Euphoria: Build a Better Dystopia review

We picked this guy up from our anniversary purchases. I’m quite fond of it.

Euphoria. Legitimately beautiful board.
Early play in Euphoria. Legitimately beautiful board.

Euphoria is a dice placement eurogame with a great theme and a bunch of interesting twists. You play a middle manager in a world crushing dystopian society and you’re just trying to get your job done. To do so you use your worker dice, and the larger the dice score, the better the dice works in some jobs, but if they get too smart

Bioshock Infinite: The Siege of Columbia review

Tomo picked this up on one of those online sales so I finally got to play what I passed on to get Evolution instead.

Bioshock Infinite: The Siege Of Columbia
Bioshock Infinite: The Siege Of Columbia

This is pretty much the quintessence of a Ameri-game. Miniatures for area control. Combat with custom dice. Completely theme based. Simple rules that involve a lot of weight up front. If you like

Pax Porfiriana (solo) mini-review

This one took a while to hit table despite my best efforts since the rules are a bit long, so I finally did the optional solo variant by myself.

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Pax Porfiriana, solo, in progress. Diaz on right.

I realize this really is a very mini review even by my standards but I just want to say how fantastic the game really is.

Dice City, review

David brought Dice City to game night so I got to check it out.

Dice City player board. The dice land on intersection of number and color
Dice City player board. The dice land on intersection of number and color

The game is the exact middle ground of Machi Koro and Imperial Settlers. It takes the dice from Machi Koro and combines it with the resource management of Imperial Settlers.

You start with a large board in front of you filled with useful but unexciting builds. You roll all your dice and place them in their correct spot (where the color of dice and number rolled meet), and then activate that building. Sometimes you get a resource, sometimes you get an attack point, sometimes a weird power up goes off. You then use those resources and attacks to get new cards and VPs, perhaps attacking and disabling your opponent’s buildings.

That’s pretty much the entirety of the game mechanically, actually. Get resources, spend resources, hope that the numbers you need roll. This isn’t a criticism, simple mechanics for card building combined with interesting cards is all you need. So let’s talk about the cards.

Full setup of Dice City
Full setup of Dice City

The cards are definitely more Machi Koro than Imperial Settlers. There’s more of simple combos such as “Activate

Xenon Profiteer, review

Grabbed it on sale from Eagle Griffin cause we like clever deck builders here. This one is even more clever, to the point it plays more like a card builder (like Mottainai) than a proper Deck Builder.

Xenon at work
Xenon at work

The premise of the game is you want to ‘isolate’ xenon in your hand by removing all other cards, then use it gain victory points. This is done primarily by a once a turn ‘distilling’ step where you remove from your deck all the cards of the most common gas in your hand (so all nitrogens if you have nitrogen, all oxygens if you have no nitrogen, etc). The catch of the game is that to get xenon cards into your deck you also must take a nitrogen, oxygen, and krypton, then you spend all your effort on removing those cards.

The non-gas cards are divided into 3 types: power ups, pipelines that increase your hand size, and contracts that convert xenon to points. Power ups can be used like in a deck builder (once per shuffle), or can be installed