![]() ![]() Each trail offers its fair share of rewards - even more if you are willing to put down a friendly in-game wager - but each attempted route will also cost you points, making the endgame counting a tense and varied affair. Each turn, you will either discard cards from your hand or play cards to build your expedition routes, resulting in a "Solitaire"-style counting system that matches sequential numbers and card patterns. You begin "Lost Cities" as adventurers mapping out expeditions to the most remote corners of the globe. This adds a clever continuous element to "Codenames: Duet," encouraging you to replay the game as many times as it takes to beat the listed missions (and providing you with just enough agency to make you feel like you're running a complete campaign). Each new location you unlock has a unique combination of timer tokens and allowable civilian casualties. After your first win, you and your partner begin to track your progress across a simple map of Europe. Do you dare double guess the space that has already been revealed? It couldn't possibly affect the outcome, but it sure feels like it did.īut perhaps the genius of "Codenames: Duet" is its little dash of legacy spice. Just as before, players will need to remember the different clues and stitch together confusing combinations of words, but now they will also be guessing around both sets of agent cards and civilians. This adds an extra layer of complexity to the game. That makes "Canopy" a success story on both sides of the lid and a potential trendsetter for future crowdfunded board games with an environmentally-friendly theme.įor the two-player spinoff of his popular party game, designer Vlaada Chvátil introduces a wrinkle: both players are working from the same word grid. ![]() In a nice bit of life imitating art, game designer Tim Eisner went shrink-wrap-free on the final Kickstarter project, breaking with long-standing industry norms to provide a more environmentally conscious game. Once the Rainforest deck runs out, players score their rainforest, subtracting points for unwanted Disease or Fire cards that threaten to upset the balance.Īt the end of the final Season, players score additional points for the wildlife in their rainforest (and points on top of that for any successful Mating Pairs they've added). Like many set-collection games, "Canopy" has a push-your-luck mechanic that allows players to skip cards they do not want while giving potential bonuses to their opponent. "Canopy" takes place over three rounds - or Seasons, naturally - where players take turns drafting cards from a shared play area. Those temples can wait until I'm done sailing. And never underestimate the appeal of a plastic boat we will never be too old to transport items across the table in a plastic container. Building the same map that you're exploring is an undeniably clever concept that ensures that no two games of "Akrotiri" are ever entirely alike. On the surface, much of what you will do in "Akrotiri" is familiar, but the way these actions - tile placement, exploration, and map construction - come together leads to a rich experience. Building temples is an exercise in cartography since players must place their temples at certain intersections of Terrain icons, you'll want to construct the map in a way that most benefits the temples in your hand. #TWO PLAYR GAMES SERIES#As the grid expands, a series of landmarks will be exposed, which players can use to purchase and play temple tokens. Each turn, players will expand the islands around Thera by placing tiles and adding resources. In "Akrotiri," players launch seaborne expeditions to unearth forgotten temples. ![]()
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