Boston FIG 2019

Last year I attended Boston FIG, and reported on the ten games I played during my six hour visit. For 2019, I visited with two friends and tested thirteen games. The complete list of games at the event can be found here.

Reviewing games presented an indie festival offers unique difficulties. Negative reviews contain no malicious intent, but reviews without an attempt at truthfulness would be without purpose. I recognize that these games are in various stages of development, some nearing completion, while others are early prototypes. With further development problems could be resolved in a satisfactory manner, but what follows are my thoughts based on the games presented at FIG 2019.

While I wish all games were worthy of a play-test, the first three require significant redevelopment before they offer enjoyment.

Ruthless Old Prospectors, by Move Rate 20 Games, was a two to four player game, where the first player to escape a gold mine wins. Every turn the player picked up a tile showing a section of tunnel, and placed it next to an already existing segment. Unfortunately, the game lacked player interaction, and offered no significant choices for the player. A lack of options, and an incredibly simple rule set combined to make the experience easy and dull. But, Ruthless Old Prospectors was still early in production, and maybe the developers will solve their difficulties.

The same can't be said for Curse of the Pyramid. This cooperative game began as explorers entered an Egyptian pyramid. A vague malevolence locked them inside, and they decided to pillage the place before attempting an escape. The board, constructed from cards, was only ten spaces big and the players moved around this limited space opening rooms and collecting hieroglyphs. Ending the game required stealing four treasures, each of which needed specific hieroglyphs. Each stolen treasure increased the difficulty by unleashing a curse. Aside from the small board, and the lack of options, the most significant problem with Curse of the Pyramid was the inability to lose. The curses weren't threatening enough. Rather, their irritating effect dragged out the game instead of ending it.

Of the least interesting games, Cardtropolis by the Game Crafter, offered the most enjoyment. It was the most polished; a complete game ready for sale. It was also the first game which featured Superheroes. A card game, players used superhero cards to collect Supervillans. The player with the most powerful collection of Supervillians won the game. While the visuals were acceptable, it required no strategy. The core mechanic involved basic counting. Superheros cards and Supervillan cards each had a strength value. To capture a Supervillian the player needed to combine Superhero cards and power cards to equal or exceed the power of the enemy. The player didn't have much to do, or many choices to make.

While some games are unplayable, the next few games pass the basic threshold of acceptability. One could consider playing these games at a friend's house. Purchasing it would require improvements by the developer.

Flights of Fancy, by Double Watt Games, required the player to assemble a beer flight by collecting dice. Players took turns collecting components of their favorite beers (the starch and the flavoring), along with the proper cups to pour them into. The material comprising the boards was excellent, but the dice were difficult to read. The quality of dice alone wouldn't make the game enjoyable. The only action the player had was to pick a single die from a pile, which meant minimal interaction and few decisions. At the same time, Flights of Fancy included over sixteen different types of beers which the player could craft, with too much information to keep track of each of them, and too easy to make at least one.

The second Superhero game on the list, Auction Comics, by Venntik Games, employed common auction and bidding mechanics as its core . While it was a competent version of the style, it added nothing to distinguish it from other games in the genre. It was also marred by a cluttered visual effect which made it difficult to understand and play.

Simply Adorable Slugfest used Pokemon like creatures in a kids fighting game. Players selected their cuddly monster before battle began. Each turn players activated one of their creature's skills. A skill attacked the player to their left, and defended against the player on their right. Following each turn players unlocked additional skills to improve their attack and defense. While the concept was clear, the game felt insubstantial. It was difficult to gauge the effect of each attack, and each turn blurred into another similar one. Any game which forces the player to attack to their left, while defending against assaults from their right (or vice versa) often suffers from numerous problems, like last year's Life Siphon.

Pitman was a bidding, bluffing, dice rolling game, with hints of poker. Players received five cards. Cards had either a point value (from 1 to 5), or allowed the player to roll dice (1 or 2). Players bid for how many points they thought their hand was worth. Once all other players passed, the winning bidder would say how many dice they were allowed to roll, but they could bluff. Players could call them on the bluff, or allow them to roll for their bid. While it successfully combined a variety of mechanics, it felt like a simple variation of poker.

While many games at Boston FIG were created for families, few were so explicitly designed for kids as Starport. A simple RPG, its system encouraged cooperation and creativity. Unlike teen and adult RPGS which constrict a player's choices with lists of rules, abilities, and equipment, Starport allowed children to explore distant worlds or local areas while seeking to aid others. Of course, its simplicity was also a negative, as one might wonder what they would be purchasing. Starport is current for sale, but only includes the rule book, and not the tokens or maps demoed at the event.

The next two games offered ample enjoyment, but they still contained enough of a flaw that I wouldn't rush out to buy either of them.

Scale the Wall was created for the 2019 HABA USA game design contest. Participants used game pieces chosen by HABA (from previous HABA games) to create their own board game. Created by Searchlight Games, Scale the Wall was a dexterity game for children. Players stacked HABA pieces on top of each other. After attaining the correct height, they must place a snake on top. Each playthrough introduces one variant rule. Our group of three adults experienced difficulty stacking thirteen HABA objects, the Zookeeper, and the snake in a stable pile, especially since we each had to have one finger touching the object as we stacked it. The developer never intends to produce Scale the Wall, but the rules are free on Searchlight's website.

Clear the Decks was another cooperative game, where players defend their sailing ship, while attacking the enemy's. Each player controls three cannon, and plays cards to perform actions like shoot, defend, or board. While the game offered a variety of actions, too many different card types cluttered the presentation and play. There were cards for the player, for the enemy ship structure, for boarders, and more. It also seemed strangely easy, as my friends and I never felt the least bit of threat, while tearing apart the enemy ship.

The quality of games at Boston FIG the last two years has been incredible. This year, three of the games in particular stood out as exceptional.

Born to Serve was the third Superhero themed game, but it was implemented with more creativity than the other two. Like Pixar's The Incredibles, superheroes are out of a job. Instead of fighting crime, they must make ends meet by competing for a job at the local dinner. Players fight to serve the most customers and earn the biggest tips. The player with the most cash at the end wins the dubious honor of using their super-ability to serve dry toast and cheap coffee for the rest of their life. While I don't love the genre of Born to Serve, it incorporated strong mechanics, a variety of meaningful choice, strong player interaction with appealing visual effects.

While Pitman offered a minor variation on bluffing and poker, Bluff the Bullet offered a more unique experience. While poker is the starting point, Eye4Labs used it to design a innovative game. Players receive five cards on the table, two face down and three face up. They also are given a hand of five more. Each card is assigned a value from one to seven, and one of six suits. Each suit is a different action, and players take turns playing the five cards from their hand to manipulate the cards on the table. The player with the best poker hand at the end wins. Full of bluffing, strategy, and plenty of options Bluff the Bullet was a short, engaging game. Beautifully illustrated, it is not for purchase in a box set, but as a print and play (purchaser chooses their own price). It can be found here. I already got my copy, just need to print it onto quality paper.

Awkward Mixture's Best Game of Boston FIG 2019 was Perch, a 2-5 player area control game, featuring birds and their roosts. Players place their birds, and their opponents, on nine spaces with different terrain. Players earn points for controlling locations, but in unexpected ways. Perch included a strong mix of strategy and player interaction (both direct and indirect). With plenty of extra habitats, the game offers endless replayability. Unfortunately Perch is not currently for sale, but I'll be watching to see if it is published in the future. YouTube has a great intro video, using a popular and on point They Might Be Giants Song.

In conclusion, Boston FIG was a great event, worth six hours and thirty dollars. For those who live near Boston, I recommend attending next year. I certainly will.

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