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[personal profile] cjwatson

[livejournal.com profile] ghoti bought me Keyflower for my birthday, and we played it for the first time yesterday evening.

Keyflower is a strategy game of the kind familiar to people who've played German "designer games"; in this case one of the designers in question is a friend of mine, [livejournal.com profile] angoel, a number of our friends are credited as playtesters, and we've played and enjoyed a number of his games before so it was a good bet. It plays out four seasons in the life of a number of villages, where workers arrive on boats and can either be used to bid for tiles or to work tiles for resources; tiles successfully bid for become part of your village for the next season, and the winter tiles generate victory points for various combinations of workers, resources, and skills built up through the game.

Physically, the game is very well put together and made an excellent first impression on me. It uses Carcassonne-style "meeples" as workers (by permission and with acknowledgement), which always have a nice feel to them; it comes with enough resealable plastic bags to store each type of tile etc. separately (yes! more games should do this!); it includes a quality-feeling cloth bag to draw workers from; and the artwork is beautiful. The rulebook is well-presented, with a summary bar down the side of each page which I'm sure will be useful on subsequent plays, and for the most part it's clearly and unambiguously written.

As usual it took a while to get used to the mechanics and figure out what the goals were, but it started to become obvious that it was possible for villages to specialise in particular kinds of resources: for instance, given a gold mine, bidding for a jeweller's in winter was clearly a good bet. The (fairly light) simulation aspect here seemed well-thought-out and made it easier to get to grips with the available tiles. So far we've only played it through once, and only with two players, but it feels like the sort of game we'd enjoy replaying with two or more.

Niggles: We could have done with some general strategic advice in the rulebook, as we were initially quite confused about what would make a good balance of workers between bidding and production. We could see at least two possible readings of the rules on when you're allowed to upgrade (can you spend a turn to upgrade a tile provided you have the resources, or do you have to work a transport tile to do so? conversely, when you work a transport tile, does that allow you to upgrade tiles for free as a side-effect, or do you still need to have the resources available?), which no doubt are answered somewhere on the internet but we haven't yet looked. There are a lot of special-case tile effects, particularly for boats, and although the pictographic clues on the tiles themselves are pretty good, each tile only comes up at most once per game so it's pretty hard for things to sink in and we spent a lot of time flicking through the rulebook.

We enjoyed this and definitely intend to play it again. Let us know if you'd like to join us!

(no subject)

Date: 2014-11-12 11:49 pm (UTC)
liv: alternating calligraphed and modern letters (letters)
From: [personal profile] liv
That sounds like exactly my sort of thing! So yes, if the timing works I would love to join you in playing that at some stage.

(no subject)

Date: 2014-11-13 07:59 am (UTC)
From: [identity profile] angoel.livejournal.com
I'm glad you enjoyed it :-), and hope Keyflower will continue to provide pleasure in the future.

With respect to your implied question...
We could see at least two possible readings of the rules on when you're allowed to upgrade (can you spend a turn to upgrade a tile provided you have the resources, or do you have to work a transport tile to do so? conversely, when you work a transport tile, does that allow you to upgrade tiles for free as a side-effect, or do you still need to have the resources available?), which no doubt are answered somewhere on the internet but we haven't yet looked.
You can only upgrade by placing a worker onto a tile with the appropriate symbol (i.e. the transport tiles), at which point you may do one upgrade for each upgrade symbol shown. For each upgrade, you need to give up the resources shown on the upgrade arrow of the tile you are upgrading.

(no subject)

Date: 2014-11-13 03:01 pm (UTC)
damerell: NetHack. (normal)
From: [personal profile] damerell
I like Keyflower, but I don't like the rulebook - it's one of those ones where, even having read it, I have no very clear idea of how the sequence of play hangs together.

(no subject)

Date: 2014-11-13 06:59 pm (UTC)
From: [identity profile] ghoti.livejournal.com
Thank you! That's how we played it, so I'm glad we got it right.

(no subject)

Date: 2014-11-13 08:18 am (UTC)
From: [identity profile] ghoti.livejournal.com
I'm not sure I actually like strategic advice in rulebooks - I always much prefer to learn from experience. And in this case we both had similar experience levels so it didn't matter.

(no subject)

Date: 2014-11-13 10:30 am (UTC)
From: [identity profile] cartesiandaemon.livejournal.com
I think there's a spectrum. Trying to teach too much strategy just leads to people feeling hemmed in. But if there's several options, but all of them but one are just pointless, I think it's actually a lot easier to understand when you already know how the game normally goes.

If I'm teaching someone magic, and they say "should I attack", I'll say, "either way could be right, do what feels right", if attacking or not-attacking are potentially right. But if attacking is just going to mean their creature dying with no benefit, I'll just tell them that (and they can try it if they like!), not play coy. I think it's fine to puzzle out some of those basic "you have ten options, but only five of them are any good at this stage" yourself, but I think it's more like playing Mao than playing the game you're trying to play...

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