Sky Team is So Tense, it Game Me Hiccups

The Crew, The Mind, Magic Maze and now Sky Team, each wonderful games that want you to sit down and shut up (ha ha). The premise is simple. Land a passenger airplane without talking. Isn’t that just the best pitch? We’ve all dreamed of being a pilot. Sky Team says - you can do that, without the ridiculous complexity of Flight Simulator and none of the dangers of real planing. Here’s our review.

What follows is a transcript of our video.


Sky Team asks a very simple question: have you ever wanted to land a passenger aeroplane? To which of course the answer is:

Elaine: NO! I don’t know the first thing about planing, I don’t want that kind of responsibility.

Efka: Relax, you’re not piloting an actual aeroplane, just a pretend board game one with dice. Let me show you how it works.

In Sky Team you and one other person will play as the pilot and co-pilot responsible for landing said aeroplane. You will do this by placing dice one at a time on this true to life accurate representation of a pilot’s dashboard.

There’s just one problem, just like in a real aeroplane, you’re not actually allowed to talk to each other. So that’s fun, but if that wasn’t enough, let me show you some other things you shouldn’t do.

Normally when we explain a board game, we like to start by telling you how you win, because that gives you context for what you’re trying to do. With Sky Team, I will instead be telling you how you lose.

This is the altitude track. It goes down by one at the end of every round.

If you haven’t reached the airport by the time it reaches zero - you crash and lose.

If you overshoot the airport at any point - you crash and lose.

If you don’t arrive at the airport before the last round - you crash and lose.

As you fly towards the airport, there will be other aeroplanes in the way. You and your co-pilot can shoot them down from the sky with this radio action. If you fly over any of them - you crash and lose.

Let’s say your aeroplane reaches the airport on the penultimate round. On the last round it needs to have a speed equal or lower to your brakes value. If it doesn’t – you crash and lose.

Let’s say your aeroplane reaches the airport on the penultimate round and on the last round your speed is lower than your break value but you haven’t perfectly balanced out your plane - you crash and lose.

Let’s say your aeroplane reaches the airport on the penultimate round and on the last round your speed is lower than your break value and you balanced out your aeroplane, but you haven’t deployed all your flaps - you crash and lose.

You haven’t deployed all your landing gear - you crash and lose.

You tilt your plane too far to either side - you crash and lose.

You flew through some clouds at the wrong angle - you crash and lose.

You ran out of fuel - you crash and lose.

You haven’t completely trained your intern - obviously that last one is fine, interns don’t really care about on the job training, they’re just doing it for exposure ARE YOU KIDDING ME, YOU CRASH AND LOSE.

Just one or two things for you to worry about as you’re not communicating with your team-mate. Unless, maybe you are.

As mentioned, each turn, one by one you’ll be placing one of the four dice you rolled at the beginning of the round.

You can place these dice anywhere you like, as long as the spot matches your dice colour – blue for pilot, orange for copilot – and the number restrictions. For example, I can only place a one or two here to deploy some of my landing gear. Each time you place a die, you perform the corresponding action.

That’s how you deploy brakes, landing gear, flaps, shoot other planes out of the sky, cross all the dots and i’s or even make some coffee.

Most actions are simple. Place a die, it does the thing. And when I say thing, nothing miraculous happens. If you radio to shoot a plane out of the sky, you just remove that plane. If you increase your brake value – well, you just increase your break value.

However. Two actions, balancing tilt and speed, are mandatory, and require a die from each the pilot and the co-pilot. Which means, two of the four dice you have, are spoken for every round. And that’s where communication comes in.

Let’s say it’s my turn and for my first die I put a 1 on the tilt action. If Elaine also puts a one, our tilt remains the same. If, however, she puts a higher die, such as a three, the tilt will move towards her equal to the difference. Tilt too far to one side - you crash and lose.

So me placing a one here is an outrageously brazen move! I have no idea what’s behind Elaine’s shield, it could be all fives and sixes in which case that’s an instant loss. But think about what I’m communicating with that one.

Because I placed it as my first move, I’m saying to Elaine, this is my problem die.

Elaine: Your face is a problem die.

Efka: It’s true. I haven’t got anything better for there, and if you haven’t got low dice you have four turns to figure out a solution.

I’m also saying, all my other dice are probably low too, so adjust your plans accordingly. Maybe send a die to the coffee space, which, like in a real aeorplane, makes coffee and adjusts die values by plus one or minus one.

And if worst comes to worst, we can always spend the very hard to come by reroll token.

I want you to think about how tense all these situations are in play. I said you’re not allowed to communicate, but I can bet you ten pounds no one’s going to stop themselves from a painful wince if someone places a two on tilt on their last turn when all you have behind your shield is a six.

Or the agony of deciding whether to use a reroll, which lets everyone reroll any dice they want, but you have two of these for the entire game.

And obviously you can’t confer when to use it. You just have to decide to use it. For both players. Whilst the other person is giving you a deadeye stare. And you just sit with that. And stew. I mean, forget hiccups. This game is so sweaty it legit gave me swamp butt.

What truly makes Sky Team a masterclass in board game design is that it knows how to de-escalate that tension in the most dramatic way.

Die by die, move by move, mind read by mind read you watch as you and your partner sync up and read each other and your plan is maybe, possibly, just about coming together.

Still in silence! Until that very last die placement where you’re finally allowed to high five each other and go OMG that was perfect! How did you know I still had a four behind my shield when you put a 3 down on speed?

Or the alternative to that, where someone makes one misstep, like the co-pilot forgetting that they need to shoot down an aeroplane and instead putting the die down to retract the flaps. And the mad silent scramble by both players to somehow find a fix before they literally cause an international catastrophe.

Last year everyone’s darling was Heat, a racing game that didn’t simulate racing, but high drama movies about racing.

Sky Team, along with obviously being a future mega-hit, does exactly the same thing. It simulates not actual aeroplane landings but movies about aeroplane landings.

You’re not playing a pilot, you’re playing Tom Hanks, Denzel Washington, maybe even Gerard Butler or Tom Butler.

Elaine: Who’s Tom Butler?

Efka: He’s the actor that plays the pilot in Snakes on a Plane.

Elaine: Oh. Why Snakes on a Plane?

Efka: Cause we needed a segue for the criticisms.

This isn’t gonna be long, don’t worry. My only real criticism is that Sky Team is incredibly precise and particular with the timing of actions. You move forward at the exact moment when someone places the second die on the speed action for example, not at the end of the round.

There’s a reason for that, it lets you set up more strategic moves. If you can’t shoot down the aeroplane that’s two spaces away because you’ve only got dice with like ones or sixes, you can move forward one space, and now your 1 die is eligible to take that enemy passenger plane DOWN!

But that sort of thing can be very fiddly during the portion of the game that has to play out without people talking to each other so when someone forgets - it’s tense, tense, TENSE… Oh wait you forgot to move your flap marker. No longer tense.

Aside from that, I mean, it’s a dice game where you roll dice and the values matter. So at easier difficulty levels, it’s tuned quite well towards that communicating without communicating action. Whereas with the really difficult scenarios, it’s just, did we roll the right dice? No. Okay. Let’s try again I guess?

Which isn’t really a criticism. Sky Team is an experience game. You can get better at it, but you don’t play it to get better at it. You play it for kicks, and let me tell you, this aeroplane’s got legs.

Also, don’t play this with strangers. In fact, don’t even play it with like acquaintances or co-workers or virtually anyone with whom you haven’t developed a level of comfort where you can just chill in each other’s company. Sky Team relies on intimacy to create that tension, so a disaster in the wrong hands.

But as long as we’re talking about scenarios, and as much fun as that base game is, this tiny box is a treasure trove of well thought out game-modes. From an intern you need to train, to fuel you have to manage to ice-breaks, wind - every module (aside from the hackneyed real time mode), offers an interesting spin to make sure that when you’re feeling comfortable with planing, it’s got another spanner to chuck in your face.

Try the intern module after your first game to vary it up a little bit, add the fuel module if you’re into players forgetting to do important actions and watching disastrous consequences unfurl in silence, and put on some ice-breaks when you really feel like taking things up a notch.

Sky Team is a top-notch recommendation from us. If your evenings are getting a bit stale and you’re bored of binge-watching streamers, inject a bit of swamp butt into your routine.

 

Amongst Many Board Games, The White Castle is a Board Game

There’s something to be said about how much The White Castle achieves with so little space and so little cost. Here’s a game that takes up three times less space than a shoebox and, depending on your board game preferences, might last longer than a pair of wellies.

But with utility comes a cost, so let’s take a look at where The White Castle excels, and where it accidentally trims the good bits.

Below, is a transcript of the video.


Efka: Have we got an exciting board game to talk about today

Elaine: Oh, cool, finally a review of Voidfall!

Efka: No, no, no, we can't do Voidfall yet, that review needs a bit more work in the oven so we have to push it back. Again.

Elaine: No! We can’t do that. All day long at Essen Spiel people were coming up to me saying “Why don’t you review euro games anymore Efka?” “Do you hate Eurogames Efka?” “Give me eurogames Efka.”

Efka: Why were they calling you Efka?

Elaine: Because, Efka, we live in a patriarchy.

Efka: That checks out.

Efka: Anyway, today’s game is a euro game, it’s called The White Castle, I don’t want any burger jokes, no Harold and Kumar references, just clean euro game fun.

Elaine: Heeey! White Castle, put it in a square bun!

In The White Castle, 1-4 players navigate through complex internal politics of Feudal Japan, wheedling their way to bribe their lackeys into influential positions of power in court, military and... gardening?

If that sounded a little weird, but exciting!, then immediately erase all of what I said from your brain because what you actually do in this game is take a dice, place it on an action, get some resources, convert some resources, potentially trigger some bonus actions, get some more resources to set yourself up for more bonus actions and at the end someone will have more points than others and will win!

Let me show you how it works.

The visual and game centerpiece of White Castle are these three cardboard bridges, and as we all know,

[together] "humans build bridges so we can place dice on them".

Efka: Every round a bunch of dice will be rolled, and then placed on their respective bridges in ascending order.

On your turn, you must take a die from a bridge and place it on an action, but you can only take dice that are hanging on the sides of the bridges, the lowest and highest values of a given color. If I take this die here, I just place it on an action. But it wouldn’t be a Eurogame if it didn’t have an

[together] "innovative action selection mechanism".

The dice placement spots that let you do actions have values. If you place a die that depicts a higher value, you get money equal to the difference. If you place a die of lower value, you have to pay the difference.

So if you take a die from this side, nothing happens, but it’ likely be a high value dice. Whereas if you take a die from this side, it will probably be low, but [together sing] things start poppin’, like Gandalf’s fireworks on Bilbo’s birthday at the beginning of Peter Jackson’s Lord of the Rings part one Fellowship of the Ring [mismatch tones] movie.

[HIGH FIVE]

So, you’ve opted for a low value dice prize, and are wondering what’s behind door number 2?! Drumroll please.

It’s… a LANTERN!

Efka: Can I have door number 3 instead?

Every time you take the die on the left side of the bridge you get a lantern bonus.

At the beginning of the game, this is likely just a resource or maybe a victory point? A smol thing. But, as you play, cards will travel to your personal action area, changing the actions you can do there, but also bumping the card that was there into your lantern zone.

Meaning that as the game progresses, the lantern zone expands, transforming from a frugal parent who will only buy supermarket brand potato waffles because they’re "just as good as Bird’s Eye" to a generous dopamine benefactor that constantly sates your craving for resources by showering you with gifts.

Efka: Actually I changed my mind, can I have door number 2 again?

Elaine: Are you sure?

Efka: Yes, just give me the lantern! But out of curiosity, what was behind door number 3?

Elaine: Super Mario Wonder.

[CRASHING NOISE]

[TECHNICAL DIFFICULTIES]

Efka: I broke the bridge...Elaine: Did you?

Efka: Yeah I did

And that my friends was an accurate depiction of how it feels to play White Castle. You’ll wrack your brain over how and which action to take, and then realise you’ve opened the door for your opponent to do something much more desirable.

Let me explain the actual actions work so everything falls into place.

When you place a die on one of the spaces in the castle, you’ll activate all the action spaces that correspond to the colour of your die. Some spaces sport all three dice colours, meaning you’ll only get to do one of the actions, and some spaces let you double up, which feels very good but those are often contested by other players.

Generally, your big end game points come from the three types of people you deploy onto the board. Courtiers will score based on how high they are in the castle, but first, you need to deploy them to the castle gates for money, and then pay pearls to move them up.

Which is also how you get these cards into your card action slot which then moves them into the lantern bonus area.

Warriors cost steel to place in training camps and won’t score you points by themselves, but each warrior will score points based on how many courtiers you have in the castle.

Gardeners cost food and will score you a fixed number of points based on which garden you place them in but when you place them you get a bonus, and will also get that bonus at the end of every round as long as the bridge next to them still has dice remaining.

So the actions themselves just let you do those things. Maybe get some resources. Ooh nice, I get some steel. Or maybe place one of your pieces. Ooh, I can spend that steel to place a warrior in the training camp. That'll trigger a bonus which will let me place a courtier, except I don’t have enough pearls to move them up oh no I didn’t plan well.

And let’s talk about the elephant in the room, I know you’ve all been thinking to yourselves – what’s up with all these big birds at the top? That is the stork track. If you take the stork action, you move up on the stork track, and whoever is higher on the stork track is the first player. And then at the end of the game, the stork will bring you a baby! And by baby I mean more victory points.

[Elaine] Sounds a lot like Pipeline.

[Efka] This game is nothing like pipeline! Pipeline is a big sprawling strategy economy game. White Castle is a minimalist dry euro.

[Elaine] I just mean this track, it’s a bit like Pipeline, in whoever is highest is first.

[Efka] …And that’s why you thought you would compare it to the greatness, to No Pun Included’s 2019 Game of the Year - Pipeline? Shame on you Elaine, I expected better from you.

Do you know what this game reminds me of? Pipeline. On the outset, they’re incredibly different, but when you boil it down to how they feel…

The one thing we didn’t mention yet, and frankly it warps everything we’ve described about this game so far, is that each player only gets nine actions. Three rounds, three actions each. That’s it.

With these nine actions, you not only want to empty out this yard of fifteen layabouts but also somehow acquire the resources to pay for all of that.

Which is very reminiscent of Pipeline’s restricted number of turns. If you want more comparisons, both games have small actions that you need to set up to trigger a bunch of bonuses to make them effective, both games never give you enough resources, both games feel incredibly opportunistic!

For example, in White Castle, you might take some food and think to yourself, "Oh, cool, next turn I’ll place a gardener". But then by the time your turn comes back round to you, not only is the die gone that you needed to take the action, but also the action itself is gone because someone sent a courtier to that space and stole the action for themselves and replaced it with something entirely different.

White Castle is dynamic and unpredictable, meaning you can’t much plan your turns in advance, like in Pipeline, and have to adapt to the changing gamestate, like in Pipeline, and this dynamic shifting leads to wildly diverging scores where one game you could score seventy points, and then the game afterwards you could score like only twenty five, LIKE IN PIPELINE! Except in Pipeline scores can go up over a thousand sometimes but basically IT’S PIPELINE !

Thank you Efka, for proving my point *hides words behind cough* about the patriarchy.

But whilst we’re comparing White Castle to Pipeline, I can’t help but think, it’s just not Pipeline.

Listen, I have a lot of time for what publisher Devir and designers Isra C. and Shei S. are doing here.

Small box, cheap price, incredibly sleek and clever mechanisms – little game with a lot of punch and crunchy decisions. That’s super.

But it also reminds me of a supermarket brand potato waffle. Cheap, effective, precision manufactured. But it just hasn't got that waffly versatile flavour of Bird’s Eye.

When you play a big strategy euro game, let’s pick a random one like Pipeline, you often get a sense of a narrative scope of what you’re doing. I don’t mean, like a story, but just a sense of your strategy translating to a narrative. I’ve built up an efficient oil refining system which let me corner the market via sales. I’ve leveraged early game loans and technology upgrades into a big payout at the end. That sort of stuff.

The narrative scope of White Castle is that – this game I placed these pieces, instead of these ones. And that’s maybe a petty complaint when this game is twice as elegant and half the price, but whilst we're on complaints – here’s a few more.

Because of this shifting dynamic nature and difficulty of planning, the brisk nine turns take ever such a long time. You can’t plan your turn in advance, and then by the time the turn comes to you, you just hunker down, as you try to evaluate a sea of homogenous-looking action that are now different since the last time you looked at them. What you end up with is a fairly heads down, silent, experience that takes too long for what it delivers.

That’s not to say that there isn’t room for White Castle in your collection. At two players it’s a little less interactive but much pacier, although if you recall our last video, a great two player game needs to be an ice-breaker, and this is at best an ice-maintainer.

Which of course leads to this being a pretty great solo experience. Scores being dynamic lends itself well to a “beat the high-score” experience, and much like the rest of it, the bot is sleek, elegant and doesn’t get in the way. Also, it’s brutal. I played it on easy, and the bot got scores I’ve never seen a human player achieve, so if you’re a glutton for punishment, go to White Castle. Also, get this game.

Elaine: I thought you said “no white castle jokes?”

Efka: yeah but, gotta do a callback to the beginning of the video

Elaine: Do you wanna do a Harold and Kumar reference?

Efka: I’ve never actually seen that film.

Elaine: Neither have I.

Efka: Eh, it's old and probably not ok in some way.

Elaine: How about we sing the song again?

[Both try to harmonize but it’s mismatched and doesn’t work]

Efka: You know what, why don’t instead say that White Castle is ok, good even, but what it shaves on cost it also shaves on experience.

Elaine: I'm gonna go and check on Voidfall in the oven

Efka: Okay...

Might be a while before she comes back. So if you don't want to wait why don't you hit the subscribe button?

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That's where you give us a bit of money every month and in return you get bonus episodes of the podcast and you also support independent board game media, so that's very nice.

See you on Monday!

Black Angel Review

If you were ever looking for a game that would irritatingly make you sing an altered version of The Penguin’s Earth Angel whilst your friends are tearing their hair out desperately trying to figure out how to most optimally sequence their moves - on paper Black Angel is it. Coming from a design trio most famous for Troyes, this 2-4 player game taking 2-3 hours won’t sit there quietly as its bright neon pinks purples and blues will dominate everyone’s attention on looks alone.

But if you’ve been listening to our podcast you might have already heard that this spaceship bearing box didn’t land so well with us. Why? Only one way to find out.