Posted in Board Games

Game-a-Day Fortnight: Day 13 – Burger Up

Burger Up is a competitive 2-4 player game about building burgers of epic proportions, made and published by fellow Australians! Burger Up is a game of truly mouth-watering art, engaging pattern matching, and emergent humour in the ridiculous burgers you build.

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Serving suggestion.

Customers place orders and you all race to complete the requested burgers. Orders will sometimes specify the burger size (minimum or maximum number of ingredients), some ingredients (or category of ingredients, like meat or sauces) that must be in the burger, and some that must not be in the burger. You start with four ingredient cards and two bottom buns to build on. Every round a burger top isn’t claimed, it’s worth another coin.

Fictionally, in the game world of Burger Up, I like to think that everyone is so desperate to get their burger order that the longer they wait the more they’re willing to pay to finally just get their bacon and egg roll, especially after seeing four people served before them. Also, there’s just one guy providing ingredients to the group of competing burger artists and that guy’s kind of a jerk. Sometimes he’ll just give you sauce, sauce and more sauce.

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Burgers have cool names and lots have cute toppers. Aww, look at that Meat-A-Saurus Rex!
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Too much cheese? You didn’t say nothin’ ’bout no cheese, buddy. Deal with it.

What’s great about customer orders, is you don’t have to uphold the spirit of the order, as long as you meet the letter of it.

You can add whatever you like as long as you meet the order’s criteria. This rule means you end up with monstrosities like this Mad Max burger, which only calls for three particular ingredients, but doesn’t say not to add to a whole stack of cheese.

Funny moments like this are common, especially in rounds where you have no ingredients that any of the current orders require, so you just stack up whatever you can in the hopes some useful ingredients will show up soon. “You know what this mustard could really use? Tomato sauce”.

Why would you add extra ingredients? Well, the heart of Burger Up is a pattern matching game. Each ingredient card has two ingredients on it, and can be flipped to act as either one before placing it.

But see the icons on the cards? Your next ingredient has to match. So, you might be looking to place some meat, but the only meat you have in your hand needs to be placed on top of a sauce card, so you buy a sauce card, but that may need to be put on cheese. And so on.

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Orders are worth more and more each round, but can you be the first to build those burgers?

There are lots of different combinations of ingredients on the cards (some with the same ingredient type twice, letting you quickly make, say, a super salad burger)

Ingredient icons are also broad enough to allow some flexibility. The ‘meat’ icon is actually a patty icon, and veggie patties exist, so your salad burger’s not necessarily ruined just because you have that icon. And if all else fails, use a handy middle bun, which can be put on anything and have anything put on it. But it doesn’t count to the size of your burger.

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Chicken & Avo. Order up!

Spatulas, which are worth 4 points at the end if you haven’t used them, add another sprinkling of strategy, as they let you discard an ingredient and everything on top of it, or move that stack of ingredients to another bun.

In play I’ve seen a new burger bun come out where another player’s towering burger already had all the required ingredients! Except they had a stack of meat on top. And the burger was a vegan burger. No worries! Spatula that meat stack onto another burger and you’re left with a perfectly serviceable vegan burger 😉

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Perfect ingredients and big burgers give extra coins – if they match anyone’s order!

You’re encouraged to build bigger burgers, as they’re worth more when served up, but some burgers are specifically smaller sizes, so you have to keep your options open – or again use the handy spatula (you can use it twice, but that’s it).

When you build a colossal burger, you can forego the 10 coins you just earned to upgrade your restaurant, letting you place 4 ingredients a round, instead of 3 – it’s handy, but hard to tell how valuable or detrimental this option really is. We have usually had only one person take it, and they’ve trailed behind in score.

Burger Up is a fun time, with drool-worthy art, a fun pattern matching puzzle and player-generated humour through monstrous burgers you’ll be passing off as BLTs. Our main complaint is the the game has run a little longer than we’d like, sometimes. Solution? Just take out a few more top buns at the start to make this game fast food. Easy!

Or if you still haven’t had your fill there’s the Burgers of the World expansion with more top buns and ingredients like tofu patties, brie and beetroot. It doesn’t make the game longer – unless you want it to – but variety is the spice of life.

Had enough now and looking for a new flavour? How about Sushi Go, Hanabi, Between Two Cities or Galaxy Trucker? Along with an actual burger recipe, the Burger Up Game Recipe Book includes variants inspired by these great games. It even has rules for a solo mode and a 5-6 player version of Burger Up. A tempting buffet of gaming options indeed!

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Posted in Board Games

Game-a-Day Fortnight: Day 11 – Samurai Spirit

Samurai Spirit is based on the film Seven Samurai, and sees 1-7 samurai cooperatively defending a Japanese village against raiders by engaging in the ancient art of battle blackjack!

In real-world feudal Japan there were no women samurai and when a you took two wounds you transformed into an humanoid animal warrior. It’s the same in Samurai Spirit, which even has a note about it in the back of the manual explaining but not apologising for its staunch adherence to historical accuracy.

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In this game you’ll Fight by drawing raider cards numbered 1, 2, 3 and 4, Confronting them by adding them to your Combat Line (the right side of your samurai board) trying to reach your kiai number. Think of it like 21 in blackjack. You want to hit it exactly, and not go over, or you’re out of the round and raiders burn down a village barricade.

Below, Kikuchiyo has a 3, 2, 1, 2, 2, which equals exactly 10, his kiai number. So, he gets to remove the first card (the 3) from his Combat Line, to stay in the round and give him another chance to reach his kiai number again. His special kiai ability also activates.

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Any time a samurai reaches his kiai exactly, he discards the top card from his Combat Line.
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Kikuchiyo’s kiai ability also lets him discard the most recent card in his Combat Line.

When you Fight, you can Defend instead of Confronting, which lets you place the raider to the left of your board instead, not suffering any ill effects of the card – but you only have three slots on the left, one for a card with each of these icons: hat, farm, family (doll).

Ideally, you’ll want to fill up the left side, to uphold the samurai code of honour and – more importantly – to avoid penalties at the end of the round. Without a hat, you’ll get a wound; lacking a farm or family icon means a farmstead burns down (flipping over to reveal yet another penalty) or a village family is killed (removing a round end bonus).

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Our village is under attack! Call on the 1-7 Samurai!

To help you deal with all these raiders, in addition to their kiai abilities, each samurai has unique talent, which can be used each round. Talents let you do things like put the next raider onto the bottom of the deck, pass certain value raider cards to a neighbour. Instead of choosing to Fight, each round, sometimes you may want to Support, which grants an ally access to your talent once their turn rolls around.

Raiders often have icons in their lower left, which are known as ‘battle penalties’ – basically the damage the raiders inflict to you and the village. Each turn, you apply the penalty in the lower left of the most recent card in your Combat Line. It might burn a barricade, prevent you supporting other samurai or let intruders sneak into the village (which also happens whenever you Support). Raiders, of course, can also wound you.

 

Wounds are really interesting in this game. You can handle 1 wound, but take a second one and your animal spirit is unleashed! You flip your board, which makes your kiai ability more powerful and increases your kiai number. Take another wound, and it’s fine. Take one more after that, and you die, the group loses morale and you all lose.

Sometimes, taking a wound is a good idea, to unleash your animal spirit and give you more wiggle room if you’re getting close to your kiai number and know there are lots of high cards coming out soon.

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Finally, this tiger has had more than he can handle.

After each round, any intruders that got past your samurai are flipped over. If they have flames in their lower right-hand corner they burn barricades (or farms, if the barricades are all gone). You win the game if you have at least one farm and family by the end.

But! Round 1 isn’t the end.

You play again, without healing wounds or caging your animal spirit. Instead, you add lieutenants (value-5 cards), shuffle the deck and go again. After that, you play a final round with the addition of value-6 boss cards, each of which has unique art and powerful battle penalties.

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Kikuchiyo’s filled up the left side, then encountered a boss. Luckily, he’s reached his kiai!

Samurai Spirit has a lot of gaming goodness packed into a box about half the size of most other modern board games. I only have two main criticisms with Samurai Spirit. One, I’ve mentioned: the lack of women, the ‘sorry if you feel that way’ non-excuse pseudo-apology in the manual.

The other criticism is a fairly significant rules oversight I’ll warn you about right now.

If you’re playing the 2-player variant, it’s very important you ensure you have enough family icons on the cards that form your raider deck. If there’s only one icon, the game is literally unwinnable (at least one of the three families will die each round). If there’s two, it’s very likely unwinnable.

I’d recommend checking your cards and ensuring you have more than 2 icons. 4 or more, perhaps? The game’s designer and updated rules PDF agree, but if the physical manual in the game box may not mention this critical, but easily-overlooked rule.

Samurai Spirit is a great game! For a relatively cheap price, the game packs a lot into a little box – basic mechanics are simple enough to grasp quickly, but the co-op powers make for interesting interaction and combos, the player count is great, and the three-round structure ratchets up the tension as the game progresses. It’s even short enough that, win or lose, if you’re anything like me you’ll be keen to dive right back into the fray!

Posted in Board Games

Game-a-Day Fortnight 2015 – Day 4: Tsuro

Tsuro is another great, fast game. It’s beautiful too, and sort of zen.

You play by placing tiles with paths to follow (anyone touching any of the paths must follow it), flying around and trying not to stray off the board (and lose) or crash into another dragon (both lose).

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At first, you just move a little way. Later, when tiles connect up, you’re zooming all over (and hopefully not off) the board. Whoever survives the longest, wins. You’ll always have a winner by the time the tile deck runs out.

I think it’s a better game with more people (can do 2-8 players), as you’re all passing by each other and it can get hectic. It’s a good game when you’ve got 15 minutes – though I find we’ll often want to play two or three times in one sitting 🙂