Review: Rideshare Wars


THIS REVIEW IS FOR AN EARLY VERSION OF THE GAME. ARTWORK AND GAMEPLAY COULD CHANGE FOR THE FINAL VERSION.

Designer:  Peter Madara
Year: 2018
Publisher: Zuroovi Games
Players: 1-4
Game Type: Hand Management & Set Collecting

The taxi cartel has lost its grip on the six northern cities. Today’s the day it goes out of business. You are the leader of a rideshare corporation and you are on a mission to scoop up riders left without transportation in the wake of the cartel’s collapse. But you are not the only rideshare operator in town, and so far it’s been a tight race for dominance. Today is your last chance to acquire just the right riders, and in just the right cities, in order to emerge victorious.


What's in the box.

SOLO SETUP
Setup for both the Solo and Multi-Player games is basically the same. For solo mode you will shuffle the Tool Cards into one deck, leaving two discard piles for them (face up and face down). You will set aside only 3 Loan Cards. Shuffle the Milestone Cards and set aside too. Give yourself a starting hand of Now take the rider cards and deal 3 decks of 20. These will be the contested riders for the Morning, Afternoon and Evening phases, as well as your game timer for 15 Rounds. Place the rest of the Rider cards to the right side, and lay out the top 4 face up, creating the available curbside riders.  Last give yourself 7 driver cards, and place 4 of them into the driver discard pile. Remove the rest from play.

Game setup.

SOLO GAMEPLAY
NOTE: We are only covering the solo play of the game, but it is practically identical to playing with others . Rideshare Wars takes place over 1 day, broken down into 3 phases, Morning, Afternoon and Evening. Your goal is to gain Milestones by picking up riders, based on their Cities and Locations in those cities. To do this you have to strategize your options, before the game takes the Milestones from you.

On your turn, you will take the deck of Contested Riders (Morning, Afternoon or Evening) and lay out the top 4 in order, creating slots 1-4 (determining the cards cost) and you are ready to start the round. IF you are on the Afternoon Phase flip over the Top Milestone card. You will first take a Tool Card and add it to your hand. Tool cards, will help you throughout the game by either giving your extra choices on your turn, or you can use them face down to access other things, like getting more Driver Cards into your hand. Next you have the option of paying a Tool Card to remove a contested rider. Personally I did not find this was needed in my plays, as playing solo I was not worried about other people needing cards. Next you have to acquire a Contested Rider. You do this by paying the cost (Driver Cards) of where the card is in line (ex. Slot 1=1 Driver Card). The next step is to lay a card in your player tableau. On your first few turns, this will be the Contest Rider you just picked up. So you want to watch for City or Location Combinations to get those all important Milestone cards once they come out. Now you can take up to 2 optional actions before ending you turn. Optional actions obviously help you get what you need into your tableau, but at what cost? Some examples are picking up a rider from the curbside, banking a rider (placing it face down to just get the points but not the benefits of the City or Location), getting more Driver or Tool Cards. It's all very, very nicely laid out on a 2 sided player aid card. Last, check to see if you met the Milestone Card's conditions (only if a card is showing, as it won't be shown in the Morning Phase). If after the evening phase you did not meet the conditions, the card goes the game, and once they get 5 it's all over for you. Last you will prep for the next phase of the day by removing the Contested Riders you did not select, laying out the top four Contested Riders for the next phase of the day, and then doing the same for the Curbside Riders. Now just repeat and hope you have what it takes to beat the game.


FINAL THOUGHTS
Rideshare Wars uses strategy and some luck, based on what cards are shown during the phase of the day you are in, to not have the game end early. You have got to get those milestone cards from going to the game, because once it gets 5, it is all over. Hopefully you will be able to make it to the end, and then it all comes down to score, which will tell you how well you did. It's not easy, not at all, and that challenge factor is what made it fun for me. The concept and theme is very unique, and easily makes this game stand out. The artwork and content is fun, and full of humor, so it adds to the overall appeal. I did find the rules to be laid out nicely, but a little confusing at times. Keep in mind that I have an early version before the kickstarter, so this could be changed. But even though I had an issue or two, the player aid cards are a great addition to help as you play. I really enjoyed this game, and think it stands out from the pack. I like a challenging game that I can't always win, and of courseI love a card game that can do that with simplicity. It does take up a lot of table real estate though, so make sure you have room to play. Overall though, I am happy to have this in my collection now, and I can't wait to get it out again and again. Someday I'm gonna score more than 48 points... maybe.

SCORE
4.0 out of 5 Solo's

PROS
• Unique concept, I can't think of a game that plays like this.
• Challenging, with a little luck thrown in.
• Great artwork and design.

CONS
• Takes up a good deal of table space.

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DecapDan Royer DecapDan Royer Author

Travelogue: GenCon 51 Recap



After attending a few other conventions between GenCon and now, and getting that fabled "con crud" (trust me, it's not a fable!), here's a summary of my time there:

The meeples are stored, the dice carefully placed in protective boxes, and the boxes all shut – the best 4 days in gaming have come to a close, so that means it’s time for a recap!

THURSDAY

I got into town around 1:30 p.m. and parked through a Parkwhiz lot about a 10-minute walk to the convention center. I used this company last year, and for $6 a day, it’s really an unbeatable spot (and deal). I had to purchase four days of parking because I was staying at a friend’s house about 30 minutes away for the weekend. I arrived at the convention center about 2 p.m.

My main goal for the first day was to buy the games I wanted and scope out games I potentially wanted. Also, to wander the vendor hall and tournament/play area.

With a highlighted map in hand, I pinballed from booth to booth that had interesting things to show. I bought the 2 games I had planned to buy: Lucidity and Pocket Mars, as I mentioned in my previews of these games. At the Portal Dragon booth, I picked up my Kickstarter copy of Palm Island. Then I demoed a prototype game of theirs called Planetoid, where you dig on a planet to find precious metal. It’s a grid-like game with some strategy and luck.

If you’re a fan of The Lost Expedition, then you can get excited for the expansion, The Fountain of Youth & Other Adventures! However, it’s more like 3 mini-expansions you can combine separately with the core or play all 3 at once. The Osprey Games booth didn’t have copies to buy or demo, but thy did have a set to show me. Looks like there’s plenty to change The Lost Expedition. There’s even a supernatural element in one of the expansions. And a dog! I was told the expansions will release “mid-September-ish.”

I managed to demo Fairy Tale from iello, a tile-placement strategy game where you’re trying to fulfill conditions to complete your storybook. It was more fun than expected, but I imagine it’s better with three (which is how many played in the game I was in) or four.

FRIDAY

Before the doors opened to the exhibit hall, I wandered to the second floor to the Rio Grande room where there was free play of their games. I got in on Pulsar 2849. You travel around claiming spots in space – pulsars and planets – accumulating victory points. In the game I played, the GM didn’t use a few victory point gains to keep the game short. It was decent, but even without using some elements, there seemed too much going on. Gamers who love VP games with a space theme will probably like this.

Spoke with Asmodee Digital in the morning about the digital apps for Terraforming Mars, Scythe, and Lord of the Rings LCG.

Played the tutorial of Terraforming Mars via STEAM. It looked like a faithful translation. Getting use to the interface took some time as not all the board is visible at once. For example, you have to click to see your cards, the awards, milestones, and standard projects. But in these regards, the visuals were gorgeous. Once I got acclimated to where everything was, I played the game smoothly. All that was available was the tutorial, which sent you on your own after about seven generations.

Scythe for STEAM was available, and as you know if you’ve played the physical version, there’s a lot going on with the board and player card. I’ve personally only played Scythe a few times, so one thing that was very helpful to me was how the information on the interface was presented. The main board took up the top 75% of the screen (unless you opened any of the sidebars) and your turn options (player card) the bottom left – information appeared on the bottom right. Click on the available highlighted options provided you with info about the action. Having rarely played Scythe before, I found this immensely helpful. I muddled through a few rounds, and suffice it to say, I got destroyed by the computer. My only concern was locating the workers at times: they weren’t always easy to find. Now to be fair, I demoed the game on a small laptop, so hopefully these types of icons are easier to see on a bigger screen.

After my interview with the Asmodee representatives, it was just a matter of walking around and finding games to play in. And maybe find games to buy.

Eschaton was the first game I played in the vendor hall on Friday. I had no clue what the game was about, but the dark and depressing art drew me in. Luckily, a game was just starting! In Eschaton, you play a cult leader looking to win the favor of the Dark One so that when Armageddon happens (as determined by an event card), your recruits will be the Chosen to survive. You can sacrifice your recruits to gain benefits, and when you fulfill a condition for your leader, it activates a special power (since you’ve turned). The games dark theme made it fun to play, giving you different ways to win.

As I walked by the Fireside booth, one demo girl looked lonely. It appeared she had just set up Hotshots and was ready for a new game. I had seen this game appearing in various Facebook board game groups. Seemed to be popular one, so I sat down to play it. In the game, you play a firefighter working with other ones to put out a forest fire. The tiles are laid randomly, but the designer does include tile setups resembling national parks. The demo girl and I tried our best to put out the fire, but we hit one of the losing conditions: when 7 tiles get completely scorched.

SATURDAY

Since I had plans on Sunday back home (In Illinois), Saturday was going to be a short day. Just a day of buying games I had been thinking about the past two days. And playing games of course!

I waited until the mass exodus into the exhibitor’s hall thinned enough before entering. People had a purpose: many raced to the Paizo booth. That was fine because as my luck would have it, something guided me to the Gale Force Nine area. A demo woman was setting up pieces for Star Trek: Ascendency. No one had planted themselves there yet. So, I asked her if she was preparing a game. She was and invited me to sit down. After a few minutes, three others joined me, and we were ready to rock!

I was given the Klingons. As the woman placed the pieces out and explained win conditions and a few steps to get there, the whole thing overwhelmed me. But it’s Star Trek; I would push through in the name of the Empire. One of the other players had played Ascendency before – lucky him. The demo GM did alleviate some of the daunting by saying, “It seems like a lot of pieces, but the rules are simple.”

And she was right. Within a couple of rounds, I (and the others how had no familiarity with the game) pretty much had the basics down, with the GM clarifying here and there and offering advice. But a Klingon doesn’t need advice from her! Okay, I took the game too seriously. And I am now.

Ascendency is a deep game. You explore, discover new planets and stellar phenomena, colonize planets, and command ships. Oh, and engage in battle to destroy ships, take over planets, and capture homeworlds. Of course, as a Klingon, I followed their path of destruction and warrior-mentality and had one goal: eliminate the Federation. I even created an alliance with the Romulan Empire (except I had always planned to betray them, don’t worry).

How into my role of the Klingon race did I get? At one point, I had been engaged in a heated battle with the Federation – which they started, by the way. Fleet against fleet. They destroyed one of my ships, but I eliminated the entire fleet on one lucky, lucky roll. So what did I do? No, I didn’t celebrate with Blood Wine and targ meat, I yelled, rather loudly, “Qapla’!”

For some reason, no one else wanted to sit down for some time. I got to play Ascendency with the same 3 for 2 hours. I loved the game. The only thing holding me back from buying it is the minimum play count is 3, and as mainly a solo player, I’m not sure how often I’ll be able to get a game in. Plus, the GM said that games could last hours; quite possibly 90-120 minutes per person total per game. Boy, that’s some commitment! However, if you enjoy games of area control, resource management, and strategy, I recommend ST: Ascendency. Like Star Trek would help too. Especially if you have two other gamers who can consistently play with you.

After getting my wife cupcakes from one of the food trucks outside, I journeyed home.

WRAP-UP

This year, I was able to spend more time at GenCon, play more games, and purchase more stuff. I had a blast. There’s no other word to describe that feeling. No other phrase is needed to convey it. I. Had. A. Blast. I’m sure there are some things I missed; hopefully, I’ll get to further my experience next year by scheduling games through Events and attending fun shows like the D20 Burlesque or the improv group. I just really wanted to play lots of games this year, and I got to do that, so I feel lucky in that respect.

If you’ve never been, and you enjoy board games or RPGs, GenCon needs to be on your radar in the next few years. The dates are planned until 2022 so start saving and planning now for one of those years. I implore you!

GenCon 2019 will be August 1-4. Most registration and hotel lotteries and badge purchases begin sometime in January/February. So keep updated at www.gencon.com.

Gregory Gregory Author

GenCon 51 Preview: Lucidity



From the Publisher:

Lucidity: Six-sided Nightmares is a press-your-luck dice collection and manipulation game for 2–4 players. It takes less than a minute to learn and 20–30 minutes to play.

Whenever you close your eyes, you fall into the dream realm: a world of vivid hallucinations and dark monsters. You must use your wits to draw power from the dream realm and break its hold on you, before the monsters can track you down and consume you!

Each turn, you randomly draw a number of dice from a shared bag. This represents the dreams you will encounter this turn. Return two to the bag to represent your chosen path through the dream realm and roll the remainder. After you have suffered the effects of your roll, you must choose whether to rest (and clear your card of one or two dreams) or press on and try your luck on another turn – going deeper and rolling more dice every time you do so.

You win by collecting 15 power symbols on your rolled dice – freeing yourself from the dream world's grasp. But if you collect too many of the wrong symbols, you may find yourself twisted and turned by the monsters, until you too become a dreaded Nightmare. Or something's dinner.

Should you become a Nightmare, your game completely changes. You can still win, but only by consuming the dreams of the remaining Dreamers or sending minions after them to prevent them from becoming more powerful than you. If nobody has escaped by the end of the game, the most powerful Nightmare is the victor.

Without dreams, you cannot win. But without control, you risk becoming that which you fear most.

Or maybe that was your plan all along.

Why I’m Interested in It

This horror title has some nightmarish art, which is the point of the game. It’s meant to scare you, to keep you on your toes as you try to navigate your way out of the dream realm. And with solo play, your journey to escape the hungry monsters will be a lonely one. And that’s scarier than nearly anything, right?

The game is a press your luck style with collecting sets of dice to clear your dream cards. However, it’s possible that you could turn into a Nightmare, meaning you are the one meant to consume, the monster to take away everything from all the Dreamers looking to evade you.

I’ve talked less about technical aspects of the game, I know. It’s the theme that makes me love this game from the description and pictures and videos out there. I’m excited to see this title in person, but I won’t hide the fact that this is one of two games I’m definitely purchasing at GenCon. So, make sure you at least stop by the Renegade Game Studios booth to check it out.


Renegade Game Studios is at booth 2209 in the Exhibit Hall.



Gregory Gregory Author

GenCon 51 Preview: Pocket Mars



From the publisher:

For a long time now, Earth hasn't been a perfect place to live. You are one of the architects sent to Mars. Your objective is to set up an infrastructure for the first colonists who would arrive on the red planet and start a new chapter for mankind.

Pocket Mars is a fast paced and wildly dynamic card game but don't let the short playthrough time fool you. It's a heavy weight filler! A compressed and easy to understand set of rules, combined with cards that you can play in more than one way is what makes this game great! Fifteen minutes is all it takes for you and your friends to set out on an exciting adventure in space!

In the world of big games about Mars everybody should have one that fits in their pocket.

Your goal is to place as many colonists as you can in the buildings of your Mars settlement. To do so, you will need to choose carefully how and when to play your cards.

Why I’m Interested in It

I’m a huge fan of small games that pack an enormous punch. And after watching reviews and How To Plays on Pocket Mars, I have a good feeling that’s what this game is. With a science fiction theme (and a setting on Mars), it hits all the pluses on my radar.

I love Terraforming Mars, and while I know Pocket Mars isn’t going to have the scope of the bigger game, I believe it will have the scope to be more than the time listed that a game takes to play. It can play as a solo game (most likely how I’ll be playing it) with just as many options to create a civilization that survives. Multiple mechanic types almost guarantee multiple plays: Pocket Mars has area control and influence and hand management with space exploration.

Grey Fox Games will be selling Pocket Mars at the booth, and at $12.00 (listed in the GenCon preview GeekList), this game is a steal. Mars will be mine. (Unless the booth sells out by the time I get there Thursday afternoon!)


Grey Fox Games is at booth 2401 in the Exhibit Hall.



Gregory Gregory Author

GenCon Preview: Palm Island



From the publisher:

Palm Island is a portable game that you can take with you anywhere. Sitting, standing, waiting, riding, flying, relaxing, alone, or together you can play Palm Island no table required.

Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points.

Each card has four states or positions. The face-up, top section is the active area on each card and represents the card's current state. Through upgrading your cards with rotate and flip allowing you to access the other sections of each card and improve your village by increasing resource production and gaining more victory points.

While playing solo, players can achieve feats by meeting specific criteria during their games. Once they have earned a feat, it's card can be used in all future games. Collect more feats for more abilities and score even more points.

Why I’m Interested in It

For one, I backed this game on Kickstarter. I’d love to see it in person even before I receive it. (I may even purchase a copy at GenCon!) But regardless if I backed it or not, the game is an extremely portable card game - hence the name - that plays solo (there is a 2-player option.) The art looks well done, and with solo players achieving feats, this might be a game that goes with me everywhere to pass any free time I have.

The mechanics of Palm Island are simple, but each card has multiple states of play on each side of the card: the active area, then ways to upgrade your cards to make your village better. There are resources and victory points. It’s like a big resource management and city building game right in the…wait for it…PALM of your hands.

Portal Dragon will be at location 3062 in Entrepreneur’s Avenue.



Gregory Gregory Author

GenCon 51 Preview: Detective from Portal Games



From the publisher:

In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game's DEDICATED DATABASE simulating agency's resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.

Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team member. This board game tells rich stories - stories you will participate in. Let's hope that you will be able to deduce the end, before there is another crime... The game will challenge you with five different cases, that has to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.

Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes - consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!

Why I Am Interested in It

The combination of using a traditional way to play (a physical board game) and the online aspect intrigues me on how it enhances the enjoyment of the game. There's a proprietary database through the developer you use. However, in an interview with Board Game Geek at the GAMA show this year, Luke Otfinowski from Portal games also mentioned going to Wikipedia and sites like that. I don't mind issuing apps away from the board as long at it makes sense and improves gameplay. Ultimately, it sounds like you'll be utilizing similar tools that real detectives use to solve cases. All that's missing is a fingerprint kit.

And the theme is right up my alley. Most likely I'll be doing Detective solo, so if the length of one scenario is around 3 hours, then getting 15-20 hours out of a $50 (price from the GenCon preview listing) game is well worth it. Some of us pay more for a video game that late the same amount of time or less! Plus, all the single missions combine into one full campaign. That adds more to the endgame content.

Can’t wait to see this game in person. Portal Games will have Detective for sale at their booth located at 1850.




Gregory Gregory Author

Review: Euphoria



Creator(s): Jamey Stegmaier, Alan Stone
Publisher: Stonemaier Games
Year: 2013
Players: 2-6
Game Type: Worker placement with dice rolling and hand management.

OVERVIEW

I love dystopian things. Movies and books. Maybe I’m just a depressing guy that loves watching or reading about a society that never got out of the rut of some major event that turned people against each other in some class, intellectual, or technological way. The board game Euphoria has entered the dystopian-themed universe with a bleak view of the future after the world as we know it ended.

A new world order is created so another apocalypse is avoided. So, the Euphorian elite build high walls around their precious city. Intellect is the most important factor in maintaining this society. To make it to the future, everything is taken away from the citizens. Even knowledge of the past.

But there are three other societies who want to make sure the Euphorians don’t keep rule over the world. There are other ways to the future, and they don’t involve oppression. The Wastelanders are farmers and historians to remember the past. Subterrans, an underground collection of miners and revolutionaries, maintain the tunnels and pipes that lead to each of the societies. The Icarites live in the clouds (literally and figuratively.) They move about in Zeppelins, trying to bring people to them with the promises of everlasting bliss.



GAMEPLAY

Let’s get this out there right now: there are a lot of options for victory in Euphoria. The board is overwhelming at first, as you figure out how you want to proceed. And a strategy for one game may not work with another game. That’s one of the reasons this game is worth owning.

Now that that’s out of the way, let’s get to the nitty gritty. Your goal is to place all 10 of your authority tokens. This is done by paying resources for the markets or advancing the allegiance track or resolving your ethical dilemma (if you chose the one that allows you an authority token.) The first person to get rid of your authority tokens wins. So how do you do that?

Except for Icarus, each of the factions have markets you can “open.” You’ll need to produce resources to obtain the materials to get those markets activated. Food, Energy, Water, and Bliss are the resources you can get, and Clay, Stone, and Gold are the materials you use to build the markets. And to collect all that stuff you have workers to use in the form of your dice. You start with two, but you have the opportunity to activate more workers (up to two more) if you wish.

When it’s your turn, you have one of three actions you can make. You can place a worker, retrieve your worker(s), or resolve your ethical dilemma. One of the clever mechanics involving the workers is the Knowledge Check. In this dystopia, you don’t want your workers becoming so intelligent they realize there’s more to their bleak surroundings. Basically, you want to keep them dumb. Anytime you activate a new worker or retrieve your workers or have a worker get bumped from the board, you roll them. Add them up and combine that with where you’re at on the Intelligence Track, and if the total is 16 or over, you lose a worker. That means you can do less on your next turn. That worker’s intelligence is sort of punishing you, isn’t it?

Recruits

Recruit cards. I’m torn on the impact these cards have on the game. These cards have special powers on them to use throughout the game. You start with one face-up (active) and one face-down (to be activated later). Chances to flip the inactive one come through tunneling or raising the allegiance track of the faction your recruit is allied with. Some powers on the cards are useful, but I found most went ignored or didn’t pertain to many of the actions during a game session. Through multiple gameplays, I rarely used a recruit’s power let alone both. And some of the recruits had powers that were so precise, I don’t know if the conditions to meet the powers would ever occur.

The Ethical Dilemma cards add a dimension to the game but aren’t so advantageous in my opinion they’ll drastically change the game. Each card – used once per game – allows you to choose between two dystopian-like choices that shows you are for or against the dystopia. For example, one card lets you choose between “Publish an Expose” or “Publish Propaganda.” The results for or against are the same on all the cards. You’ll either get to Draw 2 recruits to keep one or you will get to place an authority token on the card.

Mutual benefits are a key component in trying to retrieve resources and build markets. There’s a good way to do it and a sneaky way. Each area has a commodity box to obtain resources. They are cumulative, based on your worker’s knowledge score. More than one dice can go in the commodity box (even yours), but the person placing the die gets to resolve the conditions. So, you either want to keep the score low so the next person doesn’t get the best rewards, or you want to add to it so you get the best rewards on a subsequent turn. For the markets, you can build them yourself or more then one player can help build them. When the market is activated, each person who assisted in its construction gets to place an authority token on it. But here’s the kicker: for each person who didn’t help is affected by the penalty listed in the game from then on. However, those who incur the penalty can spend resources later to add their authority token and negate that effect.

Markets

SOLO PLAY/DIFFICULTY

As of right now, there is no official solo version of Euphoria. Although in March of this year, a form thread on BoardGameGeek had a response that an Automata was being developed (along with an expansion.) You can download a PDF document of a fan-made solitaire variant at the link at the end of this review.

When you’re first learning the game, it can be staggering when you look at the board and pore over the rules. But after a few play-throughs, you’ll realize that, while a lot of information is thrown at you visually, Euphoria is whittled down to a few basic actions that potentially garners you several strategies per game. I highly recommend viewing the Watch it Played instruction video (link below); it’s only 25 minutes, and Euphoria is explained superbly.

FINAL THOUGHTS

Euphoria is an expansive game that’s enjoyable to play. Because it makes sense. As I played, I realized – once I had gotten the rules down somewhat – that each action or worker placement or resource gathering or material collecting made sense with one another. You’re in a dystopia and using workers and materials and resources should be limited in what you can do with them. For example, water is a resource vial for the Subterrans. Why? Because they are underground and where do you find water? Underground. You don’t use with other factions. And to build the markets in Subterra you use lots of stone. See what I mean? Creating a better dystopia in Euphoria makes total sense in how you do it.

Really, the only negative I have for Euphoria is the Recruit Cards. Often, I found them useless, just sitting in front of me waiting for me to use them. Opportunities to take advantage of the powers on them didn’t come up very often.


Artifact cards

Using Knowledge Checks with your workers and advancing the allegiance tracks adds a great depth in maintaining your dystopia. Plus, your ability to cooperate or uncooperate with your opponents keeps you on your toes. In some cases, you want to work with others, but then again, you may not want to so their options are limited.

If you like dystopian universes or science fictions games, I recommend this game. It combines several board game mechanisms to journey to victory that rely more on strategy than luck. While there is some dice rolling, it’s minimal. And if the dice roll hurts you on one turn, you can always change that result (i.e. getting your workers back) later. Plus, if you’ve ever wanted to rule a dystopian society and keep the citizens dumb, Euphoria is perfect.

WE ROLL SOLO SCORE

4 out of 5 Solos

PROS
  • Deep, immersive gameplay
  • Multiple strategies to win
  • Great dystopian atmosphere
  • Great with 3-5 players
  • Worker bumping a solid mechanic


CONS
  • Board is somewhat busy in sections
  • Automata is forthcoming (as of March 2018)
  • Recruits’ powers can feel useless

Euphoria Official Site
Euphoria on BoardGameGeek

Watch it Played for Euphoria
Solitaire Variant (fan-made)
Play the digital version at Boardspace.net

Gregory Gregory Author