Had a chance to get together with local friends this evening for some tabletop gaming. We played two things: Flamme Rouge and Kingdomino, both of which I liked very much.
Flamme Rouge is a race game based around cycling. Each player has two cycling team members — one with an emphasis on sprinting, another with an emphasis on being something of an all-rounder — and has to reach the end first.
You achieve this by drawing cards for both your team members each turn. Draw four, pick one, put the rest back on the bottom of your deck face-up — when you reach the face-up cards, shuffle 'em up and continue.
The cards simply have movement values on them. Play a "5" and you move 5 spaces — so long as there's space for you in the destination space. Uphill and downhill segments of the course vary the movement rules slightly — you can never go further than 5 on an uphill, and you'll always go at least 5 on a downhill — and "slipstreaming" rules keep things dynamic and interesting between turns.
It's a very interesting game with pleasantly simple mechanics but an enjoyable amount of depth to it. Because the cards you use are permanently removed from the game, there's a certain amount of hand management involved — particularly because ending up at the front of the pack leaves you with "exhaustion" cards to add to your deck, which see you moving just two spaces.
It actually works quite well thematically, too; I almost won by my all-rounder being out front for most of the race and chewing up all the exhaustion cards, then overtaking him with my sprinter towards the end. Unfortunately, I didn't quite have the good cards I needed to take final victory, but I came a comfortable second. I peaked too early, I guess.
Kingdomino, meanwhile, is another simple game, but one that plays a lot more quickly than the 45-60 minute Flamme Rouge. As the name suggests, it's loosely based on Dominoes, but also has a slight whiff of Carcassonne about it.
In Kingdomino, four available "dominos" are laid out on the table in order of "value", and players take it in turns to pick one they want to take. Take the most valuable and you'll be last to pick next turn; take the least valuable and you'll go first next time.
The eventual aim is to produce a 5×5 map containing several different types of land depicted on the dominos: green livestock fields, dark green forests, yellow grain fields, brown swamps, black caves and blue lakes. At the end of the game you score points according to contiguous areas you managed to arrange in your kingdom — though in order to score any points for a land type at all there needs to be at least one "crown" tile in there. You get (number of crowns) x (number of tiles) points for each contiguous region you create — harder than it sounds!
It's a simple game and the puzzly element is fun — each new "domino" you take can only be laid so it touches either your starting tile or a matching terrain type. I really like games where you build a "map" like this, and this is an enjoyable small-scale take on the formula that is a nice quick filler game.
Definitely a good time had by all, even if I failed to win anything. But it's the taking part that counts, right?