![]() ![]() Next up, we've got Plan: Z, a charming little game of base-building during the Zombie-apocalypse thought up by one Travis Dennison, CEO of AvDenn Games who tried to get this game funded in October already but then cancelled and are back now. It's a tad pricey for what looks like a relatively small-ish game, but maybe it's nevertheless worthy of support. Bazaars of Ubar is live for another ~32 hours and is projected to deliver in August of 2023. If you think this sounds interesting, hurry up. So who knows? Maybe this'll be another It's a Wonderful World-situation, where the puzzle at the heart of the game is so good that I'll gladly overlook the boringness of some of its parts. But here comes the second interesting part: Items are polyomino-shaped and you have a relatively restrictive grid to store them, so managing that is also something you have to keep in mind. First of all, the goal of the game is money and you get money by selling items at the end of a stage (of which there are three) and there's relatively fixed prices for the items but at the end of every stage, one item is "overvalued" and one is "undervalued", so you might create items that will be "overvalued" at the end of the game early on to sell them at the end. There's two elements that might salvage this for me. Because luckily, this isn't the whole game. So that's not good.īut every now and again, I can deal with stuff like that. And engine building where all effects are straightforward "pay X for Y"-stuff doesn't strike me as very exciting. Which makes me a tad apprehensive, because you know me, I'm a very interesting person who's easily bored by. Either goods for other goods or time for goods. on the other hand, Armstrong probably thought that the card-effects in Arcana Rising were far too exciting, so in Bazaars of Ubar, he simplified all of this to "trade in X for Y". ![]() It features a Tokaido-esque (or maybe Patchwork-esque) mechanism where the person furthest behind on a time-track takes the next turn, drafting a tile from an open market, paying time-points (meaning they have to advance their marker on that track) and then inserting the new tile into their tableau of tiles, activating it and also other tiles depending on the "wind direction" of the tile you just drafted (you might for example activate one or two tiles to the "west" of the new tile or maybe those that are adjacent diagonally or orthogonally). ![]() Armstrong probably agreed with half of that, because Bazaars of Ubar is all about drafting new tiles for your engine and then immediately running parts of it. I wasn't the biggest fan of that game, I thought that the central mechanism where you had to forgo a card to be able to run your engine wasn't very fun and also the card-effects were kind of boring in that one. The first one for today is Bazaars of Ubar, an engine-building-game by publisher Grey Fox Games and designer Tim Armstrong of Arcana Rising-fame. ![]()
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