This solitaire game of the Battle of Britain is card-driven with card decks covering Events, Attacking Forces and suspected targets. Game mechanisms deal with Radar warning(and lack of), weather and observer corps. The cardstock map covers southern England with graphics for airfields, industrial sites and ports.
You control British, Commonwealth, Polish and Czech Air Force Squadrons, positioning the day's patrols where you believe the Nazis will strike. Day after bloody day, the RAF must rise to battle the modern fighters of Luftflotte 2 and 3 while Nazi bombers pound England into ruin - and submission. You must intercept German bombers, sacrificing dwindling men and equipment to halt the German war machine.
The game system controls the Luftwaffe, directing a coherent bombing campaign against targets vital to British survival. A unique card system hides the strengths, compositions, and targets of the German strikes until after you've decided where your squadrons will patrol, and which raids you'll intercept. You make the decisions that could save democracy.
RAF offer three scenarios. The Hardest Days, The Thin Blue Line, and The Battle of Britain cover the entire struggle from beginning to end. The game is playable in as few as 3 hours or as many as 10.
RAF includes:
One full-color 22" x 34" map of southern England
160 full-color counters
134 target, event, and force cards (the rules correctly indicate 134 playable and numbered cards. There are 3 blanks in each set that are not used in the game bringing the physical count to 143 - 144 including dummy "title" card.)
16-page rules book
One six-sided die
Counter tray with lock-on lid
Game scale is Gruppen and Squadrons with one-day turns.
For one player.
Three to ten hours to play.
Ages 12 and up.
(from the back of the box and user's description)
Resafa - Playthrough & Review
- Vladimir Suki's latest game
- Getting mixed reviews
- Not seen in the UK yet
Mechanics (from transcript analysis)
- Euro Game — A heavier Euro game.
Video topics + discussion points
Quotes (from this video)
- So, I don't know why this one really um kind of grabbed my attention since I saw this one. It does sound like a complete random luckfest, but it does seem to have a certain charm and appeal to me.
- You know, I tend to like deduction games, although I do think it's an oversaturated genre of games, but this one sounds different enough to stand out and stand away from the pack.
- So, I'm quite proud of myself that I didn't jump straight into getting that one when I first played Concordia because I played the the base game alone quite a few times now. So, I think I'm ready for an expansion.
- And I always thought it was quite or these lists are quite funny because I go in with a plan, but I'll come back with a a random arrangement of completely different games, no doubt.
References (from this video)
- Much better than expected.
- Enjoyed it greatly, planning to play again.
- Good for teaching others.
- Initial impressions from others were mixed ('it's all right').
- Low initial vote count for channel coverage.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Endeavor Deep Sea is very, very high to the top of the list.
- I am 90% sure they would say yes.
- My current three favorite games that don't have any kind of space or science fantasy whatever uh element to them is through the ages feast roadin and Maraca.
- So, yeah, it's very much a multiplayer solitaire game, but it's very good.
- I believe it's a much improve a much better version of Hrien's Wall and I love the way that the combat works against the actual the the puzzle of trying to defend yourself against the different forces that are attacking you. I really like it. So yeah, Anarchy gets a big thumbs up for me.
- Flam Rouge, fantastic game. Definitely Flam Rouge.
- I personally don't feel it's right for me to do them at the end of the year because most of the games I will have only played once and some of them I won't have even played.
- I personally prefer Flam Rouge to heat.
- Anything that wins Spiel Dejars will go on to sell way more copies, especially in the family category if it gets that Spiel Dejars award on it, which they have to pay for. They have to pay to have that award put on there, which is how Spiel Dejares makes its money. But it will sell many, many copies of the game.
References (from this video)
- Really, really good game
- Kept the game because they really liked it
- Clever action selection mechanism
- Loved the game at Manacon as well
- Initially had preconceptions based on negative early feedback
- Medium to heavy complexity
- Rulebook had a couple of unclear parts
- Underwater Cities
- Pulsar
Mechanics (from transcript analysis)
- action selection — Players select actions by choosing cards from their hand.
- Card Play — Cards are played from hand to determine actions.
- Set Collection — Implied by 'color actions' and taking cards or moving up tracks.
Video topics + discussion points
Quotes (from this video)
- This is going to be a bumper issue.
- Builders of Bow's Gate, designed by Matthew Dunston, published by Whiz Kids, who have been clients of mine for many years.
- Unfortunately, some of the wording on some of the cards made us think that a certain thing worked a particular way.
- For me, not really. And Builders of Balders's Gate is in the same category.
- It actually felt quite thematic, especially with the with the boss fight at the end.
- It is still my favorite game in the genre of fantasy cooperative adventure games.
- And for me, like I've said most months, I prefer it to Gloom Haven.
- I had this game where at the point I could have ended the game and scored over a hundred, I think the next highest player was on about 40.
- So, I would say if you do play spellbook, try not to go for the rush end by just putting things on your thing.
- Let the game breathe a little bit and let everybody get a few spells because it's a it's a much more much more interesting game.
- So, as of this morning, we are on 1,182 Patreon supporters.
- Unfortunately, that means it's dropped since last month.
- And I will be absolutely honest with you here. You know that I'm a very emotional person and I take a lot of things personally.
- So, let's try and get 1,200 patron supporters.
- Please don't think this is me begging for money or trying to guilt you into supporting me or anything like that.
- So, we've made three donations to charity at £500 each.
- So huge thank you to Phil for not just providing us with the panels, but for all of the technical support that he's given us with regards to our sound issues that we've been having in the new studio.
- On screen now is a list of all of the people who started supporting me on Patreon since the last video log.
- I dread to think how long this video is.
- And there's going to be a bonus vlog as well.
References (from this video)
- Interesting mechanics and solid play
- May not fit every group
- underground market/influence
- covert networks and resource manipulation
Mechanics (from transcript analysis)
- Card Drafting — players draft and play cards to gain resources and points
- Card drafting / set collection — players draft and play cards to gain resources and points
Video topics + discussion points
Quotes (from this video)
- I love Dice Throne. I love having all of them, and I love having just to have all the options.
- One box is plenty.
- Return to Dark Tower, a fantastic game. Never going anywhere.
- Duel for Cardia is so good. I'm like obsessed with this game.
- Radlands, I love this game. It's not going anywhere.
- Orbit was my favorite out of the three. I think I am going to pull Ego and Silos.
- 31 games. So we hit the mark.
- Blink, not going anywhere.
References (from this video)
- compact small-box design
- clever link to Tin universe
- solid push-your-luck interaction
- some may prefer a larger tin version
- may be heavy for casual players
- Corporate sabotage and open drafting
- Fictional Tin universe
- connected to Tin universe with Zenith
- What's the Big Tin?
Mechanics (from transcript analysis)
- Card Drafting — open drafting with set-collection elements
- Set Collection — build valuable cargo sets and score
Video topics + discussion points
Quotes (from this video)
- EASTER. SEE, I DIDN'T TELL YOU SEE THAT AT THE END? I just said Easter.
- Galactic Cruise is a wonderful game. I love it. LOVE IT.
- I definitely endorse it. I give it a BIG FIVE.
- It's a mean game, but mean in a fun way.
- This is a five for Rebel Princess. Must have, must play.
References (from this video)
- Fun and charming
- Didn't stick around on the channel
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It sucks.
- Not sustainable.
- Longer conversation, effectively big box productions are more viable via crowdfunding than they are via traditional retail models.
- I like the Unstoppable system.
- I hope you have a better week than I'm going to have.
References (from this video)
- Unique combination of cards provides an interesting puzzle
- The puzzle of utilizing action cards efficiently was the best part
- Somewhat generic theme
- Classic Euro tropes can feel generic
- Does not live up to the standards of other Suhei games like Underwater Cities and Evacuation
- trading
- Middle East
- Underwater Cities
- Evacuation
- Agricola
- Orchard Cities
Mechanics (from transcript analysis)
- Card Play — Cards have two actions and two colors, requiring players to choose one of each when played.
- Resource Management — A classic Euro mechanism present in the game.
- Set Collection — Choosing a card from a market to play for a one-time ability or to save an ability for later.
- Track Advancement — A classic Euro mechanism present in the game.
Video topics + discussion points
Quotes (from this video)
- I feel like this game was one that I should have played years ago.
- But I really do appreciate the variability that comes with the different monsters.
- And so I felt like the disasters really did feel targeted. They felt pretty punishing even though it said it was light.
- I definitely prefer the theme and mechanisms of those other games. they're more enticing to me.
- I would say Noosu dice was my preferred of the two.
- It felt very streamlined and yet really strategic with how the dice drafting and playing of cards felt.
References (from this video)
- The majority are fine with wrapping up the Raft gameplay once the guy is defeated.
Mechanics (from transcript analysis)
- Daily Power — A daily power can be used as part of an attack action or as a utility power outside of movement and attack actions, depending on its text. The designer clarified that all daily attack powers require an attack action.
Video topics + discussion points
Quotes (from this video)
- this episode of watch it played is brought to you by game on looking for great board games
- hi welcome to watch it played my name is Rodney Smith
- my intention is all daily attack powers require an attack action
- poor little guys get the sniffles a bit of a cold he's hanging in there with us
- now the villain is going to attack now because there's a hero adjacent to the goth we have to use a slightly different tactic
References (from this video)
- Enjoyed it more than expected.
- Liked the action selection with choices.
- Liked the card upgrades that allow for different plays.
- Enjoyed the dynamic market and tile flipping.
- Liked the network building and water flow mechanics.
- Tight gameplay where not all tracks can be maxed out.
- The complexity, while high, is manageable once understood.
- Felt like there was just enough to do without feeling overwhelming.
- The action selection system and card play were appreciated.
- The game offers good player interaction through actions and potential blocking.
- High overhead for teaching the game.
- The theme feels like a jumble of things; actions aren't strongly tied to the theme.
- The rulebook could benefit from more thematic explanation beyond single sentences.
- Canal building and trading in a historical setting.
- Underwater Cities
- Praga Caput Regni
- League of Six
Mechanics (from transcript analysis)
- Action Card Play — Players play action cards each turn to perform actions, with each card offering two actions, one top and one bottom.
- Market manipulation — The trading tiles flip over, creating a dynamic market for buying and selling goods.
- Resource conversion — Resources can be converted into other resources or used for various actions.
- Set Collection — Collecting sets of cards or resources is a component of the game's scoring.
- Tile Placement — Players place garden and canal tiles on the board, connecting them to activate bonuses and score points.
- Track Advancement — Players move markers along colored tracks to gain benefits or cards.
Video topics + discussion points
Quotes (from this video)
- It is all about trading and all about water courses.
- This felt like okay and there was a huge amount of points at the end. Once you get the water flowing and maybe it's designed that you have a big rush at the end.
- The action selection system for a start, I like the way that you've got every action twice because it kind of forces you to do other things.
- My only hesitation of the game is that there might be a little bit too much in terms of each area works in a different way.
- My entire plan was because that card was there. So, I thought, right, I'm going to grab that card and I'm going to build loads of them.
References (from this video)
- Like the push your luck aspect and how it comes out.
- The tug-of-war trying to figure out what other people are going to try and do.
- Smooth transition between turns, no rounds.
- Pure gameplay with no upkeep.
- Global objectives provide direction.
- Superior artwork and component quality.
- Adorable artwork.
- Clear iconography.
- High quality components like foil badges and adorable tokens/meeples.
- Game is advertised for its intended player count (3-5) and doesn't have a tacked-on two-player variant.
- Clever take on pass and play drafting.
- Satisfying gameplay.
- Instantaneous setup.
- A lot of symbols can make it not as easy to table as Sushi Go initially.
- Requires studying symbols and memorizing their meanings.
- Seven Wonders
- Sushi Go
Mechanics (from transcript analysis)
- Drafting — You're picking a card, drafting it, placing it in front of you, building out your tableau, trying to score the maximum amount of points.
- Pass and Play — You take one card, pass the rest. Take a can of cards, pass the rest. That kind of thing.
- Push Your Luck — At some point, you are either going to bust because you can't play any cards. So, it's got a push your luck element to it or you try to ship.
- Set Collection — There's also these um badges or these global objectives. So, they're typically the different color cards. You want to get a certain combination or a certain amount of those, something like that.
- Tableau Building — The cards you're taking, you're actually laying down in front of you into a tableau. You're placing a card. The next card you get, you place to the right of it.
Video topics + discussion points
Quotes (from this video)
- I really like the push your luck aspect of this game and how it comes out because when you think of push your luck, you're not necessarily it's almost like an individual thing that's happening, but you're kind of gambling with everybody at the same time.
- So, I really like that that tug of war trying to figure out what other people are going to try and do.
- It is unbelievably smooth. I love that. It's just pure gameplay. No, no upkeep.
- I appreciate so much that this game did not create a two-player variant. It advertises itself as three to five.
- This is a better version of Sushi Go. This is Sushi Go is for for families and for new gamers. This is for gamers uh who have don't don't have time to play something more involved.
References (from this video)
- engaging pivotable strategies and table interaction
- busts feel forgiving due to compost scoring
- clear core drafting and hand management with meaningful decisions
- iconography clarity issues
- some players may find color differentiation confusing
- drafting, push-your-luck card game about ship cargo and scoring
- universe Tend
- simple drafting with table dynamic and competition
Mechanics (from transcript analysis)
- bust mechanics and compost pile scoring — If you bust, the row cards go to a compost pile that scores at the end; the bust card starts a new row.
- Card drafting and simultaneous reveal — Players select a card face-down, then reveal simultaneously to form their row.
- center goals and timing — Center goals award points to early claimants; shipping and row construction influence who can claim them first.
- color-coded scoring and row restrictions — Each card color indicates scoring directions and potential restrictions in the row.
- shipping/banking and hand refresh — Shipping cards banks the row for scoring and replenishes hands to five (six with the ship card).
Video topics + discussion points
Quotes (from this video)
- Uno reverse card on steroids.
- I absolutely loved the god cards
- It’s basically Uno reverse card on steroids.