toes, but you get the idea.

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You’ll hear River of Gold compared to Lords of Waterdeep, and it’s understandable why. Both feature the idea of building a town of sorts, with the players earning rewards when they visit the various buildings during the game. Both have the idea of contract fulfilment. In Lords of Waterdeep it was about completing quests with warriors and wizards and suchlike (cubes, in reality), while in River of Gold you deliver silk, rice, and porcelain (cardboard tokens) to customers in return for bonuses and abilities. River of Gold is a very different game to play, however, thanks to the removal of worker-placement as a mechanism and the addition of – dare I say it – roll and move.

Roll and move? Like Monopoly?? Burn, heretic!

Yeah, yeah, I know, enough punching down on Monopoly. It’s a fair concern to have though, especially as I’ve heard this game described as ‘Lords of Waterdeep crossed with Monopoly’. Those of you recoiling in horror at the thought of playing a game that’s anything like The Landlord’s Game don’t need to worry, because despite your actions being dependent on rolling a die, this game is nothing like it.

Mitigation

Some people can’t bear to play a game that uses dice to decide anything, especially when you’re talking about a single die. At least when you’re playing a game like Can’t Stop, the four dice you roll make heavy use of probability, turning it into a game of considered gambling instead of blind luck. Let’s compare that to River of Gold. In River of Gold you roll your single die to determine what actions might be available in your following turn. In the simplest terms, if you roll a 4, you can move one of your boats four spaces along the river. You could also use it to deliver your collected goods to a customer whose card has the same number on it, or build one of the available buildings in the zone of the river matching the colour and logo of that die’s face.

adding player discs to buildings
Players’ discs are added to buildings as a clear reminder of who benefits from what.

Your initial impression might be one of mild disinterest. A one-in-six chance of getting what you want? No thanks. That’s where the mitigation comes into play. For starters, you’ve got two boats on the river, not just one. If you play it clever and keep them a little way apart it makes the likelihood of any roll being good. The main way of swaying lady luck if she’s in a fickle mood is through the use of divine favour. Divine favour is just another resource you can collect and spend to change the die roll. Each you spend changes the value by one, and it wraps around from 6 to 1 and vice-versa.

Obviously it’s still a game that someone can get incredibly lucky at and never have to use any favour, while someone else sets the world record for rolling consecutive 1s, and there are some people who just can’t get on with games like that. Those people are better off sticking to games like Lords of Waterdeep with its worker-placement, perhaps. But there are some other things about River of Gold that really set it apart from its D&D-inspired stable mate.

divine favour track
You can spend this divine favour to change the value of your die.

Every space along the river has four buildings adjacent to it. When you dock in a space with your little boat you get the rewards from the pointy end of all of the building tiles that are adjacent. There’s no limit to how many boats can be in each space either, which really sets it apart from Lords. There’s no more choosing what the next-best option is because someone used the building you wanted to. Like Lords, again, the owner of each building gets a bonus when someone – even themselves – visits one of their buildings. One of the things I really like is that each building’s cost is determined by its location, not the building itself. There are some great locations which border multiple river spaces, but you’ll end up paying more than double the cost of somewhere that borders just one.

Boat race

It might not seem like it at first glance, but River of Gold has the feel of a race. There are randomised shared objectives which are first come, first served, and the end of the game is triggered by the last building tile being taken from the available stacks. You’ll find yourself planning to do several different things, but you’re increasingly aware that the end of the game is fast approaching. As with so many other Euro games you’ll never get it all done, so choosing what to chase and what to leave is tricky.

an overhwea
Thanks to the small player boards, you should be able to get this on most tables.

As if there wasn’t plenty enough to think about, each of the six regions of the river has its own progress track to wend your merry way up. There are decent points to be had for doing well on those tracks, as well as one-time bonuses along the way. So it makes sense to fulfil customer contracts that give you discounts on building in that region, right? Or maybe those that give you double points at the end of the game in particular regions. To fulfil those contracts you need resources though, so now you’re trying to work out how you’re going to get those resources and advance up those tracks at the same time, which generally means different building types. But for buildings you need money, money you can only really get by sailing, and…

…phew. The mental gymnastics aren’t venturing into Lacerda or Splotter levels here, but there’s enough to keep your brain on its toes. Not that brains have toes, but you get the idea. All of this is going on while the rest of the players are trying to do the same thing, and everyone is competing for the same communal goals, all the while watching the building piles shrink. Buildings get removed every time someone reaches the end of the river and loops around to the top of the board too.

It all makes for a game which is often done in an hour, and there aren’t too many games being released now that deliver the same amount of game and meaningful decisions in that length of time.

Final thoughts

River of Gold is my new gateway game. It’s that game that I’ll use to introduce new gamers to something a little heavier without getting confusing. Rolling dice is universal. Everyone knows how to do that, and giving new players something familiar is often the key in capturing their attention and making hobby games seem approachable. The remarkable thing is that despite making a game with mechanically simple mechanisms that plays out in an hour or so, there’s enough going on to make it engaging and interesting to nerds like me. I’ll happily play River of Gold with you. In fact, I’m taking it along to my local group tonight as we have a relatively new player and I know it’ll be a hit.

gold inlaid on the river on the main board
The metallic gold inlay on the river is gorgeous.

I have to mention the presentation too, for good and bad reasons. Let’s get the bad out of the way first. The insert looks fantastic, and if you look at the publisher’s pictures on BGG it’ll look like the game comfortably fits. The truth, however, is that it does not fit. I’ve read that there are some good 3D printable additional pieces which make it fit, but I’ve thrown it in the bin and bagged it all. On the good side though, holy cow is that board pretty. The river has inlaid gold which looks gorgeous. I’m used to seeing that sort of effect on cards, but never on main game boards. The wooden boats are different shapes for each player colour too. They’re small things that don’t affect the game you play, but pay testament to the level of care and production used in the game. Except for the insert.

Once you’re used to the game there are some asymmetric clan cards you can throw in that make things a little more interesting if you’re experienced gamers I’d throw them in right from the get-go. There’s really very little not to like about River of Gold, which is why I’d recommend it to anyone who regularly plays with a group who enjoy more than just hardcore games. The speed at which it plays out, combined with the number of choices available at any given time, and the ease of taking a turn, make for a cracking game that won’t swamp your table or make your bank account cry.

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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river of gold box art

River of Gold (2024)

Design: Keith Piggott
Publisher: Office Dog
Art: Francesca Baerald
Players: 2-4
Playing time: 60-90 mins

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Canine Capers Preview https://punchboard.co.uk/canine-capers-preview/ https://punchboard.co.uk/canine-capers-preview/#respond Tue, 13 Jul 2021 08:37:21 +0000 http://punchboard.co.uk/?p=1717 One of those odd questions that people seem to ask is, "Do you prefer dogs or cats?". I'm not sure why it matters, but whether you prefer canine of feline, Atikin Games have you covered with their latest 3-in-1 Kickstarter for Playful Pets.

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Disclaimer: This preview is based on a prototype copy of the game. All artwork, components and rules are subject to change before release.

One of those odd questions that people seem to ask is, “Do you prefer dogs or cats?”. I’m not sure why it matters, but whether you prefer canine of feline, Atikin Games have you covered with their latest 3-in-1 Kickstarter for Playful Pets. It combines two main games: Feline Felonies, and the one I’m writing about here, Canine Capers.

I’m not sure why, but putting games in mint tins seems to be a thing, with Mint Works being the most famous. They’re undeniably cute, and I always like to find out how much game designers have managed to pack into a small package. Some games pack in way more than you’d expect, like Palm Island. Nikita Sullivan – the designer of Canine Capers – has used a really novel system of connecting the game board pieces with overlapping magnetic pieces.

canine capers prototype board
A quick look at the tiled player board. Remember these are just prototypes

Sniffing out clues

The premise of Canine Capers sees the players taking on the roles of dogs. The dogs have very active imaginations, and are busy sniffing around for clues for various imaginary capers in their village. Your job is to gather as many clues as you can, and return them to Canine P.D. in the middle of the board, working together to do the best job you can.

canine capers mint tin
The cute little mint tin the game comes in

Roll-and-move is the order of the day here, and you roll dice to find out how many Paw Points you have for your turn. Paw points are spent moving, picking-up and dropping-off clues, and using the various special abilities available to you. If it’s not obvious by now, this is a game aimed at younger players. I played with my eight-year-old son among others, and with some occasional steering, he was easily able to understand and play the game.

Although I generally don’t like roll-and-move in a board game, in this case it fits. For some reason kids seem to really enjoy it as a mechanism, and long after I tired of rolling for the umpteenth game in a row, my son was still keen to keep going. There’s a nice balance in place whereby low rolls might mean you have limited actions available, but the special abilities available for rolling a 1 or 2 are more powerful, compensating for the bad luck.

Middle ground

There are so many mass-produced, franchise-milking board games out there for younger children that I just can’t stand. My little boy enjoys them, because of the familiar characters on them, and because they’re simple. I watch his eyes roll back into his head when I suggest anything a bit heavier, or more Euro in design, but Canine Capers slides nicely into place between them. There is at least some player agency, and there’s loads of co-operation necessary to get a good score.

canine capers player cards
These player cards let you track your Paw Points to spend, and remind you of the special abilities

As a parent, this is a great thing for me. Although after two games in a row, I started to want some variety, I’m still more than happy to play this. There are some great common concepts from hobby board games (action points, special abilities, co-operative play) as an introduction, but the cutesy paw-print player pieces and theme, and the familiar roll-and-move mechanism mean children will be happy to start playing.

Games are quite tight, and the dice rolls add a little drama to every turn. Rolling a 5 or a 6 adds another clue to the board, and if that space already has one, a cat steals it, and there’s a collective ‘Noooo’ around the table, especially if it’s a star clue, which are worth more. You can still get the clues back, but it means using up a low-scoring roll or making a detour to visit a sly fox. Cuteness abounds.

Final thoughts

The prototype I played with is clearly a personal, passionate project to Nikita. The pieces are hand-made, sticky taped together in places, and it has the smallest, cutest dice I’ve ever seen. It’s a really charming, lovely thing. It’s not a deep game, or a game you’ll be taking along instead of Agricola to game night, but it’s not trying to be. It’s a light, quick, family-friendly game. As far as I understand it, Canine Capers is the co-operative game, while Feline Felonies is more directly competitive. I’m glad I had Canine Capers, as my son is a) very competitive, and b) hates losing, so having a game where we all either win or lose together is great.

As I’ve said before on this site, there are some brilliant creators here in the UK, making brilliant games, and if you’re looking for something light to bring your family together around a table – even a tiny table in a caravan – Canine Capers is a great choice. The Kickstarter should be live by the time you read this, so check it out

A prototype copy of the game was kindly provided by Atikin Games. Thoughts and opinions are my own.

playful pets box art

Canine Capers (2021)

Designer: Nikita Sullivan
Publisher: Atikin Games
Art: Nikita Sullivan
Players: 1-4
Playing time: 30-45 mins

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