Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts

Sunday, April 7, 2013

0 Board Game Review - Magnifico


At first glance, you might look at Magnifico and think, 'oh, great, another Risk clone.' But that's like looking at RuPaul and thinking, 'wow, that chick has great legs.' Sure, there are some things in common, but the differences are a lot more important than the similarities. I'll let you decide for yourself if you think I'm talking about Risk or RuPaul.

Magnifico has players taking the helm of upstart nations attempting to subjugate Western Europe at the beginning of the 16th century. Only instead of just raising armies and shooting people with archaic weapons, you buy designs from Leonardo da Vinci and use his wacky, ahead-of-their-time inventions to grind everyone else under your fruity Renaissance comfortable footwear. Tanks, cannons, submarines, and airplanes are just a few of the nifty devices you'll use to run roughshod over everyone else.

I admit, that sounds like Risk: Old Europe. But it's not. That's just the jumping-off point, and there's so much more in Magnifico that if you sit down thinking you're playing a new twist on an old classic, you're bound to be disappointed. Magnifico is as much a game of managing limited resources, blind auctions and long-term strategy as it is a military simulation. If you want to simply enjoy a conquest game, I can recommend a bunch - but this one isn't it.

For one thing, you don't spend your money to just hire more troops. Every turn, you can recruit one soldier in any place where you already have at least one soldier - and that's it. I guess since the television isn't invented for a few hundred years, you can't blow all your cash on a Super Bowl ad to recruit for the National Guard, so instead you have to just grab whoever is passing by the office that day and give them a uniform and a really awkward firearm.

However, you will spend a lot of money. You need money to win the auction for first player, then you need money to buy the inventions and art from da Vinci, then you need money to build them. You also have to pay money every time you want to attack someone, and so if you blow your entire pile of cash on the Mona Lisa and plans for an armored sailboat, you'll sit there like a Quaker your whole turn. Maybe you can earn a little more money churning butter or something, because you're certainly not going to be doing any fighting.

The money part of da Vinci is a critical reason this is nothing like Risk - but there are other good reasons. Take combat - you can only start three fights in a turn, so you're not going to just plow through the opposition in a single turn. And that's good, because if you go in prepared, it's almost impossible to lose a fight as the offense. As in, the defenders will probably lose every single one of their guys, and you'll walk in unscathed. But then if you don't ramp up your defenses to an unreasonable degree, they'll just come sailing back in and kick you out again.

You can't play Magnifico defensively. There's no hiding in Australia while everyone else dukes it out. You can build castles to improve your defenses, but if you don't staff them properly, they'll just change hands when your opponent (who obviously has more balls than you do) kills all your guys and steals your castle.

While we're talking about stealing stuff, you have to be really careful with those magnificent inventions. When all your guys die, your tanks and planes don't. Instead they now belong to the bastard who just drove a 16th century Sherman right up your ass. They're his planes and tanks now, and he's going to use them to hit you again.

There are some wacky, seemingly unbalanced factors at work in Magnifico, and for the first half of your first game, you might think it feels like it was invented by a tenth-grader during study hall. You'll find yourself asking, 'Why do I lose a guy every time I set sail?' and 'Why can't I hire more soldiers?' and 'Do you like me? Check yes or no.' In order to really appreciate Magnifico, you have to come at it from a non-standard point of view.

And if you can manage to put aside everything you expect from Risk or Dust or Attack! or any of a huge array of other global conquest games, and just let Magnifico be what it is, instead of what you think it should be, you'll find that there is a really good game here. It's aggressive and fast, tricky and deep, and pretty darn easy on the eyes. You can win the game with a good attack strategy, but you can also win by making stuff. You can win by sponsoring art, and you can win by holding castles. This isn't a run-of-the-mill land grab.

In fact, Magnifico is a very fun game, and while I don't know that I would put it onto the 'never sell this game because I'll play it all the time' pile, it's certainly on top of the 'play this the next time I get a chance' pile. It's got an unexpected mix of European and American gaming. It kind of sneaks up on you, but it's an awful lot of fun once you get into it.

And that's not something I can say about RuPaul.

Summary

Pros:
Turns are fast - a big game that plays in less than 3 hours
Fun, funny art
Tons of depth
Plan ahead or lose badly

Cons:
Not at all what you expect
You may not get it right off... or at all

I really liked Magnifico, but it sure wasn't what I thought it was. If you can clear your mind of the Risk clone notion, you might be very pleasantly surprised. You can get it here:
http://www.gameoutfitter.com/product-p/asm%20mag01us.htm?gclid=CKedqsPAjJ4CFQEhDQodpxexpw

0 Board Game Review - Acquire


Reviewing old favorites is a little like driving a bulldozer through a field full of bunny rabbits and orphans - you're almost guaranteed to piss off someone. Acquire is an old standby favorite, reprinted by Avalon Hill several years ago, and stands to this day as one of the great Sid Sackson games ever made. Opinions on the game tend to vary from 'man, I love that game' to 'I think I'll pay $200 for one on eBay'. Reviewing a game this time-tested and sacred tends to summon the rabid fans who come out with pitchforks and tar if you make the slightest mistake, and because it has been played by so many gamers, you also get the people who want to prove how far off the beaten path they are by telling you that you're an idiot if you liked it.

For the sake of the metaphor, I'll call the Acquire fanatics 'bunnies', and the it's-cool-to-hate un-fans as 'orphans'. And I'll try to hit them both with my metaphorical bulldozer.

Acquire, for those readers who have only been playing games for the last twenty minutes, is a highly abstracted game of corporate takeovers and high finance (unless you get the version with hotels, in which case it's an abstract game of hotel takeovers and high finance). The growth of various corporations is represented by a numbered grid, and as you play, you place plastic tiles over those numbers. Place two of them next to each other, and you form a corporation. Place a tile so that it links two corporations, and the bigger one swallows up the smaller one.

The key to making money in Acquire is to buy, sell and trade stock in the existing corporations. When a corporation gets eaten up by another corporation, the players with the most stock in the now-defunct company get buyout bonuses, and anyone with that stock can dump it to get money or more stock in other companies. Placing tiles properly is important, but to really excel, you have to be able to manipulate stock prices and make smart investments.

There's quite a bit of strategy and long-term planning in Acquire, and you have to be able to recognize where you're likely to make money. It's fast-paced and cutthroat, with the constant temptation to get in over your head or get tied up in a no-winners bidding war. Many decisions you'll make as you play can get you so far behind that you'll be out of the game, yet very few of those decisions are so decisive that you'll shoot past the competition. It's tricky and really fun, and while it's easy to suck, it's hard to be brilliant at it.

And that's kind of the downside. A mediocre player can be shut out fairly easily by more skilled players, which is a mixed bag. On the one hand, I do prefer games where the better player wins, but on the other hand, new players could be completely disgusted when they go the whole game holding a huge pile of nearly worthless stock that tied up all their finances while the experienced players swim in money like Scrooge McDuck. I'm not opposed to games where people get knocked completely out, but it does kind of suck to be so far behind that you've got a snowball's chance in Hell of winning, but have to keep sitting there the whole time, anyway.

I'll be the first to admit that the reason I know about this particular 'flaw' is that it happened to me. I made a couple really short-sighted stock purchases and it cost me, big-time, because I was broke for the rest of the game. It's not hard to fall into that trap, though, especially if you haven't played Acquire a lot, and it really does diminish the enjoyment you can get out of a game when you know you can't win, but you have to stick around and see who gets to laugh at you when the game is over.

However, even if you are the guy who spends his first three turns ruining himself for the rest of the game, Acquire is still a lot of fun. It is a very fast, very fun game with lots of chances to bluff, plan, and make quick decisions. It's not hard to learn the rules, but it's got incredible depth, especially considering how simple it is to pick up. And talk about staying power - the first version of the game was released in 1962, and it still gets played today. That's the kind of longevity you see in Monopoly, except without having to roll dice all day long and grumble about having to be the shoe.

Acquire isn't a perfect game. The tendency for a weaker player to take himself completely out of the running could make a lot of gamers happy to avoid it. But it is an incredibly good game, it moves incredibly fast, and is a ton of fun, so if you've ever played and said, 'man, did I suck,' give it another shot. And then, if you still hate it, you can write me a note that says, 'I still suck.'

Summary

Pros:
Abstract theme that does a great job of representing big business
Brilliantly simple rules create amazing depth
Fun and fast

Cons:
Player elimination that means you can't win, but you still don't get to go see what's on TV

I have good news - Dogstar Games has Acquire. In case I don't drive this home often enough, they provide the review copies that let me tell you about stuff like Chaos in the Old World, Space Alert, and other games from publishers who won't return my emails any more. So if you want to pick up this really great classic game, go get it right here:
http://www.dogstargames.com/product/WOC221920000

Wednesday, April 3, 2013

0 Board Game Review - Dracula


Good two-player games are hard to find. There are lots of games that say they're for 2-4 players, but what they mean is that you should find four players, because the two-player version blows goats. And then there are two-player games that are decent two-player games, but you have to each build an army that will cost you a couple mortgage payments from collectible pieces that you'll use six times and then store in a box for the next ten years until you find them in the attic one day and try to sell them, only to find out that since the game is dead, the entire collection is worth less than the eBay fees.

But my wife likes to play games with me, and she likes to try new stuff, so I'm constantly on the lookout for a decent game we can play while the kids tie up the television with Mythbusters and Miley Cyrus videos. I got Dracula, and was thinking that it might be just the thing that my wife and I could enjoy for a quick game before she went to bed and I ended up playing Dragon Age until I fell asleep in the living room.

Sadly, Dracula is not a good two-player game, so that didn't work out at all.

In Dracula, each player is trying to find the five things that the other player is trying to keep from them. There's a grid of twelve houses, and each player puts six of their supply cards out, and you shuffle them together and hide them face down. Then Van Helsing and Dracula take turns walking around and looking at the cards. If the card is a woman, Dracula can eat her. If it's a coffin, Van Helsing can break it. When one of them gets five of the things they want, that guy wins.

To make things a little more interesting, Van Helsing and Dracula have both called in some backup. Van Helsing has nerdy guys with stakes who will try to spike the bloodsucking bastard, and Dracula has hot vamp chicks who will try to get Van Helsing's pants off before he can chop off their heads (this is why Dracula will always be cooler than Van Helsing - one is an ugly old guy wtih a chip on his shoulder, and the other scores an undending supply of freaky tail).

There are also barriers that the two foes move around the tiny little village (which is apparently the village of the damned, because out of twelve spaces, something like half of them could contain either fanged hotties or empty coffins, and half of the rest probably have half-naked dames waiting to get ravished by Transylvania's answer to Rico Suave). These barriers are virtually worthless, unfortunately, but they can slow down your opponent a little, so there's a marginal amount of strategy in where you place them.

Both players use action cards to move around, and these action cards might have special abilities, which is the only reason why the two players have even vaguely dissimilar powers. In terms of game balance, this works out, but if you're trying to get to the theme, don't bother. In fact, if Van Helsing and Dracula show up at the same house, there's no fight. They just show each other their leftover supply cards like lawyers at a discovery hearing. Yeah, these guys hate each other enough to want to kill each other, but if they could just sit down in arbitration, maybe they could work out their differences without having to go to court.

What ends up happening is that the entire game sort of devolves into a two-player game of Memory. Every turn you want to see cards that aren't yours - after all, there's not much point in Dracula visiting his imported undead booty call, except for some possible undead lovin'. And why Van Helsing would want to spend some quality time with his dorky assistants is beyond me - even if he were gay, those guys don't want to get busy with any old dude with that much unruly face hair. So you both sort of trip around this tiny village, visiting houses and looking for the cards you need to make the game end, thus allowing you to put it away and just go to bed already.

I can't honestly say that there's no game here. There is a kind of cat-and-mouse thing working, only you're both cats and mice at the same time. If you like games where you have to remember lots of stuff, you might like Dracula. I don't like to play games that rely on my ability to remember twelve different cards at a time, so Dracula isn't my bag. Plus so much of the game just seems almost predestined - you'll move as far as you can afford, check inside a house, and repeat until someone makes it stop.

I'm glad I didn't pay for Dracula, and I'm really glad my wife likes Dominion as much as she does. Because this way I don't feel the least bit of seller's remorse when I get rid of Dracula, and we still have an awesome game to play in the evenings when we don't feel like watching whatever latest TV show has us roped in.

Summary

Pros:
Fairly nice pieces and a cool wooden Dracula
Slightly interesting twist on Memory

Cons:
Not enough decisions to be interesting
I don't like Memory
Dracula looks like a gay singer in an 80's hair band

Probably there's somebody who likes Dracula. I don't, but someone probably does, and it's not so bad that I feel a need to link you to a picture of vomit or something. But then, it's dumb enough that I can't recommend you buy a copy, so I'm not going to link you to a store where you can waste your money, either. Instead, here's a cool picture of Dracula:
http://scrapetv.com/News/News%20Pages/Everyone%20Else/images-4/bela-lugosi-dracula.jpg

Thursday, March 28, 2013

0 Board Game Review - Pandemic


Every now and then I like to share my dream for world peace, so that people know I'm really just an idealist. See, in my perfect world, my idyllic future, terrible disease wipes out humankind until there are only like eight of us left. Terrible disease could be replaced by a zombie apocalypse, but only if the zombies get tired after a couple weeks and go back to their graves, so that those last eight people can get out and use the bathroom.

Apparently, I'm not the only one who thinks about stuff like this. Somebody went and made a game about this peace-on-Earth scenario, only in this one, you're actually trying to stop everybody from going tits up. Go figure.

Pandemic is a cooperative game, which means I at least wanted to try it. I like cooperative games. It's awesome when you can play a game with people you like and get that social interaction and brain-churn as you try to choose the best move, and yet you don't have to make anyone cry. If you're playing with weaker gamers, you don't have to feel guilty about giving it your best shot, and if you're playing with people who takes games too seriously, you can kick them in the wiener and tell them to lighten up, because it's just a game (granted, you can do that with any game you're playing, and probably should).

So in Pandemic, four different diseases are breaking out all over the globe. They probably have terrifying scientific names, but in typical Big Media fashion, they just get colors - red flu, yellow stars, green moons... hold on, that might be a breakfast cereal. Whatever, there are four colored diseases and you have to cure them before the world is consumed by disease and you all die from purple smallpox.

Every player gets a different character, and each character has a different special ability. The key to winning Pandemic comes in using your ability to facilitate better moves for everyone else. One guy can run around the globe setting up research stations so that the other players can move faster, which will help the dispatcher who moves people on his turn instead of theirs, which in turn helps the guy who has to already be in Hong Kong at the start of his turn if he wants to be able to give his research to the scientist, who can then stop the black toe fungus from destroying the Pacific Rim.

You'll wander around the board, trying to get the cards you need to travel faster and cure white acne, working to beat the clock, because if you run out of cards or the diseases get too out of control, you lose. And in the meantime, every turn, you have to do something bad, which generally means a lot more people get sick. Hopefully, as the game progresses, you'll be curing some of those diseases so that they don't end up overtaking North Africa while you're all bouncing around between North American cities trying to figure out how to stop the pink shingles, but at the start, it can be awful hard to keep up with all the outbreaks.

I did mention that I like cooperative games, but they do often come with a considerable downside - the know-it-all, fun-killing jackass. This is where one guy, presumably the guy who believes he is the smartest person at the table, tells everyone else what they need to do on their turns. Pandemic is the absolute worst offender for this syndrome that I have ever played, unfortunately, because to win, you'll need to plan a seriously complicated series of moves five turns out, and then execute them flawlessly. Plus you have all the time you need to make your plans, so you could wind up with one guy saying, 'So if you move to Brazil and trade a yellow to her, and then she moves to Paris and waits, then I can send this other guy to Milan on my turn, which will allow him to treat the brown bunions in London before he picks up the cure to yellow dermititis.' After a full game of being bullied for an hour, everyone else at the table is likely to have their own response, which will sound like this:

'If you get up and go to the refrigerator, then I can kick you in the ass, and she can stab you with a tuning fork, and the other guy can send you screaming to the Hell you so rightly deserve.'

That's not the only downside, either. While I did find Pandemic to be tense and exciting and interesting, it also has an element where you're doing the same thing every time, and just trying to shave one or two cards off your previous attempt. I know a lot of people love this game, but I can't see playing a whole lot of times. After a point, you pretty much understand how the dynamics of the various characters work together, and it's just a matter of time before you're performing by rote memory. My son completely lost interest after two games; I could play a few more times, but I wouldn't be interested in making Pandemic the cornerstone of my game group.

However, if you're able to play with a group of like-minded gamers who understand the game, and you aren't terribly averse to fairly repetitive game play, Pandemic is a remarkably good game. The challenge of planning out multiple actions and complex turns combines with an escalating sense of urgency as the countdown to Armageddon ticks closer, until you're immensely proud of yourselves when you finally cure orange crush and win the game.

I suppose there is one more downside, if you're me - if you all do a great job, you actually prevent my ideal world peace scenario. Humanity makes a comeback, and the next thing you know, the world is afflicted with cell-phone ear and garbage yard, which can only be cured with high explosives and a flamethrower.

Summary

Pros:
Intense, action-packed cooperative game
Every decision matters, and every turn counts
Very flavorful - the theme comes out in spades

Cons:
Huge potential for the Mensa asshole to tell everyone else what to do
Good possibility that it gets repetitive

Pandemic is definitely a fun game, especially if you can get past the potential problems. If you like cooperative games - and can really cooperate, instead of all doing what one mouthy jerk tells you to do - you should go to Dogstar Games and order it. As an added bonus, if you buy it from Dogstar Games, then they'll be all grateful and keep sending me the games you want to see reviewed. You can get it right here:
http://www.dogstargames.com/product/ZMG7021

Tuesday, March 26, 2013

0 Board Game Review - Arkham Horror


The more I play cooperative games, the more I see how different they can be. Some cooperative games are like tricky puzzles that everyone tries to solve (like Pandemic), some are trudging exercises in frustration (like Shadows Over Camelot), and some are just exciting, mad-cap romps (like sex). Arkham Horror is another kind of cooperative game, one I'm going to call awesome chaos.

For starters, you can tell this is a Fantasy Flight Game. It's got cards in three sizes - and there are several decks in each size. It's got a big ol' board, and a whole lot of counters, for everything from terror and sanity to health and cash. There's so much stuff in this box that even after I played it once, I wasn't sure what it was all for.

And then there's the theme. A good American-style game should have the theme layered on thick - since this is a Lovecraft horror game, I want to see slimy tentacles and inbred cannibals. And boy howdy, does Arkham Horror deliver on theme. If you pay attention while you play, you can actually see the story developing around you. Even if you lose, you'll have fun, just because you'll feel like you just finished a scary movie. Gates to horrific realms will open in the woods, or the witch house, or in some crazy old man's barn where he keeps the tools he uses to skin people so he can use their buttcheek skin for curtains. And you'll send your Roaring 20's characters running all over Arkham as the town descends into bedlam, shooting monsters and stabbing undead horrors and trying not to go completely insane every time they run up against a monster that looks like a rubber chicken with a face sculpted from soap bubbles.

One complaint I sometimes have with cooperative games is the Lead Dick factor, where one guy tells everyone else what to do because he's got the whole thing planned out and can't see any way that anyone else would want to do anything he doesn't want them to do. Possibly because he's a dick. Arkham Horror does not let the Lead Dick take over, because for one thing, there's too much going on for one guy to track it all, and for another, winning the game doesn't require the kind of obsessive planning that so many other games require. As long as you're not playing like a chump, you've got a reasonably decent chance of closing the gates before Cthulhu steps through and eats you all like crackers with spray cheese.

A good American game needs to have some violence, too, and it needs to feel like an ass-whoopin'. None of this 'discard this item and then flip the card' violence - I want to roll some dice, chuck some lead, and when the bad guy drops, I want to stand over his cooling corpse screaming, 'Yeah! Eat it, Bitch!' And again, Arkham Horror delivers, with an open-ended dice pool mechanic supplemented by spells and weapons that lets players gather power until they're ready to deliver some hot lead justice. And if they lose? They might just go crazy. That is AWESOME.

A good cooperative game needs mounting tension if it's going to be fun, and once again, Arkham Horror hits the sweet spot. At the beginning of the game, the investigators will have a little freedom to run around and pick up guns and spells and magic books made out of human hair, but as the game progresses and the monsters are running amok all over the town, things will get desperate. All manner of rubbery beasties will be rolling through town like a homecoming parade, with the heroes fighting their way through Hellish underworlds, staving off the impending doom with just their guts and firepower.

I've just barely scratched the surface of the awesome factor of Arkham Horror. It's not terribly well organized, and there's no way that a Euro nerd would call it 'elegant', but it's an unreasonable amount of fun. In a market continually saturated with clones and reprints and unoriginal crap, Arkham Horror delivers an amazing story-telling experience and tense game, and delivers it well. There's a reason this game is as popular as it is, and that reason is because it's damned fun.

Summary

Pros:
Great background
Tells a story while you play the game (without having to pretend to be other people)
Excellent action and a building sense of doom
A nearly perfect cooperative game

Cons:
Messy - so many parts, you'll need a box of sandwich bags to put them away

If you like cooperative games (or even just games you can play solo), you should get Arkham Horror, because it's very, very fun. If you're going to buy it, you should get it from Dogstar Games. You can get it cheap, even with shipping, and plus they support Drake's Flames so that I can keep reviewing the stuff you want to read about. Go here and tell 'em I sent you.
http://dogstargames.com/product/FFGVA09

Saturday, March 23, 2013

0 Board Game Review - Robotory


In the future, everything will be smaller. Cell phones will be so small, you'll have to keep them on your key chains - which will be so small, you'll have to have them surgically implanted in your hand. And board games will be so small, you'll be able to fit an entire game in your pocket.

The future is now (please forgive this painfully cheesy and horribly overused cliche. It sounded a lot better than 'You can actually do that now').

Before someone points out the obvious, I do know that there have been games that fit in your pocket for just about as long as there have been pockets, so by the logic I presented in the first paragraph, the future took place a couple centuries ago, and we've been living in Star Wars since the birth of Christ. Having thoroughly mangled my opening, I think we'll just skip right to the review.

Robotory is a very small game (now that you read that boring sentence, do you see why I tried to gussy it up with that stupid 'future is now' gag? I hope so. But inevitably, some humorless tool at BoardGameGeek will tell me that he would rather my reviews were boring and dry, and take offense to me even attempting to be interesting. For that guy, may I suggest you start reading assembly manuals for power tools?).

So yeah, it's small. It comes in a box you could fit in your pocket, unless you wear very tight jeans, in which case I hope you are a girl, because otherwise you're either morbidly obese or a little bit gay. Let's just say it would fit in my pocket, huh? There's a board in this little box, and three robot counters, and a handful of little plastic discs in either black or white. Add in the miniaturized rulebook, and there's still room in the box, despite this being a very small box.

But size isn't everything (at least, that's what we men tell ourselves after we finish watching a porno featuring a man whose main talent is having a dingus he could wrap around his leg). There's a pretty cool little game in this cool little box. It's an abstract, but unlike a whole lot of abstracts (especially European ones - I'm looking at you, Reiner), it doesn't pretend to tell a story. It goes, 'there are these robots, see, and you move them by putting down energy markers', and then it quits trying to crap in a bowl and tell you it's ice cream. It just lets the game be the game.

The robots are three plastic markers that sit on a hex grid. One is white, one is black, and one is red. The black one moves by consuming black markers, the white one eats the white markers, and the red one swings both ways and eats anything it can get. One your turn, you can drop an energy pip, move a robot by following a path of the right energy markers (and then taking them off the board), or replenish your supply of markers. Since you can only do one thing, you have to time each thing, or you'll wind up with no good actions when you really need them. The game ends when you run out of energy markers, after which you check to see who has more robots on their side of the board, and that person wins.

Since Robotory is over in about five to ten minutes, I had the opportunity to test with a variety of players. One player thought it was kind of boring, which I can understand, because it's not like you're going to fit Squad Leader into a box you can put in your pocket (though if you did, I would buy it). Two other players enjoyed it so much that once I taught it to them, they immediately spent an hour playing against each other. It's got a fair amount of hidden strategy, a little bluffing, and a lot of planning. It's kind of like a high-energy version of checkers, so if you like a lot of theme, you're not going to dig the heck out of Robotory.

On the other hand, if you can appreciate a really fast game that allows for plenty of mental exercise and some careful timing, Robotory might be your thing. It's portable and quick, and will only set you back about ten bucks. Plus you can put it in your pocket next to your portable lawnmower and portable dirigible, once those are invented.

Summary

Pros:
Takes about 30 seconds to explain the rules
Surprising depth for a game that finished in five minutes
Small enough to take with you to dinner and play while you're waiting for the appetizer
Doesn't pretend to have a theme

Cons:
No theme
Short game
(Weird how pros can be cons, depending on who you're asking)

Here's a place where you can get Robotory for nine bucks:
http://www.coolstuffinc.com/main_boardGame.php?viewType=view%20board%20games&fp=Acc-ASMRobotory#Robotory%20Board%20Game

Thursday, March 21, 2013

0 Board Game Review - Ogre Castle



I don't make any bones about the fact that I like small press games. I'm not going to lie and say I like a game just because it's from a micropublisher, but I'm willing to cut them a little slack if the art isn't a modern classic or the rules are a little confusing because they're laid out by the pizza delivery guy. And in the case of Ogre Castle, I'm applying a little of that small-press-blind-spot. I'm admitting that up front, just so there's no confusion.

I really don't have to use much of a blind spot, in all fairness. Ogre Castle is a well-designed game, with more charm than Cary Grant. The art might be simplistic, but it's damned cute, and the rules are really easy to follow. If I'm overlooking anything, it's that the art isn't all that professional, and the game uses some components that lean a little toward the cheap side.

However, I don't think I would like a version of Ogre Castle that had all the bells and whistles Fantasy Flight would slap on it. The art may be a little rough around the edges, but it's a hell of a lot of fun, and it all fits the game perfectly. The player pawns are printed cardboard stuck into one of those little plastic stands that you find in games that can't afford to make plastic figures, and the armor tokens are little plastic yellow poker chips. But the art on the pawns is all different, which is great, and the art on the cards does a perfect job of telling you what it's for.

The premise of the game is that three knights are invading the ogre's castle to grab treasure and run for the door. But just because they're all knights doesn't mean these guys are on the same team - a knight only wins when he grabs all four of his treasures and gets out of the castle, and he loses if another knight beats him to it, so there's enough cutthroat action here to make little girls break down and cry (which means, Dad, that you may want to consider throwing the game if you're playing with an third-grader).

The fourth player in this battle is the ogre himself. He's got to beat the piss out of the knights, steal back his treasures, and then retreat to his throne room to count his money and let the knights rampage around his castle.

The map of the castle is printed on a fantastic cloth mat. There are twisty paths to get everywhere, which can make it really hard for a knight to get away when the ogre comes to punch him in the eye and steal his lunch money. Happily, the knights can cheat.

The game comes with a deck of cards full of nasty tricks that you can play on your opponents. You can make them get weak right before a fight, or you can steal their treasures and make them run all the way across the map again, or you can send them running the wrong direction. Most of the thinking part of Ogre Castle involves using your cards properly, and maybe foregoing an opportunity to grab a treasure for the chance to get another card. These aren't game-breaker cards, but they're so useful that you'll probably never hold more than four or five - and sometimes you won't have any, especially if that rotten blue knight plays the card that lights them all on fire.

As the game goes on and treasures get cleared out, the abuse you heap on your fellow players escalates from a Cold War sabotage situation to full-out global thermonuclear war. Once the knights start filling up their pockets, the other players will start to single out that one leader, which gives the other players a chance to catch up. We had a clear winner for the last third of the game - and she didn't win, because the ogre gave her a swirly, stole her treasure, and teleported back home.

This is a seriously fun game. It's a little chaotic and a lot random, and planning won't always help you a whole lot, but there's still a fair amount of thinking to do and a few tough decisions. Part of the reason it's so fun is the brilliant visual design. The illustration may not be Picasso, but the graphic design is genius. It's clean and simple and easy to read, and means that any player old enough to read the cards should be able to play the game. It's kind of funny - the game is thoroughly accessible to a younger kid, but the label says it's for teenagers. I suspect that's because if they said eight-year-olds could enjoy it, some hillbilly dumb-ass who never taught his kid to keep stuff out of his mouth would end up filing a lawsuit when their stupid spawn inhaled a poker chip and managed to be removed from the shallow end of the genetic pool. So I'll say what they legally can't - assuming you're not raising a mental midget with no motor control or common sense, Ogre Castle is great for elementary-school-age kids.

There's a catch, though - it's a game for four players. It's sort of like that Monty Python bit with the holy hand grenade and the counting - 'you must not count to two, except that you continue on to three, and five is right out.' You can't play with more or less than four, and since I can't always put together four people for a game, that kind of sucks. It's light and action-packed, but if you can only get three of you in one place, you'll have to play something else. I don't guess the game would work with a different number, but it's still kind of a limiting factor when it comes to hitting the table. So you better hope you've got 2.4 kids, so that you can send that .4 kid off to bed and play with the other two and your wife.

If you can slap together a group of four gamers, though, Ogre Castle is a light-hearted brawl-fest that's fun for the whole family. It's wonderfully endearing and quick, easy fun, with a hearty helping of backstabbing. I could easily see Ogre Castle coming out of Ravensberger, but it wouldn't be anywhere near as charming, so I am just going to go ahead and be glad I have my cloth board and cartoony art.

Summary

Pros:
Light-hearted, fast and furious
Fun for the whole family - as long as they remember it's just a game

Cons:
Not incredibly professional, but more charming because of it

If you're looking for a small press game to enjoy with your kids, go here and get Ogre Castle:
http://www.ogrecastle.com/

Sunday, March 17, 2013

0 Board Game Review - Claustrophobia


Claustrophobia is a board game that takes place in the world of Helldorado, which is a miniatures game where humanity decides to invade Hell in a land grab that is epic in its shortsightedness. You know you're in trouble when you need land so bad, you decide to move to Hell. Sure, you can get property really cheap, but you know it's going to be in a horrible school district, and odds are, taxes are way steeper than they have any right to be. And if you think it's bad for your home value when someone builds a parking lot next door, how much worse would it be if you're located next to a portal to Satan's Pawn Shop?

In Claustrophobia, the demons (you know, the guys who actually live in Hell, and are probably a little bit ticked that someone has decided to put a lean-to on their manicured front lawn) inhabit tunnels and caves under the city of New Jerusalem, and they're making life a little rough for the humans above. That's only fair - New Jerusalem takes up space the demons used to use for a hellhound park. But the humans are dead set on hanging onto the land, despite the fact that even lake-front property is unpleasant (probably because the lake is on fire).

So the humans recruit a redeemer - a holy warrior with serious power against the forces of evil - and give him a handful of condemned prisoners to go with him into the uncomfortably balmy caverns underneath the city. To stop the redeemer and his gang of misfits, the demons are going to send hordes of troglodytes - Hell's answer to cheap labor - and maybe the odd uberdemon with exceptional skill at snacking on people. So basically, this is a dungeon crawl.

The map is composed of beautifully illustrated tiles depicting the twisting, narrow caverns that wind just beneath the surface of Satan's Playground. All the combatants are really cool pre-painted plastic miniatures, and they look fantastic. Sure, there are only five different sculpts, but there are 17 figures in the box, and they're all cool (though it is worth mentioning that the troglodytes look like that dog alien from Lilo and Stitch). To depict the various equipment and abilities of the various warriors, you've also got a few different decks of cards, all with stunning art. Basically, the production values for this game are completely off the scale. It's not quite as jaw-dropping a Space Hulk, but it also doesn't cost $100. There's a ton of value in this box.

There's also a superb game in this box. One really cool mechanic is how you assign abilities to every human at the beginning of the game - you roll some dice, which go into a little slot on the human character cards and match up to one of six slots each human has. Depending on the assigned dice, a human character might be defensive, offensive, or fast, and maybe have some cool ability he can use that turn. When humans take wounds, they plug one of those action slots, which has two effects. First, if you have to assign a die to a slot with a wound on it, that character is going to spend the turn gasping for air and feeling his wounds, and can't move or attack. And second, when all six slots are gone, the human in question is just dead (and depending on his life choices, his soul may not have very far to travel).

Combat is a simple die roll, and movement is as easy as moving a figure from one tile to the next. But there are still several important tactical maneuvers in every round, and there's a fantastic amount of depth for a game whose rules are as simple as these are. If you don't practice some intelligent strategy, planning for the long haul and making the right move when you need it, your characters will probably wind up becoming permanent residents, instead of just owning a timeshare.

Claustrophobia is a pretty clear example of a kind of game we see a lot recently. It's got all the classic markings of a quantity versus quality game, where the humans are skilled fighters and the demons come in droves. It has a heck of a lot in common with Space Hulk, except this is a fantasy dungeon crawl in Hell and Space Hulk is a sci-fi dungeon crawl on a space ship. If you enjoy this kind of game, Claustrophobia should be a no-brainer. And despite there being a lot of similarities, the two games are also very different, so there's no reason not to own them both (you know, unless you're not rich).

The only real problem I have with Claustrophobia is a question of theme. While the game play is fast and fun, and I definitely have a dungeon-crawling vibe from the game, it doesn't really deliver on the 'Hell Ain't a Bad Place To Be' storyline. I might have been in a cavern in Hell, or might have been fighting goblins in the mountain caverns. The troglodytes are not particularly demonic in appearance, and could just as easily have been kobolds lead by a particularly ferocious bugbear. The game is stunning, and tons of fun, and I'm more than willing to overlook the theme issue - but just because I'm giving it a pass doesn't mean it's not there.

If you're a fan of dungeon crawl games, and you like your eye candy as much as I do, Claustrophobia should probably be on your 'man, I should have asked for that for Christmas' list. I think it's a hoot, and I'm looking forward to playing it again, even if I do still wonder what the commute must be like if you live in a suburb in Hell.

Summary

Pros:
Amazing production values
Fast game with easy rules
So much fun, you'll want to play it a whole lot

Cons:
Odd theme that doesn't feel effectively communicated

Dogstar Games has Claustrophobia. If you like dungeon crawl games with amazing components and buckets of fun, you should run over and get it right here:
http://dogstargames.com/product/ASMClaustrophobia

Saturday, March 16, 2013

0 Board Game Review - Tales of the Arabian Nights


My favorite kinds of games are the ones that tell a story. Like when I was 12, and got my first copy of D&D, and we were able to tell a story about a bunch of heroes who went into some goblins’ home and killed everyone and then stole their crap. As I grew up, our stories got more interesting, until we were carrying out home invasions on a wide variety of bizarre creatures, most of whom had skin problems and anger-management issues.

Another thing I loved as a kid was the Choose Your Own Adventure line of books. These had really stupid stories that starred you, and you made choices, and those choices would send you to a page in the book where you would find out if you made the right call or if you were dead from an overdose of retarded. Like if you chose to steal the witch’s vase, then broke it, then you had to spend the rest of your life cleaning it up. I confess that nostalgia makes a lot of those books a lot better, sort of like the grown gamers who just have to break out Dark Tower once a year to try to remember why it was cool when they were nine, only to discover that it’s actually a pretty repetitive game with virtually nothing to appeal to an adult.

And apparently, I wasn’t the only one who loved these things, because somebody thought it was so awesome that they made Tales of the Arabian Nights, in which you and up to five of your closest friends take on the roles of characters from those stories, travel a map of Europe, Asia and Africa and spend an evening flipping through the mother of all Choose Your Own Adventure books. The game sort of died out, until Z-Man Games found it and re-released it, so that we could return to the days of hiding in dead cows in order to steal diamonds and escape from snakes.

The adventures in Tales of the Arabian Nights are a little bit random, but then, the stories in the book were often equally nonsensical. Am I the only one who thought the Sinbad stories were the result of some serious nights on the hash pipe? I mean, how long does a whale have to sleep on the surface to have trees grow on his back?

Players will take turns wandering the world, far and wide, and trying to get into the mystical places where they can have amazing adventures. Along the way, they might be thrown overboard by greedy ship captains, be hunted by brigands, romance the sultan’s wife or zoom around on magic rugs. All these wild adventures are guided by the enormous tome full of numbered entries and a matrix that tells you where to turn if, for example, you discover an angry efreeti in the desert and decide to punch him in the face.

Your characters will learn skills as they progress, and they may also pick up a variety of unpleasant statuses, a little like the way lots of late-night partying can get you a decent array of social diseases. You might wind up hunted, imprisoned, insane and wounded – and if you’re really lucky, you can get a magical sex change and have to spend the last half of the game trying to get your bait and tackle back where it belongs. Different effects have different cures – you may have to let the bandits catch up to you, or you might have to trick a servant into giving you a key. You might have to complete a pilgrimage to Mecca, or bring back a treasure for the vizier. Unfortunately, you don’t have a whole lot of control over these events, and may wind up losing your loved ones to a plague of gout, for which you are cursed to be really depressed. The only cure for that is to eat a gallon of ice cream and sit on the coach in your pajamas for a week watching reruns of Matlock.

The nice thing about all this unhappiness is that nearly anything that happens gives you either story points or destiny points, and since the goal of the game is to have amazing stories and great adventures, even bad stuff can help you win. You might wind up transformed into a jackass, but man, does that make for a good story. Get back to Baghdad with a whole bunch of amazing tales, and you’ll be the winner, even if you did spend a couple years lost in Europe while a rhinoceros chased you and fire demons stole your pants.

As wildly random and unpredictable as Tales of the Arabian Nights might be, it’s also a stupid amount of fun. You’ll laugh as Aladdin gets turned into a woman, carried away by a giant bird, haunted by a sad ghost and fed to a giant fish. You’ll chortle with glee when Ali Baba becomes cursed, diseased, grief-stricken and crazy, and then still ends up marrying the vizier’s daughter and ultimately becoming sultan. The pieces are absolutely beautiful, the illustrations are amazing, and the story is just as convoluted and random as the original Arabian Nights.

The story book is an amazing piece of work. It’s staggering to imagine the amount of effort that went into making it so that you found monkeys in the jungle, beggars in the city and magical islands at sea. It’s fascinating to see how your choices, environments and plain-old Lady Luck can present every visitor to the same space with a different adventure. It’s not perfect, or anything – a couple times I wound up having ocean encounters while I was in the middle of a Saudi Arabian desert – but considering the enormity of the task that confronted the writers, it’s more than understandable.

I wouldn’t say that Tales of the Arabian Nights is a clever, well-designed tactical game with great strategy. If I did, I would be a liar. This is not Puerto Rico. I would say that it’s a marvelous way to spend an evening with your family. You don’t play Tales of the Arabian Nights because you want the mental challenge. You play because you want to experience the story, which makes it a little like D&D, but without the armed robbery.

Summary

Pros:
Incredible art
Immersive, entertaining story
Tons of replay – you might never see the same tale twice
Great family fun

Cons:
Random as a Terry Gilliam movie
A few errors in the guide book

Dogstar Games carries Tales of the Arabian Nights, so if you're in the mood for a game that's all about telling a story, you should hop right over there and pick it up. Shipping is free, and the game is discounted to boot, so you can save some scratch and have a great night with the family. You'll be a hero!
http://www.dogstargames.com/product/ZMG7031

Friday, March 15, 2013

0 Board Game Review - Talisman


Remember when you were like nine years old, and you had your FAVORITEST GAME EVER, and you played it until it was falling apart? And then twenty years later, you pulled that game out of the closet, sweet nostalgia rushing over you like a waterfall of good will and joy, only to discover that stuff that appeals to fourth-graders tends to fall a little flat with adults?

We call that ‘Talisman Syndrome.’

If I were a child, if I still thought girls were gross and could actually sit through an episode of Thundercats without laughing at the retarded voiceovers, I would think Talisman was the most amazing game on the planet. Because if I was nine years old, I would be stupid.

The crazy thing is, I hear a lot of good buzz for Talisman. I don’t understand this. Nobody tries to recapture the greatness of Candyland, and Talisman is only marginally more interesting than Candyland. The only possible explanation I can find is that these people are the same people who spend days on end making supplementary material for HeroQuest when that game is actually only fun the first three times you play it, because when they were in junior high they blew an entire weekend on it and they’re trying to recapture the innocence of wondering why they didn’t get asked to Sadie Hawkins.

For the sake of clarity here, I’m reviewing the third edition of this ridiculously stupid game. I have to be specific because – I am not making this up – people have made four different editions of Talisman. For some people, that would indicate that it is obviously a brilliant game. For others (like me), it would indicate that there are an awful lot of people who have absolutely no common sense. After all, Apples to Apples sold a million copies, so standards for someone are obviously very low.

So that you can understand the way you play Talisman, let’s say you want to play Candyland. Only you want to make it an adventure game, so you let the players move forward and backward, and every time they land on Gumdrop Grove they can add some fat-ass points. Throw in some Licorice Bandits and the Caramel Creeper, make the entire game a random dice-fest with virtually no purpose or direction, remove nearly every single opportunity for decision-making from the game, and you have Talisman.

Every player gets a character (at random, because starting by letting you make a decision would set a dangerous precedent), and then you all wander around circular trails, encountering monsters and rolling dice and having virtually no control at all over the outcome of the game. You might start out an evil rat-dude, turn into a good guy, get eaten by a ghost and get a new character, and then have that morally-ambiguous dwarf get transformed into a toad because frankly, the dice hate you.

But even if the dice love you, you would still probably hate this stupid, stupid game. We had one guy win because halfway through the game he drew the Finger of Death spell, which instantly eliminates the super-villlain bad guy once that player gets to the tower in the middle of the hideous board (the board, incidentally, looks like it was drawn by a tenth-grader who was obsessed with metal bands in the early 80s. There are more skulls in the art for this game than you'll find in a French catacomb). While I was routinely losing my spells to evil wizards and severe head trauma, this guy managed to keep this one spell long enough to waltz into the dragon king’s tower and smoke him without rolling a die.

Call me crazy, but when I play a game, I want to have some control over the outcome. I want to practice some luck management, a little long-term strategy, and maybe a dash of practical common sense. I don’t want to have the entire game decided by a handful of die rolls over which I have virtually no control. I also don’t want to spend a quarter of the game bouncing back and forth between the witch’s house and the chapel because I’m attempting to give up my toad status.

I’ve played some really dumb games. Since I promise to eventually review any game anyone ever sends me, I have subjected myself to some of the absolute dregs of gaming society. I can definitely say that I have played games that were less fun than Talisman – Monster Quest comes to mind, for instance – but I would be lying if I said I ever wanted to play another iteration of Talisman. I have the second edition as well, and I think I even have the dungeon expansion for that one (my mind still reels that anyone thought this game was good enough to have an expansion), and I will be trading all of these copies as quickly as I possibly can.

It’s almost ironic that I just reviewed Tales of the Arabian Nights and loved it. Neither game offers a great deal of control for the players, and both games tend to be wildly random. Both games have you bouncing around the map like a kindergartner on crystal meth, and yet I really enjoy Arabian Nights and thoroughly despise Talisman. The difference is the story – where Arabian Nights leads you through an exciting and unpredictable story, Talisman plods through random, pointless fights with virtually no motivation or reason to continue playing.

I’m actually glad that a lot of people like Talisman, even if that does mean that a lot of people lack the sense God gave a hairless mole rat. Since a lot of people like this game, it means I shouldn’t have too much trouble trading it to some poor schmuck who still watches Voltron because it reminds him of eating sugary cereal in his pajamas while his parents slept off hangovers.

Summary

Pros:
Great trade fodder

Cons:
Stupid
Random
Pointless
Grinding
Soulless
BORING

If you just have to go out and recapture some part of your lost youth, don't do it with Talisman. Try this:
http://www.toyarchive.com/HemanSeries1.html

Thursday, March 14, 2013

0 Board Game Review - Zombicide

The zombie-game craze has to end sometime, and I hope it ends soon. Too many games about the shambling dead have begun to clog up the gaming pipeline like an undead deuce in a low-flow crapper. But I am really glad that before the whole phenomenon comes crashing down around us, we can run out and get Zombicide, because even in a market flooded by crappy zombie games, there's room to shine.

Zombicide is a cooperative game about fighting the groaning hordes with shotguns, baseball bats and molotov cocktails. It plays like an extended scene from an action movie, with copious violence, horrifying deaths and an impending sense of doom. It's fast and furious and gory as hell, which makes it absolutely perfect for my taste.

I'll be the first to admit that a tactical zombie game with individual heroes, plastic miniatures and a custom map made of interchangeable tiles sounds a hell of a lot like Last Night on Earth. And since Last Night on Earth is so freaking awesome, you might not think there's a reason to own them both.

Except that Zombicide is not Last Night on Earth. Zombicide is faster, and true to the name, involves an absolutely absurd level of human-on-zombie violence. You'll stomp zombies like you were mowing weeds, but they'll just keep coming. In fact, the more you kill zombies, the faster they come - but at the same time, you get better at killing zombies. There's a brutal cycle where your skill determines how quickly the brain-eaters appear, so the more you do, the harder the game gets. The tension ramps up fast, and if you manage to escape with all your arms and legs, you've done pretty well.

Zombicide focuses on the action. There are no distracting story elements, cameo characters, or unforeseen events. There are zombies, and there are heroes, and there are guns. And there's blood. Lots and lots of blood.

There's also speed. You've got a job to do, and you want to do it as quick as you can. The longer you're out there, the meaner the zombies get. Dawdle too long, search too many empty rooms, and before you know it, you'll have overwhelming crowds of the walking dead choking up the streets. Run like you mean it and kill indiscriminately, because if you don't, you'll get cornered in a dead-end alley, spraying bullets while a wave of diseased walkers rushes over you and buries you in dismembered limbs and rotting eyeballs.

A huge part of this ratcheting tension is possible because Zombicide is a full-on cooperative game, which means there's none of this nonsense where everyone works together and one player wins. Either you all win, or you all lose. Sometimes all you need to do to win is get one guy off the board with the supplies you scavenged, which often means the rest of your group sacrifices themselves to a certain death just so that the fast guy can make tracks and escape.

So Zombicide is excellent, but there are a few things I wish were in there. For starters, I would love to see surviving characters improve between games. If my chainsaw-swinging roller-girl learns how to get bloody with a sawed-off, I would love for that girl to still be bad-ass next time I play. It would really improve the story-spinning side of the game if characters got better as you played. It wouldn't be possible, the way the game works, but it would be fun.

And the cooperative aspect of the game has a tendency to make everyone act like logistics experts. 'OK, if you go first, you can shoot twice at those walkers. The runner will move two, so we need to wipe him out. Since you get that free gun action, you move out, shoot, and retreat back to here. I'll use my free search to see if I can pick up another shotgun, and then spend an action to trade. After all that, you can do some complicated math in your head and then alphabetize your sock drawer.'

The analysis part of Zombicide does make it a little less chaotically violent, but it sure doesn't ruin it. It's still plenty of moving fast and fighting hard, and I'm not sure how the game could get rid of the methodical factor and still be as fun. However, I think it could have been a hell of a lot better with some story-related events. If a zombie spawn card had more random events like crashed helicopters, enemy survivors or zombie flash mobs performing Thriller in the middle of Main Street, that would have really given the game a more narrative feel. As it is, it feels like an excerpt from a story, rather than a story itself.

I really do want to emphasize that I thoroughly adore Zombicide. It is wild and tense and crazy fun. I wish it were a little better, but I can enjoy the hell out of it just the way it is. There are tons of zombies in the box, and the heroes are a hoot. The art is spectacular, and the rules (while obviously written by someone for whom English is not a first language) are easy to learn and play. If you were to trim all the fat off a zombie movie, leaving you just the parts where the heroes run fast and kill stuff, you would have Zombicide. And you would like it.

Summary

1-6 players

Pros:
Exciting and cooperative
Intensely violent
Amazing art and tons of great minis
Fast and fun as hell

Cons:
Feels a little mechanical
A little light on story

I found a really good price on Zombicide at Sci-Fi City Games. I've bought from them before. I would buy this, if I didn't already have the game.
ZOMBIE MAYHEM

Wednesday, February 27, 2013

0 Board Game Review - Abaddon

Remember the early 90's? They were mostly kind of gross, with music predominately made by people who were about to kill themselves, but the games in the early 90's were actually pretty awesome. There was an incongruous mix of excellent plastic and oddly cheap cardboard, rules that were simple enough for a twelve-year-old to follow, and pictures of junior-high kids celebrating their Bat Mitvahs on the back of the box (they may have been celebrating something else, but I never saw an actual human being get that excited about a board game, so I don't think it was whatever they were playing). Also, I'm pretty sure they got the smallest kids they could find, because when I opened those boxes, the parts always looked smaller to me.

Richard Borg remembers the 90's, too, and all those games, probably because he made a bunch of them. And if his latest creation is any indication, he misses those crazy days as much as I do, because Abaddon could have been thrown into a time machine and brought here directly from 1994.

For starters, you've got giant robots. They're not called giant robots, they're called links, but they're not fooling anyone. When you have a walking machine with guns for arms, it's a giant robot. And when they fire missiles at other giant robots, you've got the start of a recipe for pure awesomeness. And when these giant robots are cool plastic sculpts (not cardboard, thank you very much Steve 'we got a million dollars to sell cardboard standups' Jackson), the recipe is getting better.

Abaddon also features components directly out of the 90's, like cheap cardboard and cheesy graphic design and blank dice where you have to put stickers all over them. My favorite ridiculously dorky game component is the victory point cup, with sounds like it should be pretty cool, but is in actuality a clear plastic cup that looks like it might once have been used for urine samples. Or, given the Chinese character stamped on the bottom, it may have held pudding that was only available overseas.

The rules are likewise yanked right out of the 90's. They're incredibly easy and straightforward, and go light on tactical brilliance in favor of buckets of luck. They're not complicated enough to provide for the kind of advanced maneuvering that would make Abaddon a serious game, but they still get you in the mood for firing long-range missiles at other stomping war machines. You totally get to blow stuff up.

A hallmark of 90's games was that a few bad dice rolls could completely ruin you, and Richard Borg has incorporated that brilliantly into Abaddon. When you shoot at an enemy mech, there is a very good chance that you could actually get shot yourself. More than once, as we were playing, attacking mechs would be destroyed on their own turn. But there's a little bonus worked in - if you roll exceptionally bad (as in, you get a 1), your opponent suffers a critical hit, and then you draw a card and see what happens. You could wind up with a weapon malfunction that won't let you attack, or you might burst into flames, or you could get (and this is a quote) super-duper charged and actually get better. It's a wild luck-fest, and it's hilarious.

One thing about lots of Richard Borg games that I've never completely embraced is the way you never know which of your soldiers will get to move on your turn. In the Command and Colors games, you use cards to determine who gets to move. In Abaddon, you have dice that you roll at the start of every turn, which means that sometimes you'll get to move everyone, and sometimes you get no turn at all. When your last scrappy mecha is holding a smart bomb to launch at an enemy, and you roll every kind of robot that is already dead, you'll wonder why you bother making any kind of plan at all.

But it's not as bad as it sounds. The odds of rolling absolutely nothing you can use are exceptionally low (though it could still happen), and you can still use an overall strategy, even if the dice won't cooperate. You might hold back to build your strength, throwing long-range attacks every now and then, or you might get ballsy and just rush in, guns blazing. The beginner scenarios don't have much in the way of tactical complication, but as you play through the different board set-ups provided in the rules, you'll see more and more ways to set up crossfires, flanking maneuvers, defensive formations and other stuff that will let you send giant pneumatic robots to their scrap heap in the sky.

Abaddon channels 1992 like it was brought here on the Tardis. It doesn't try to get all fancy with cutting-edge game mechanics, efficiency exercises or complicated initiative rules. It gives you cool plastic mechs and fistfuls of dice, then gets out of the way so you can blow each other to tiny mechanical bits. If you're looking for amazing production value, brilliant innovation or strategic depth, you're in the wrong decade. Abaddon is unpretentious, and reminds us why we like gaming in the first place - it's like playing with toys, only with rules.

Maybe that's why I miss the 90's. I like not having to pretend that playing with plastic robots makes me smarter than other people. That, or I miss having a full head of hair.

Summary 

2-4 players

Pros:
Excellent plastic mechs - and lots of 'em
It is very damned fun to blow things to hell with giant robots
Light, but still with a little room for strategy
Straightforward and easy to learn
Like playing with toys

Cons:
Not as deep as some people might hope
Some really crappy components (not counting the awesome plastic robots)

Want to play games like it was 1999? Well then run over to Noble Knight and get you some!
YOU KNOW, LIKE THE PRINCE SONG

0 Board Game Review - Panic Station


GenCon has been a whirlwind. I was hoping to get some time to go discover some new games, but I have been stuck in the Asmodee booth selling the bejeezus out of Libertalia (which, I may have mentioned, is pretty awesome). So instead of telling you about some exciting new game, I will tell you about one I played last weekend and thought was pretty darn fun.


The game was Panic Station, and my exceptionally timely review comes out only a year or so after its release. In terms of board games, that makes it a super old game, and every reviewer worth a pile of warm spit has already reviewed it, leaving me to pull in last like your annoying kid brother saying, 'hey, guys, can you believe the latest Avril Lavigne album?' when everyone else is already listening to Adele. (Please, someone tell me we haven't moved on from Adele yet.)

Panic Station has a team of 4-6 players trying to stop a viral infection from taking over YouTube and posting your homemade sex movies. That, or you're fighting an alien invasion. Honestly, it's probably that second one. The first one would hardly be a family game.

The problem with fighting this alien invasion is that you're in a remote Arctic research station, and one of you almost certainly has a bad case of alienitis. That one person is going to try to infect the rest of the crew,  and if he can pull it off, the bad guys all win - except for the last guy who got sick.

Yeah, this is a familiar idea. It's basically the plot of The Thing, except this one has androids for no apparent reason except to be wacky. I mean, the android on each team is the only one who can shoot a gun, even if the human can find one, so he is handy to have around, but the game could have just given you each a scientist and a soldier. Some of the thematic elements don't make a lot of sense, is what I'm saying. It would be like if your team was a hardened killer and Bert from Sesame Street.

Also, the rules are kind of a mess. The publisher, Stronghold Games, has drafted a final, corrected version of the rules, and before you try to read the rules for yours, you should talk with them about getting the new one. The original is so convoluted and confusing that the first time we played, we did almost every single thing wrong. And so we hated it, and I had to go check out BGG to see what I did wrong, and then amidst heavy groans from my friends, we played it again.

And the second time, we loved it. In fact, we loved it so much that we played it twice, and I got requests to bring it back again. It is absolutely not a perfect game, and there are a lot of ways to do it wrong, but when my group is that adamant about wanting to play it again, the game did something right.

What Panic Station does right is paranoia. It has everyone accusing the other players of being shifty and disreputable, of displaying antisocial tendencies, and of having smelly feet. Come to think of it, we're gamers. We might just have smelly feet.

The greatest thing about this particular game of mistrust and deception is how quickly the paranoia can shift. If you are certain that you know which of your friends are trying to kill you, and then another of your friends finds himself in a potentially compromising situation, you will find yourself questioning his motives, even as he attempts to assure you that he avoided the infection. You just won't know who is on your side.

Of course, at some point, it begins to be pretty obvious which players are trying to kill the others. And after that, Panic Station changes into an exciting game about paranoia and turns into an exciting game of tactics and strategy and scheming. The humans have to fight their way through a station overrun with parasites and alien hosts, avoiding infection and gathering the crucial elements they need to burn the nest and stop the alien horde from spreading to the world. At this point, even with certain knowledge of which players are bad and which are good, there still remains an enormous amount of tension, the kind of tension that, when one team finally beats the other, will have you celebrating loudly and proclaiming to your enemies, 'Ha! In your face, alien scum!' until you remember that one of them is your ride home.

Like I said before, Panic Station is not perfect. It is almost too easy for the aliens to win in a four-player game, and not very hard for the humans if they have six. This is easily overcome by the fact that the real strength of the game is in how well it draws out unpleasant emotions like fear and mistrust and a general hatred of stinky shoes. Again, the shoes might just be because someone should be washing their feet, but I am not making any apologies. We play on Saturday afternoons. You guys are just lucky I'm wearing a clean shirt.

Despite a handful of flaws that would seriously ruin a different game, Panic Station is actually really good. It has balance issues, thematic problems, and a confusing rule book, but in the end, it delivers the most important thing a game can deliver - fun. You will scheme and accuse, plan and fail, and probably get a lot of your friends killed. Those might be the ingredients for a really horrible high school dance, but they make a great recipe for a fun game.


Summary



4-6 players

Pros:
Plenty of paranoia
Loads of planning and scheming
Enough mistrust that you avoid the classic cooperative lead-dick syndrome
Pretty darn fun

Cons:
Rules may cause you to play completely wrong
Odd thematic decisions break the suspension of disbelief
Inconsistent with varying sizes of groups

I am posting this review from my iPad, and it is almost impossible to put in links on this thing. When I get back to a real computer again, I will tell you to go get it at Noble Knight Games.

Tuesday, February 26, 2013

0 Board Game Review - Monopoly Millionaire

I know that in some circles, it's offensive to say you like Monopoly. It's like walking into a Baptist church and saying you have a thing for naked sheep. But I can't help it, I love Monopoly.

There's awesome deal-making. There's shrewd building. There's timing and calculating odds and a whole lot of luck. Sure, it may take a couple hours, but I don't care. It's two awesome hours, and that works great for me. If you can't finish in two hours, you're doing it wrong.

But Hasbro keeps messing with it. Apparently, nobody ever told them that if it ain't broke, don't fix it. Some reinventions have been kind of cool, like the one where you build parks and prisons and stuff, and the Monopoly Deal card game was actually pretty damned slick. But they're not all perfect. For example, there's Monopoly Millionaire.

This is one they could have thrown back. There are a lot of things wrong with Millionaire, and it looks like they made all the changes to make the game finish faster. Well, as a die-hard fan of Monopoly, I don't want the game to finish faster. I don't want an artificial accelerant added to my Monopoly, any more than I want artificial grass added to my furniture. I want all the underhanded dealing and ruthless maneuvering. I don't want to finish early just because some Euro geek said Monopoly lasts too long.

For instance, they took out two spaces from every side. There are no more trains, no more utilities. They took out the tax spots, too. You can call those spots extra if you want, but they added a ton to the game. Not so much as income properties, since they were capped pretty low, but they were great for trading fodder, and I could always fool - er, cajole someone into giving me a lopsided deal by throwing in the B&O.

They made the pawns upgradeable. You've got three levels of each pawn, so you start out in a go kart, upgrade to a convertible, and then one more time for a limo. OK, never mind, that part was kind of interesting.

They put special powers on some of the cards that would let you do stuff like steal property from other players or jump ahead to the next unowned property. This part I disagree with vehemently, because stealing from the other players should only occur when they don't actually know you're stealing from them. Like if you say, 'look, I'll give you Park Place, and you give me Tennessee, and then we'll both have a monopoly, and yours will be awesome' and neglect to point out that the orange properties get more traffic than any other spaces on the board. And then immediately put hotels on them when the other player is about to land on them, and you steal all their money and they have to mortgage Park Place to pay for the rent they just gave you. And then take Park Place.

But the worst part is that they made the game end when one player has a million dollars. This wouldn't be so bad, but they added zeroes to the end of every bill, and a million bucks is chump change. It's like having a thousand in classic Monopoly, and I've hit that point after someone else bunches of times and still won the game. It's a crappy way to end the game before you get to the good part.

If I had to guess, the Hasbro marketing guys spent five minutes reading comments at BGG, and saw some ADD asshat say that Monopoly takes too long, and they want it to end in half an hour. Then the marketing guys went to the designers and said, 'make the game end in half an hour,' and the designers said, 'but it will suck at half an hour,' and the marketing guys said, 'no, some random BGG asshat said half an hour would make it a good game, so make that happen.' Then the designers looked around at the job market and said, 'since our main employable skill is making board games in a nation where most of the people only play games on their iPads, and we don't even have the programming skills to set up our DVRs, maybe we better do that.' And so they did.

I can see what Hasbro was going for with Monopoly Millionaire. They were trying to make it finish quicker, because today's gamers want their games to end before they accidentally start having fun. But in this case, they have made a big mistake. While previous versions of Monopoly actually improved the game, like the little computer thing that would keep track of your money by swiping a credit card, this one is a failed bit. I wanted to like it, because since the fire, it's the only version of Monopoly I own.

Unfortunately, Monopoly Millionaire sucks all the soul out of the old classic like a Ghostbusters vacuum cleaner. Everything that I love about classic Monopoly is gone, replaced by copious amounts of luck and flashy pieces. I easily admit that this is the prettiest version of Monopoly, and I do kind of like the upgradeable pawns, but that's it. There is literally no other thing about Millionaire that is better than the original, and a whole lot wrong. Skip it. I can't think of a good reason to own this game.

Summary

2-4 players

Pros:
Looks really good
I do like the upgrading pawns

Cons:
Fixed what wasn't broken
Took everything that was great about Monopoly and surgically removed it

Don't get Monopoly Millionaire. I'm only posting the picture so you know what to avoid.

Monday, February 25, 2013

0 Board Game Review - Merchants & Marauders



I started writing my review of Merchants & Marauders last night, and realized that I would have to be a much better writer than I actually am if I wanted to make this game sound like it was as fun as I found it to be. So I scrapped it and started over, though I'm not sure why I bothered, having already thrown in the towel and decided the task was beyond my level of expertise.

The problem is that when I start telling you about the game, you're going to think Merchants & Marauders is slightly less retarded than a brain-damaged lab rat chewing on the plastic pawns from Candyland. 'Ooh,' I'll say, 'you can buy stuff in one port and then go to another port and… wait for it… sell it!' And you'll think I'm an idiot.

Or I'll tell you how you can turn pirate and raid merchant ships, and the raid is summarized by drawing three cards and seeing if your victim escaped or if he just shot some holes in your dinghy. And if you win the fight with the merchant, you will get some money and some cargo and you can take that cargo to a port, where you can… wait for it… sell it! I know, I sound like an idiot.

It's fun, I swear. It sounds like a game about running a business, but instead of doing all this competitive bidding and screwing opponents out of great contracts, you just handle the accounting and order office supplies. But it's not that game at all, because you have pirates. And you can be pirates. And you can die.

Oh, yes! I did forget to mention that, didn't I? Yeah, your pirate can totally croak. You can have your ship shot out from under you and find yourself tits up in Davy Jones' locker (which is stinky, because he was in the Monkees and girls used to give him used undergarments and he kept them in his locker). You can get stabbed to death by enemy pirates, be hanged by Dutch naval officers, or be forced to walk the plank by the other players at the table. Yep, the other people playing the game can kill you. If you want interaction in your board games, it really doesn't get any better than killing the other players (not literally, of course, unless some nimrod spills a beer on the board, and then no jury would convict you).

In fact, the better you do, the higher the odds get that someone will want to kill you. A really successful pirate will be wanted by the nations he has offended, and those nations will pay a whole buttload of money to anyone that can bring down the scurvy raccoon who keeps stealing all their silk pajama pants. If you're a crazy good pirate, the other players are going to have very good reasons to try to hurt you and keep you from winning, especially because if you are a really good pirate, you've probably got some great stuff worth stealing.

You don't have to get all piratical to play Merchants & Marauders. You can be an honest merchant plying the Caribbean, trading sugar in Port Royal and cacao in Havana and slaves in… oh, no wait, that's still distasteful. We don't want to be that historically accurate. Let's just stick with exploitation of the locals and murder of innocents.

However, just because you don't have to be a pirate, that doesn't mean there's not a good reason to give it a shot anyway. It's easy to knock off some poor floating treasure barge and make off with all their tobacco. Plus, if you do, there's a really good chance that the French navy will send all its ships to come get you, and they'll blow big holes in your boat and you can shoot back at them and you can both swing over to the other ship on ropes hanging from the snarled rigging, and then you can each realize that the enemy is on the other ship and swing back, but then the other guys are swinging back, and the whole episode looks like one of those hilarious Scooby Doo sketches where the heroes run in different doors on either side of a long hallway and the bad guy never catches up to them.

It wouldn't seem like there are many different things to do in Merchants & Marauders, but pirating and trading aren't the whole deal. You can upgrade your ship with better sails and cannons, you can hang out in bars and listen for rumors, you can lead the English frigate to the pirate hideout, or you can battle dangerous pirates on the open seas. And you can swash all these buckles on a stunningly attractive board with fantastic plastic ships and beautifully illustrated cards. And even though I know this sounds like it wouldn't be very much fun, Merchants & Marauders is probably the best pirate game I've ever played.

And the reason I really liked Merchants & Marauders is that while it lacked crazy depth or difficult decisions, it felt like I was a freebooting privateer in the Golden Age of Piracy. I was Henry Morgan and Bartholomew Roberts, alternating between bloodthirsty raids and legitimate business ventures. I scraped my hull in the shallows, sheltered in port during a storm, and braved angry Spaniards who wanted to stretch my neck. I covered myself in glory and gold, and if I had been a real pirate, you would be reading about me today. Probably you would also read about how I got butt lice and died too fat to get out of my bed, but the pirate I played in Merchants & Marauders was practically a historical figure. And I say 'practically,' because it was just a game. Real pirates marched across Panama to raid cities on the Pacific, and I didn't get to do that.

When I say Merchants & Marauders is the best pirate game I've played, keep in mind that I'm qualifying it with the word 'pirate.' This is important because I can't think of any pirate games I actually liked enough to want to play very often. Pirate's Cove was fun… twice. That pirate game from WizKids was terrible. So there's not a lot of competition, which means that saying Merchants & Marauders is the best pirate game is not the same thing as saying it's awesome.

I'm offering that qualification because although I did enjoy Merchants & Marauders, I don't know that I'm going to play it another fifty times. I won't be getting rid of it soon, but it just didn't have the epic punch or brain-steaming strategy that I usually like when I play a game. It was fun, and at times exciting, but if I never got to play it again, I would kind of shrug and say, 'meh, I'll live.' Compare that to some of my actual favorites, where if you said I couldn't play them again, I would kick you in the dingus.

If you're looking for a great pirate game that captures the feel of the days of swashbuckling danger on the high seas, Merchants & Marauders can deliver. It doesn't have a ton of depth, but that's OK because it's more about playing out the story of being a disreputable businessman in a time when laws were more like rules of thumb and brazen men made their own fortunes at the end of a sword. Or they bought stuff in one port, when to another port, and then… wait for it… sold it.

Summary

2-4 players

Pros:
Be a pirate! Or a merchant! Or a merchant-slash-pirate! It's an adventure however you do it.
Absolutely fantastic art and pieces
Enough strategy to be worth playing twice

Cons:
A little shallow, but still enough meat to be satisfying

If you want a good pirate game, I think you would be hard-pressed to do much better than Merchants & Marauders. You can get it from Noble Knight Games:
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