Tea Garden Board Game Review

I have in recent weeks played two games of Tea Garden and am itching to play it again.

Designed by Tomáš Holek and published by Capstone Games, Tea Garden combines deck building and hand managment with a hint of area control and track advancement.

Players have cards in their hands of varying strengths and abilities, which they play to do things like buy new cards, expand tea houses on the board, progress down a resource laden river, harvest or ferment tea leaves, sell tea to caravans, study at the university and advance up the emperor track. A turn consists simply of playing one or more cards and taking a primary action whose “strength” is the sum of the values on the card. Depending on the cards’ iconography, a player may also take a secondary action.

And that’s it. Play a couple of cards, do the thing (and perhaps a second thing), and it is the next person’s turn.

This is not to say Tea Garden is simple. There is a lot to think about, particularly regarding the sequence of actions. It is just that you will not be able to daisy chain a bunch of actions into a twenty minute long sequence of: I do this, which lets me do this, which lets me do that, which lets me do another thing et. al

Instead, players need to take one turn to set up their next, while paying attention to a board state that may change in the interim.

Tea Garden plays quickly, with just five rounds in which players will take three or maybe four main actions and perhaps a similar number of secondary actions. The “do a thing; next person’s turn” nature of the game makes it move quickly. Tea Garden does not overstay its welcome. Indeed, my feeling is always “I want one more turn.”

The game has nine pages of well-illustrated rules, three of which are setup. Tea Garden is not a game with a lot of rules overhead. The complexity is emergent, which to my mind is a sign of an excellent design.

Recommended.

Find it at Noble Knight.

Fury of Dracula 3rd Edition Mini Review

I recently punched a copy of Fury of Dracula third edition that had been sitting on my shelf for several years for a Horror Themed game night. This particular version is out of print, thanks to the Fantasy Flight – Games Workshop divorce, but the good news is that Game Workshop recently married Wiz Kids, and a new edition is on the agenda.

I actually have a copy of the original Fury of Dracula from 1987, along with the special miniatures that came with the game then. The third edition comes with some nice plastic miniatures, which look to be about 20mm, size-wise. I’m going to paint them in the near future.

Fury of Dracula third edition is easy to learn, with my group of two adults and three teens figuring it out in short order. Dracula’s movement is hidden, and tracked by location cards placed upside down on one end of the board. On their turn, the Vampire Hunters visit cities across Europe, travelling by road and rail to find clues as to Dracula’s whereabouts. When they happen across one of the locations that Dracula has previously visited, the card is revealed and actions resolved. Revealing these cards lets the Vampire Hunters begin to deduce Dracula’s path and converge on possible locations.

The Fantasy Flight third edition is a better game than the original, with a neat card track (shown in the photo above) that Dracula uses to play/record his movement. In the original, there was a separate board with a screen. I also like the card based combat. With day and night phases, the hunters can act twice per turn, while Dracula can activate only at night.

The game is tense, and oozes theme. Deep strategy it is not. A Euro it is not. It does, however, build a good story. In our first game, Dracula was cornered and eliminated in the nick of time. In the second, the Vampire Hunters knew where he had to be, but were unable to corner him before he spread his influence and horror all over Europe.

Assuming that Wiz Kids doesn’t mess this up, I recommend this game.