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Showing posts with label Social Game. Show all posts
Showing posts with label Social Game. Show all posts

Friday, 6 February 2026

Friday Filler: Dying Message

Dying Message is an Oink game with a difference. Notably, it comes in a bigger box than the standard size for a title from the Japanese publisher. It is also particularly gruesome. Even bloody in its own way. Which is to say, a ‘felt’ way. Dying Message is a party game, a social deduction game with a classic theme. That is, to find out who committed a murder. The identity of the murderer—because this is a game—is determined randomly, but the role of the victim is always one of the players. In fact, the players take it in turns to be the victim, each time their killer being randomly determined. Only as the victim, a player does not start the game dead. Only dying. In classic murder mystery style, the victim gets to leave a message for anyone who finds his body. In blood. His own, of course. Only in the moment of death, he has forgotten the name of his murderer, so can only draw vaguely helpful clues that might help the authorities—as represented by the other players—identify who did the deed. At which point, the victim is dead and as his player, he can only listen in, keep his mouth closed, and try not to get too frustrated as the other players play detective and fail to detect any clues in his otherwise brilliant ‘dying message’.

Dying Message is published by Oink Games and designed to be played by between three and eight players, aged twelve and up, in roughly twenty minutes, and three modes. ‘Joint Investigation’ is the standard mode and has the players work together to solve the murder; in ‘Competitive Investigation’ the players race to be the first one to solve the murder; and in ‘Speedy Death Showdown’, the players race to create a message and be the first to die. Besides the rulebook, Dying Message consists of thirty Suspect Cards, fifty Message Cards, six Alphabet Tokens, a Judgement Card, thirty-two Score Tokens, a six-sided die, and a Dice Cover. The Suspect Card are large and each gives an illustration, the name, occupation, and description of a potential suspect. The Message Cards are double-sided and are marked with a symbol or shape or sign or line drawn in blood red. The Alphabet Tokens are marked ‘A’ to ‘F’, as is the die. They are used to indicate a Suspect Card in a lineup, whilst the die is rolled to determine the murderer and Dice Cover is used to keep its result hidden once rolled. Lastly, the Felt piece is intended to be used to enhance the theatre of the Victim’s death.

Set-up is quick and simple. The player to be the Victim draws six Suspect Cards for his cards, assigns their Alphabet Tokens, and then draws fifteen Message Cards. He rolls the die to see which of the Suspects did him in and hides the result under the Dice Cover. The Victim then has a minute to craft his message to the other players, the Detectives. Only the side of the Message Cards visible can be used, and when crafting the message, he cannot hint or point at or spell either the Suspect Card or its associated Alphabet Tokens. Otherwise, the Victim can arrange the Message Cards he uses—and he does not have to use all of them—as he wants, including covering parts of them up. Once done, the Victim essentially groans and falls dead on the table, his head resting the pool of blood (or on the felt!).

At which point, the Detectives enter the scene. They can read the details of the Suspect Cards, they can look at the Message cards in play, but cannot move them, and they can examine the Message Cards that the Victim did not use. The Detectives have three minutes to deduce who did it, at which point, they collectively point at the Suspect Card representing who they did the dirty deed. The Victim uses the ‘Judgment Card’—either its ‘Found Peace’ or the ‘Lost Hope side—to indicate whether or not they have been successful.

Once done, the next player becomes the Victim and the procedure plays out again until everyone has had a turn at being the Victim. Then each player awards points based on what he thinks was the best Dying Message using the Message Cards and which was his favourite Dying Message. The player who scores the most points at the end of the game is the winner.

The ‘Competitive Investigation’ plays out in the same fashion, but instead of the Detectives all pointing to the Suspect Card they all collectively think is the killer, they individually point to the Suspect Card they think is the killer. Scoring is more complex in this mode. No points are scored if all of the Detectives were either correct or incorrect. The Victim will score points for every Detective who correctly identifies the Suspect, whilst each Detective who is correct will score points for each Detective who was incorrect.

Lastly, in the ‘Speedy Death Showdown’, each player draws fifteen Message Cards and secretly chooses one of the Suspect Cards as his potential murderer. They then race against each other to be the first to craft a message using the Message Cards. The player to do so, takes the Felt and becomes the Victim. The other players become the Detectives. Play then proceeds as per the standard ‘Competitive Investigation’, including the scoring and winning conditions.

The heart of Dying Message is the Message Cards. Getting the most out of them and being able to craft the most effective message is the key to the game and its play. They are also where its fun lies too. Of course, sometimes a Victim will be faced with Message Cards that can easily be arranged to form a message, at other times not, and so he will be forced to do the best that he can. So, there is a luck element there, but it really is up to the Victim to do his best with what he can as after all, it is the last thing he will do. Yet even if a Victim has crafted what he thinks is a great message, there is no guarantee that the Detectives will be capable of deducing anything from it. Which leaves a lot of groaning to be done in the post-mortem as each Victim explains what he was trying to convey with his message.

Physically, Dying Message is very well produced. Everything is of a good quality and the rulebook is a quick and easy read that clearly explains the rules. The game is also easy to teach. The Felt is absurd, but fun.

With its  high number of Suspect Cards and Message Cards, Dying Message has plenty of replay value. It is a game that works better with a higher player count—especially ‘Speedy Death Showdown’—as there is more variation and more player input. At its heart, Dying Message is a classic murder-mystery, social deduction game which gets inventive by adding physical and creative elements to its play. It is clever and it is fun, and it can be enjoyed by casual, family, and veteran gamers alike.

Friday, 20 January 2023

Friday Filler: Dune: Betrayal

The social deduction game drawn from the parlour game, Murder in the Dark and the classic Russian game, Mafia, has become a fixed staple and genre of the board gaming hobby. This type of game is typically played between two teams, one hidden, one not. The smaller hidden team consist of the murderers or the traitors, whilst the larger team—amongst which the smaller team hides—consist of their victims, the ones they are going to betray or murder. It is up to the larger team to identify the murderers or traitors, as the latter try to keep their identities hidden whilst also undermining or murdering the members of the larger group. The genre reached its peak with the release in 2010 of Indie Boards and Cards’ The Resistance: A Game of Secret Identities, Deduction, and Deception, and Breaking Games’ Secret Hitler in 2016. Although, there were many releases in the genre, it is not as popular as it once was, however, this does not mean that the occasional entry in the genre is being released, such as Dune: Betrayal from Gale Force Nine.

Dune: Betrayal is a social deduction game based on the Dune series of novels by Frank Herbert and the more recent film directed by Denis Villeneuve. Both universe and story of Dune are absolutely perfect for social deduction, especially one involving betrayal as the main characters in the book are betrayed from within and all but destroyed by a rival noble house. Designed for between four and eight players, aged fourteen and up, Dune: Betrayal casts the players as Nobles and Fighters of honourable House Atreides and heartless House Harkonnen. House Atreides has been awarded the fiefdom of Arrakis by the Emperor, but House Harkonnen, in connivance with the Emperor, is planning to retake and destroy House Atreides in the process. Dune: Betrayal is game of secret identities in which House Harkonnen is planning to attack House Atreides. If House Harkonnen can identify the members of House Atreides, it will greatly help in its attack and so win the game for the House Harkonnen team, but if House Atreides can identify the members of House Harkonnen, it will greatly aid in its defence and so win the game for the House Atreides team.

The game consists of a small Scoring Board, which tracks both the seesaw movement of the scoring to House Harkonnen and back again to House Atreides, and so on, five different sets of Cards, and nine tokens. The different sets of Cards consist of eight Identity Cards (four Atreides and four Harkonnen), twenty-four 24 Trait Cards (eight Atreides, eight Harkonnen, and eight Fighter), sixteen Target Cards (eight Attack and eight Defend), thirty Action Cards, and eight Reference Cards. Each Identity Card gives the character’s name, rank—noble or fighter, three scoring Sigils, and Special Attribute. The Sigils are Atreides, Harkonnen, All Nobles, All Fighters, and All Players. The core characters for the four-player game are Baron Harkonnen (Harkonnen Noble), Trooper (Harkonnen Fighter), Duke Leto Atreides (Atreides Noble), and Duncan Idaho (Atreides Fighter). Expanding the game from five to eight players adds more Nobles and Fighters from each side, as well as more characters from Dune.

The Trait Cards are marked Atreides, Harkonnen, or Fighter. Each player will have two in play, matching the identity of his character. Thus, Duke Leto Atreides will have the Atreides and Noble Trait Cards, whereas the Harkonnen Fighter has the Harkonnen and Fighter trait Cards. The Attack and Defend are used to target another player. Ideally, Attack Cards should be played on enemies as this will lose a player points. The Action Cards vary in effect, but all are inspired by Dune and illustrated with stills from the film. Each is marked with a Sigil matching those on the Identity Cards— Atreides, Harkonnen, All Nobles, All Fighters, and All Players. Action Cards can be played immediately, as interrupts against other Action Card, and in the first, second, or either of the two Targeting rounds. For example, the ‘Ornithopter Escape’ Card is marked with an All Fighters Sigil and acts as an interrupt to prevent another player targeting you, forcing him to either target another player or disCard the Action Card played. The ‘Harkonnen Probe Ship’ Card has the Harkonnen Sigil and enables the player to view another player’s Trait Card. ‘Mind Breaker’ has the Atreides Sigil and enables a player to view another player’s Trait if it is Shielded. Any player can draw and use an Action Card, but if the Sigil on the Action Card matches a Sigil on either of a player’s Trait Cards, they will score him points at the end of the game. However, if a player picks Action Cards based on Sigil too explicitly, then that may possibly indicate his Trait Cards and thus his identity for the other players.

At the beginning of the game, each player receives an Identity Card and Trait Cards for the Identity. These are placed face down. The identity is kept secret. Three Action Cards are drawn and placed in the middle of the table. As is standard in social deduction games, some information is initially revealed to the players, or in this case, Baron Harkonnen, who starts the game knowing who the Harkonnen Fighters are and thus who the Atreides characters are—but not which of them is the Noble or the Fighter.

Dune: Betrayal is played out in six rounds—three Action rounds, two Targeting rounds, and one Battle round. In the Action rounds, the players take it in turns selecting and playing Action Cards. The aim here is play them on the Traits of the other players and in the process reveal them, thus giving clues as to a player’s Identity. Once one player has learned a player’s Trait, that Trait Card is turned sideways to indicate that it is Shielded. A Shielded Trait can only be viewed by the ‘Mind Breaker’ Action Card. Obviously, a player will be able to learn whether the targeted player is a Fighter or a Noble, or an Atreides or Harkonnen. In addition, certain Action Cards, ‘Atreides Sigil’ and ‘Master of Assassins’, enable a player to target rival players with two types of tokens—Atreides Sigil and Assassin Tokens. Atreides Sigil Token are played on your house to protect it, Assassin Tokens on a rival player to attack it. Points scored at the end of the game for playing the Tokens varies and depends upon whether the player is Harkonnen or Atreides.

In the two Targeting rounds, players take it in turns to play their Attack and Defend cards. These are placed face down on a rival player’s Identity Card. The aim here is for the player to attack his enemies as they will lose points—especially Nobles, and Atreides Nobles in particular. In the Battle round, Identities are revealed and points are scored for Attack and Defend Cards, Tokens, and Action Cards. The team with the greatest number of points wins.

Physically, Dune: Betrayal is reasonably well presented. The rules are clearly written with explanations of how the game should be played and examples of the scoring system at the end of the game. The latter is needed as it is the most complex part of the game. Good use is made of illustrations from the film to match the Action Cards and give Dune: Betrayal much of its flavour and feel. Even then that flavour and feel is not very much. The card stock is slightly thin and may not stand up to too much handling without card sleeves.

Throughout the rules for Dune: Betrayal there are strategy notes, which primarily encourage the players to discuss with each other what they will have discovered, not necessarily explicitly or even truthfully! Thus they can lie. Plus, of course, the players do need to keep an eye on what their rivals are doing as that will potentially give them clues too. However, the game and its play feels underwhelming, especially in relation to Dune as a setting, with the keeping of Identities secret meaning that the players can only reference the characters in the film in an oblique way rather than fully roleplaying them. A much longer, and more detailed game would allow for that, most obviously with the classic Dune board game published in by Avalon Hill in 1979 and again by Gale Force Nine in 2019. Nor do any of the characters have any real special abilities that might have again added some flavour or feel to the game. Although play is quick, it does not feel it, and the play and thus the social interaction of the game is not working with very much—the Traits and the Action Cards played—in an attempt to reveal very little. So there is little for the players to build on.

There is still scope for a good social deductive game based on Dune, but unfortunately, Dune: Betrayal is not it. It is not interesting enough and it does not make interesting use of the Dune franchise. There are still good social deductive games available—the aforementioned The Resistance and Killing Hitler—are excellent examples and still very playable. There is even another game from Indie Boards and Cards, Coup, published in 2012, which might better have suited the Dune universe, certainly its artwork was reminiscent of Dune as a setting. Dune: Betrayal is at best, a game for the Dune fan to try, but even then, they should be looking at the more recent reprint of Dune and then Dune: Imperium, for a better, more thematic and interesting play experience.

Saturday, 12 June 2021

Partying The Party RPG

When the party is confronted with bush with golden, sparkling leaves, seeming to dance to a rhythm only it can hear and it implores with a booming voice for one of their number to dance because it has lost its magic and needs to be once again enthused with the ‘power o’ dance’ to get his jive, and the Game Master turns to her players and says that one of them must dance a dance of her choice in complete silence, and the other must guess what it is, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When a Dorse—a mutant hybrid of a Horse and a Dragon—demands that everyone play ‘Naughty Imitation’ and impersonate a famous film star doing something naughty, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When the party must create and perform a song or rhyme to open an emotionally needy chest, then you know that this is no ordinary adventure, and no ordinary roleplaying game. All of these sound like party games, which they are, and not like a roleplaying game at all, but these really are challenges presented in a roleplaying game which combines a classic fantasy quest to save the world with the type of games which will be familiar to a wider audience. This, when combined with simple, light rules, a straightforward plot, accessible presentation, and sense of humour, makes this roleplaying game almost the perfect means to introduce those unfamiliar to the concepts of roleplaying to their first actual roleplaying game.

The roleplaying game in question is The Party RPG: The Rise of Burden Bluggerbuckle, published by The Party RPG. Designed to be played by between three and six players, including a Game Master, it presents a Dungeons & Dragons-style fantasy adventure, played as a one-shot over multiple sessions, but with very light rules, a physical component—the players are encouraged to dress up as their characters if they want and there are plenty of physical challenges and games throughout the quest, and a presentation intended for the scenario for the game to be played from the page. There is also scope for the players to share the role of Game Master, swapping from playing to refereeing for a scene, and then back again, so that in a game of five players, everyone could have a go at being a Game Master several times. Although it can be played round the table like a traditional roleplaying game—or these days over Zoom—it does not have to be and could easily be run in the lounge over the coffee table.

The setting for 
The Party RPG: The Rise of Burden Bluggerbuckle is the Great Plains. Phosphorian, known for both his great villainy and his glowing member, has died. Upon hearing this tragic news, Burden Bluggerbuckle, his Orc boyfriend waiting at home in a floral apron, swears a mighty vengeance and sets out to cast the Enchantment of Unrelenting Rage which will rent the Great Plains in twain—at the very least! To save the Great Plains, a Squad—as opposed to a party which would confuse everyone in and out of The Party RPG: The Rise of Burden Bluggerbuckle—of doughty adventurers who undertake Main Quests and Side Quests. Main Quests to acquire the six pieces of the Counter Enchantment which will break the Enchantment of Unrelenting Rage and Side Quests to enhance their abilities and gain gear that will help them on their grand quest. Over the course of sixteen scenes and locations, the Player Characters will encounter an exploding goat (he gets better), shout to reveal hidden items, find a way over a broken bridge, hunt for buried treasure, impersonate pigs, run into belligerent chickens, and a whole lot more.

In 
The Party RPG, the players are free to create characters that are whatever they want. A Unicorn with a sense of adventure? A brave warrior who rolls into battle in her wheelchair? A lizardry, wizardy gecko? A pilfering Chameleon? A middle-aged accountant fighting evil in his pipe and slippers? All possible and perfectly acceptable. A character is very simply defined. He has five Skills—Stealth, Awareness, Strength, Intelligence, and Speed—rated between one and ten. A player simply assigns five points between these, buys some basic equipment for his character, describes who and what he is, and thus he is ready to play. Fantastically, everything that a player needs is laid out on the character sheet. So on the front, there are the five skills, plus a tracker for the character’s Hit Points, Level, and Experience Points, and places to record his weapons and shield, plus items and armour. On the back is a step-by-step guide to character creation and an explanation of what all of the terms are in The Party RPG. The character sheet is very nicely done.

Frau Blücher is a no-nonsense housekeeper who has no truck with the end of the Great Plains. Otherwise, where else is her G.O.A.T. goat, Heidi, going to graze and headbutt anyone she does not like?

Name: Frau Blücher

Skills
Stealth 1
Awareness 2
Strength 0
Intelligence 1
Speed 1

Equipment: Simple Wand, Basic Leather Armour, Soap

Mechanically, 
The Party RPG is very simple, although it uses two resolution systems. The first is when the Player Characters are acting against the environment, such as climbing a tree or fording a fast-flowing stream, or when they are engaged in combat. This requires the player to roll three six-sided dice and add any bonuses from his character’s Skills and items of equipment. The aim is to roll high, with possible results including Pivotal Successes, Successes, Fails, and Epic Fails. For example, a task set at Moderate has a Pivotal Success threshold of fourteen or more, Success threshold of eleven and up, a Fail threshold of ten and below, and an Epic Fail threshold of seven or less. It is as simple as that. In general, Pivotal Successes, Successes, Fails, and Epic Fails will be set by the Game Master, though weapons and shields have their values, which will be better for the items purchased or found later in the quest. Damage is dependent on a Player Character’s Level—either one, two, or three six-sided dice, armour detracts from inflicted damage, and shields can totally deflect or partially block damage, and even break! A Pivotal Success result on an attack roll ignores the effects of armour.

The other resolution system, which is for Player Character versus NPCs, is dependent upon the Level of a Player Character or NPC—again one, two, or three six-sided dice. These are rolled and added together with the appropriate Skill Levels of both the Player Character and the NPC, and the highest result wins. Although simple enough, in fact, both mechanics are simple enough, it feels a little odd to have two separate, quite different systems for a game that is aiming to be as easy as it is.

The ease of play for 
The Party RPG is facilitated by its layout. Every location is broken down into a series of sections. The first section always sets out the objectives the Player Characters have to complete and instructions for the Game Master. This is followed by sections which set the scene, give handy tips, and always ends with one giving the suggested Experience Point awards depending on how well the Game Master thinks her players and their characters performed in the location. This ranges from ‘Abysmal’ and ‘10XP’ to ‘Terrific’ and ‘80XP’. A total of one hundred Experience Points are required for a Player Character to go up a Level—so will typically occur at every other location and grant a bonus Skill level, plus Hit Points, and enable a Player Character to use better equipment. Throughout the location, boxes in bold colours highlight what the Game Master needs to act upon—so red for combat or active actions like sneaking past some Goblins; blue for treasures to be rewarded to the Player Characters; purple for a physical out of game action, such as singing or dancing; green for ending a scene. The layout and these boxes further make The Party RPG easy to run from the page.

However, running 
The Party RPG does require some page flipping when it comes to combat and shopping—all of the stats for the NPCs and the equipment that the Player Characters can obtain through visiting shops or being rewarded are at the back of the book. A bookmark or two, should offset this issue to some extent.

Physically, 
The Party RPG is cleanly and tidily laid out. The writing varies depending upon the subject matter. It does tend towards bullet points in its style for a lot of the rules explanations. This is not an issue for the experienced Game Master, but anyone coming to the game anew will not find it as easy as it could have been. In comparison, the writing of the quest is more expansive and humorous and entertaining, so more engaging to read. The book’s artwork is excellent, but really too small for the Game Master to enjoy or use to add colour to the running of the game. It would have been great if the artwork had been larger and thus could have been shown to the players as their characters progressed onwards as part of their quest, and thus helped them envision the world their characters are exploring. One other effect of the writing and the simplicity is that The Party RPG is easy to prepare. An experienced Game Master will be able to read and grasp what is all going on the page from a simple readthrough. 

However, as clever and as fun and as silly as 
The Party RPG: The Rise of Burden Bluggerbuckle is, it is not without its issues. The first one is the tone, which is adult in nature—though not explicit—and as written, The Party RPG is not suited for play by younger audiences, which is a pity given the simplicity and physicality of the roleplaying game. Of course, the Game Master can tone down or remove the adult humour during play, but perhaps the inclusion of alternative text better suited for younger and family audiences would have widened the accessibility of The Party RPG Second, the rules are simply not as well explained as they could be. This is not a matter of discounting their simplicity, but rather that they are more clearly explained for the Game Master than her players. Now there are examples of the three types of mechanics—Player Character versus the environment, versus NPCs, and combat—in The Party RPG, and they help, but there is no clear explanation otherwise. Third, once play is underway, there is no guidance from situation to situation as to the suggested scores for Pivotal Successes, Successes, Fails, and Epic Fails for the challenges the Player Characters will face. For the experienced Game Master, setting these suggested scores is not really going to be all that difficult, but anyone new to this type of game, it will be challenging, and makes The Party RPG not quite as readily suited for new Game Masters as the designers intended.

So is 
The Party RPG: The Rise of Burden Bluggerbuckle actually a roleplaying game? The answer to that is both yes and no. Yes, because the players are rolling up and creating characters and having go away on adventures just like Dungeons & Dragons—or in the case of Dungeons & Dragons meets Toon or Dungeons & Dragons meets Tails of Equestria – The Storytelling Game. But no, because there are no means or advice to create anything other than a playthrough of ‘The Rise of Burden Bluggerbuckle’, and as a roleplaying game, The Party RPG is very much tied to that story line. So, it is more of a one-shot or a mini-campaign, but still a roleplaying game.

Throughout 
The Party RPG: The Rise of Burden Bluggerbuckle, both Game Master and players, but especially the players, are encouraged to be inventive and creative, not just in terms of creating their characters, but also in terms of how they approach different situations. In return, the Game Master is encouraged to take these ideas on merit, to give them a chance to work, no matter how preposterous, and so support an inventive, slightly over-the-top, even a little silly style of play. Throughout, The Party RPG: The Rise of Burden Bluggerbuckle never gets away from the fact that its play should be fun. Which also includes the physical elements that are likely to be more acceptable to a wider, more family audience than necessarily to a roleplaying audience, and that means that The Party RPG: The Rise of Burden Bluggerbuckle could actually work as an introduction to roleplaying games (though it is not quite as suitable for new Game Masters as it could have been). Although it might not be for everyone, but for anyone ready to embrace its silliness, its simplicity, its scope for inventiveness, and its physicality, The Party RPG: The Rise of Burden Bluggerbuckle has the potential to be huge fun.

Friday, 14 February 2020

Friday Filler: Never Bring a Knife


So the heist went like clockwork. You got in, emptied the safe, grabbed the jewelry, and filled all of the holdalls with cash. Now all you need to do is get it back to the rendezvous point and divide the loot. Except… you know that the gang has been infiltrated by undercover cops, either because of an informant or because you are one of the undercover cops. Unfortunately, you only know what you are—a loyal Hardened Criminal or a sneaky Undercover Cop, or a villainous Hardened Criminal or an upright Undercover Cop enforcing the law. Anyone else could be either… And as questions are asked, protestations of loyalty and honesty are made, tempers flare, and the only way the matter is going to be settled is with a showdown shootout!


And if that sounds like the plot of almost any ‘Heist Gone Wrong’ film, from Rififi to Reservoir Dogs, you would not be wrong. It is also the set-up to Never Bring a Knife, a social deduction game from Atlas Games which can be best described as Reservoir Dogs meets The Resistance. Accusations and bullets will fly in this game until one of the gang goes down in a hail of lead and loyalties are revealed, betrayals are suffered, and either the Hardened Criminals are arrested by the Undercover Cops or make their escape from the police. Designed for four to eight players, it should be no surprise that the adult and violent inspiration and game play of Never Bring a Knife means that it carries a minimum playing age of seventeen years old and over. Now this does not mean that younger participants cannot play Never Bring a Knife, the rules being simple enough, but parental permission should be sought. That said, not every game needs to be designed with younger players in mind, and that is certainly the case with Never Bring a Knife.

Besides the short rulebook, Never Bring a Knife consists of sixty two cards. Eight are handy Reference cards, though all of the cards used in play have clear instructions on their use on them. Ten are Role Cards, divided between five Hardened Criminal and five Undercover Cop cards. Sixteen are Wound Cards, used to track each gang member’s Wounds as he suffers them. The first gang member to suffer three Wounds triggers the end of the game. The rest of the cards form the play deck.

The Gun cards inflict Wounds, a gang member suffering a Wound for every two Gun cards which end up in his stack at the end of a round. Armour cards cancel out Gun cards, but only the one each. If this reduces the number of Gun cards in a gang member’s stack at the end of a round, he suffers one less, or even no Wounds. Money cards in a player’s stack at the end of a round can be kept and banked and is expended to heal a Wound or to be able to look at another gang member’s Role card. Crime cards are used to force a gang member to discard Money cards, which will prevent him from paying for healing or to look at other gang members’ Role cards. A Hit can be purchased using Money cards and used to inflict a Wound on a gang member or banked for later in the game, so great for that last inevitable betrayal so in keeping with the game’s genre. An Intel card enables a gang member to examine, but not reveal, another gang member’s Role card. The Mole card forces a gang member to swap his Role card with that of the Boss, which may or not change the gang member’s allegiance.

Game set-up is simple. Each gang member receives a Role card and can look at it. One last Role card is placed in the middle of the table to represent the Boss. He will come into play when the Mole card ends up in a gang member’s stack. The Hit card and the Mole card go into the discard pile and so will come into play in later rounds, hopefully when dramatically appropriate! Each gang member not only gets to look at his own Role card, but also of that to gang member to his left. This is each player’s initial clue as to the true identities of his fellow gang members.

Never Bring a Knife is played over a series of rounds. At the start of each round, each gang member receives four cards. They then take it in turn to play one card at a time. The first card a gang member plays must be on another gang member and the first card played on a gang member must be face up. After that, a gang member is free to play his cards on anyone, including himself, but all cards are now played face down. Obviously, a gang member will want to play Gun cards on his rivals—especially if he knows them to be of an opposite Role, but keep the Armour and Money cards for himself. The former as protection, the latter because they can be used to purchase further actions. Once a gang member has had four cards played onto his stack, he cannot receive any more, but play continues until each gang member has had four cards played on him.

Once done, each gang member reveals the four cards in his stack and resolves them. This can be done in any order and may involve spending Money cards saved from earlier rounds. Wounds will be suffered, Money cards will be used heal Wounds or examine the Role cards of other gang members or the Boss (in the middle of the table, so this is useful if the Mole card is played at any time), Armour cards to stop Gun cards, Intel cards to examine the Role cards of other gang members or the Boss, and so on. Money cards and Hit cards can be kept to be used in subsequent rounds. At the end of the round, each gang member keeps any Wounds he suffered during the round which he could not heal by spending Money cards or stop with an Armour card. If at the end of a round, any gang member has three Wound cards in front of him, then he has fallen, and not only does the game end, but everyone on his team—either Hardened Criminals or Undercover Cops—loses and everyone on the other team wins.

Mechanically, play is quick, and the four-card hand combined with the four-card limit on each gang member’s stack keeps everything simple and elegant. A gang member might be killed in a couple of rounds, but a game will probably last a round or two longer than that. Physically, Never Bring a Knife is nicely presented. The rule book is easy to read, whilst the cards themselves are clear and easy to understand. A nice touch is that the artwork varies on each of the Role cards and different designs are used on the Gun cards. This gives the game a little more variety in its look. 

What is interesting in Never Bring a Knife as a social deduction game, is not just that each gang member will need to identify the Hardened Criminals and Undercover Cops in the gang, but will need to keep himself and his fellow team members alive. So the Money cards play as big a role in the game as the Gun cards. Initially each gang member will know about himself and the gang member to his left, whilst also wondering about the gang member to his right who knows whether he is a Hardened Criminal and a Undercover Cops. This is each gang member’s initial clue, the second being the first cards played on each gang member, which may or may not suggest their allegiance. After that, gang members will have to rely on Money and possibly Intel cards to discover who their friends and enemies are.

Throughout the game though, gang members are free to say whatever they want to each other, so they can agree to work together, issue threats, spread lies, debate about the Roles of their fellow gang members, share information, and even outright lie. A gang member’s role will only be revealed to everyone at the end of the game. It is here that gang members are free to roleplay too and given the genre which inspired it, Never Bring a Knife is ripe for film quotes and film-inspired roleplaying, which adds to the flavour of the game. Or, of course, a gang member might have enough of all the talking, cajoling, and threatening, lose his temper and just blaze away with his Gun (cards). Lastly, both the Hit and Mole cards have the capacity to add last minute twists to the outcome of the game if played at the right time, further emulating the genre that the game is inspired by. 

Never Bring a Knife is a fun stand-up, shootout showdown, which fans of heist films will enjoy roleplaying their way through. Its simple rules enable gang members to play out the story of heist gone wrong in hail of bullets, desperation, and recriminations. 

Friday, 8 February 2019

Friday Filler: Action Cats!

Action Cats! – Spin Tales From the Secret World of Cat is a game in which the players take it in turn to be the Judge and pose questions to which the other players will provide answers from which the Judge will chose the most appropriate, the funniest, or simply the one that she likes. Now that means that it sounds like Apples to Apples or like its more adult and better-known cousin, Cards Against Humanity. Now whilst Action Cats! employs similar mechanics it does not have the often in poor taste humour of Cards Against Humanity, but it does have theme where Apples to Apples does not. That theme is cats, specifically the cats we keep as pets—or is that the cats that keep us as pets?—and the things they get up to that we have no idea about. Published by Twogetherstudios.com following a successful Kickstarter campaign, Action Cats! is designed to be played by three to six humans, aged nine and up, in no more than thirty minutes. 

Action Cats! consists of one-hundred-and-seventy-five full-colour cards. Four of these are rules cards, each of which explains how the game is played, but the bulk of the cards consist of the ‘Action/Cats’ cards. On the front of each of these is a photograph of a cat, each contributed by a Kickstarter backer, and they are in turns inscrutable, cute, majestic, funny, ugly, pretty, silly, surprised, but all individuals. The back of each ‘Action/Cats’ card is divided into a white section and a black section. The white section gives the first half of a sentence, the black section, the second half. The white section describes who the cat is, for example, “This cat is an innovator who “poops outside the box”… or “This cat is having a really bad…”. The black section describes what the cat does or how it reacts, for example, “…And they believe gravity must be constantly tested.” or “…And they just destroyed your favourite chair.”

To play the game, each player receives four cards. The Judge—the first Judge being determined by the amount of cat hair they are covered in*—draws the top card from the deck and shows the photograph of the cat on the front to the other players. The Judge then introduces the cat and asks each of the other players to tell a story about this cat. They then combine the white section and the black section from two of their cards to create a complete sentence, and when it is their turn, they tell a short story about the Judge’s cat based on that sentence. Once everyone has presented their Action cat story, embellishing and adding flair as necessary, the Judge picks the one that she liked. The winner receives cat card that the Judge drew and that everyone told stories about. Then the next player becomes the Judge and a new cat is drawn and new stories told, and so on and so on, until of course, nine cats have been played. The player with the most cat cards as trophies is the winner.
For example, as the Judge, Niamh introduces Trevor, a black and white cat with combination brush moustache and soul patch, who notably, is wearing a faux Viking helmet, complete with horns. She asks everyone to tell her something about Trevor. Alex explains that, “This cat is a heartbreaker… …And they’re always looking for a new challenge.” Louise says that, “This cat is a renowned expert on quantum mechanics… …On the sofa.” Dave explains that, “This cat makes the best biscuits in the county… …And has already sold the movie rights.” I say that, “This cat invented Dungeons & Dragons… And went directly to Gen Con.” Niamh replies, “Yeah… I can see Trevor having invested D&D. It’s the Viking helm.” She gives me Trevor as my trophy card.
Action Cats! is of course, simple to play, but it adds a tweak or two to the format. The first is that it uses both sides of the cards—essentially the front of each card and its photograph serves as the question, whilst the back provides the answers. The second is it provides a space—literally a grey space—for the players to improvise. In some card games like Action Cats!, spaces are left blank, typically in the questions, for the players to fill in. In Action Cats! the space to improvise is on the cards that the players give as answers, but they are not left blank. Instead, they are already filled in with a noun or term, such as “viking raider”, “the future”, or “kittens”, which is printed in grey rather than black or white. A player is free to use these as given, of course, but he is equally free to change them to fit the story he is telling. For example, in the winning story above, “This cat invented Dungeons & Dragons… And went directly to Gen Con.”, “Dungeons & Dragons” was in grey, as was the word “bank”, which I replaced with Gen Con in order to tell a better story. This is a nice feature, one that allows for player improvisation when they want to, whilst still leaving something there for players less comfortable with doing so—and of course, it enhances the storytelling aspect of Action Cats!

Physically, Action Cats! is nicely presented. The photographs of the cats are crisp and clear, the text on the cards is easy to read, and the rules are simple enough for the game to be pulled from the box and everyone to being playing in two minutes. The design of the answers on the back of the cards is obviously intended to make the players think about their stories as often the combination of the white section and black section on a card work better as an answer than does combining two cards. For example, “This cat was an infamous viking raider…” and “…But hates water.”. Which is a very good description of Trevor, but it never came up in play and nor can it because the answers are on the same card.

If there is an issue with Action Cats!, it is that it is very American in its terminology. Thankfully, the grey text provides room for a player to come up with something else, to adapt as well as to improvise. Otherwise, Action Cats! – Spin Tales From the Secret World of Cats is a fun, family game of feline fictions and fables with the right amount of pointers for both improvisation and simple storytelling.

Monday, 18 December 2017

Bluff to Market

A royal visit is a big boost to any city and Nottingham is no exception. The forthcoming visit of Prince John has swelled the city’s population and thus the size of the potential purses to spend at the city’s market. With the increased demand for goods, merchants from far and wide have an opportunity to make big profits by shipping goods in, or really making big profits by smuggling illegal goods in! Unfortunately, the Sheriff of Nottingham wants to be seen to be doing his job—and that includes inspecting all of the goods coming into his city. If a merchant is found to be smuggling, then the Sheriff will definitely fine him and confiscate the smuggled goods, that is, unless the merchant bribes the Sheriff first!

This is the set-up for Sheriff of Nottingham, a game published by Arcane Wonders. It is a game of bluff, deduction, and trickery in which the players take turns being the Sheriff whilst the others are merchants shipping their goods past the Sheriff. Each turn a player fills a sack with goods and then declares how many and the type of goods that he has in a sack. The Sheriff can only guess at what might be in the sack. He has the right to inspect every sack for illegal goods. If he discovers any, the merchant is fined; if none are found, then the Sheriff must compensate the merchant!

Winner of the 2015 Origins Award for Best Board Game, Sheriff of Nottingham is designed for three to five players, aged thirteen and up. It primarily consists of two-hundred-and-sixteen goods cards, most of which are green and represent legal goods—apples, cheese, bread, and chicken. The rest are red and represent illegal goods—pepper, mead, silk, and crossbows! In addition, there are Royal Goods—they are illegal and marked with a banner and worth extra if a merchant successfully smuggles them past the Sheriff. The Royal Goods are an extra option not used in the base game. Each goods card is marked with two numbers, one that represents the reward gained at game’s end if it gets to a merchant’s Stand, the other being the fine paid if the goods card is confiscated or the Sheriff inspects legitimate goods.

Besides the cards, there are over a hundred coins in various denominations, five Merchant Stand and Merchant Bags in matching colours, the Sheriff marker, and the rulebook. Each Stand illustrates a player’s merchant as well as giving the game order and a place to store successfully shipped goods. the Sheriff marker is used to indicate which player is currently the Sheriff.

All of the components are of a nice quality. The cards look good and feel good in the hand; the money and Stand are of thick card; and the rule book is clearly written. The artwork is excellent, especially the illustrations of the Sheriff and the merchants. A nice touch is that the inner tray holding the game’s components can be taken out of the box and used to arrange them during play.

At game’s start, each player receives fifty gold and six Goods cards as well as a matching Merchant Stand and Merchant Bag. Once the cards have been thoroughly shuffled—and they do need a good shuffle—two discard piles of face-up cards are formed of five Goods each are formed either side of the deck. One player is the starting Sheriff.

Each turn consists of five Phases—Market, Load Merchant Bag, Declaration, Inspection, and End of the Round. All of the players must complete a Phase before moving onto the next and the Sheriff is only involved the last three Phases. In the Market Phase, the players can discard up to five Goods and then draw back up to six. These new Goods can be drawn from the draw pile or either discard pile. Drawing from a discard pile means that a player will have some idea as to what he might draw, but it also gives the Sheriff a hint as to what a merchant has in his hand.

In the Load Merchant Bag, a merchant loads his Merchant Bag with between one and five Goods, then snaps the bag closed. These are the Goods that a merchant wants to take to market. In the Declaration Phase, a merchant states aloud what is in his bag, but can only say the contents consist of Legal Goods, one type of Goods, and how many. For example, “My bag contains three Apples.” This of course could be true, but it might also be a lie. Instead the bag might contain illegal Goods or legal Goods different to those declared.

In the Inspection Phase, the Sheriff is free to open any or all of the merchants’ bags. Before that happens though, the Sheriff is free to demur and the merchants are free to bribe the Sheriff. They can offer him money or Goods from their Stands or their Merchant’s Bag—be they legal or illegal. They can persuade him to open the bag of another Merchant. The Sheriff is free to accept these bribes, negotiate for more, but once he opens a bag or hands it back to its merchant, then no more bribes can be made. The results are final. In the End of the Round Phase, fines are paid if illegal Goods have been found or legal Goods unnecessarily inspected.

Then the role of Sheriff passes to next player and another turn begins. This continues until each player has been Sheriff twice—or three times in a three-player game—and everyone totals up their money and the value of the Goods they successfully shipped. The two players who shipped the most of a Good are crowned the King and Queen of Cheese (or Apples or Bread or…) and score bonus Gold. The merchant with the most money is the winner.

Sheriff of Nottingham is not though, a board game. Its emphasis on social interaction—negotiation, bribery, and bluff—make it a party game. The quality of the cards and the fun of snapping the bags open also give the game a pleasing physicality. Its easy rules and engaging theme also make it an easy game to introduce to and play with non-gamers. This also means that its replay value is not as high and much of the game’s fun depends on who you play with and the game is not as satisfying to play with three players as it is with four or five. Another issue is that game can be won by playing it entirely safe, by not having to smuggle goods past the Sheriff or indeed, bribing the Sheriff and this runs counter to the point of the game. This can be a bit disappointing even as you are bluffing the Sheriff into believing that you cannot be smuggling illegal or mixed goods and forcing him to check your bag and take the consequences.

If you are looking for a well designed, fun party game, then Sheriff of Nottingham is a good choice. It is satisfyingly simple and engaging, perfectly suited to the non-gamer and the gamer looking for a lighter diversion.

Sunday, 17 September 2017

Cards Against Culture

The Metagame looks a lot like Cards Against Humanity. It comes in a similar sized box, it contains lots of cards, and it is a social game. There is a good reason for this. An early version of The Metagame was played by the designers of Cards Against Humanity and so inspired them to bring out their very popular game. There the comparisons end for The Metagame is very different in many ways to Cards Against Humanity. First, its subject matter eschews the tastelessness and sheer indecency of Cards Against Humanity, taking as its subject matter culture and pop culture and getting us to express our opinions about them. Second, it includes not one game, but six! Some are designed for two players, some for three players, some for three or more, some for between three and seven, some for five or more, and some for between five and thirty-three—or more! Third, it comes in a big white box, not a big black box.

Published by Local No. 12The Metagame consists of three hundred cards—of which one hundred are Opinion cards and two hundred are Culture cards. The Opinion cards ask questions like “Which would Freud want?” and “Which is the most useful on a desert island?” or gives statements such as “The Gold Standard for BLANK” and “More Myth Than Fact”. The Culture cards are white, nicely illustrated, and come with a short paragraph of descriptive text and range from Enron, Brie Cheese, and World of Warcraft to The Vagina Monologues, Riverdance, and Romeo and Juliet. Notably, all of the Culture cards include a date. The rules come on several pieces of stiff card and are succinctly written with no rules card being longer than four sides long.

‘Matchmakers’, designed for three or more players is the recommended starting game for The Metagame. Each player begins play with a single Opinion card paced face up in front of them as well as a hand of four Culture cards. Then everyone puts all of their Culture cards face down next to the Opinion cards that they think are good matches, though not next to their own Opinion cards of course. Each player picks up the Culture cards in front of them and shuffles them before choosing the one he thinks best matches his Opinion card. The player who played the Culture card receives it back along with the Opinion card and all Culture cards played on it. After three rounds the player with the most cards wins. There is nothing to stop a player playing multiple cards on an Opinion card and so can try to stack the match in his favour. ‘Matchmakers’ is the nearest game to Cards Against Humanity, but of course lacks its indecency. 

Designed for two or more players, ‘History 101’ is the simplest game. It starts with a Culture card being placed face up on the table. This is the starting point for the timeline. Then on each player’s turn, the player to his left draws a card and reads it aloud without mentioning any dates. He can also be shown the card—with any dates kept hidden. The player whose turn it is has to decide where it goes on the timeline. If successful, the Culture card is added to the timeline, but if not the player has to keep card. If a player accrues three Culture cards, he is eliminated. The last un-eliminated player is winner.  ‘History 101’ is a simple general knowledge, one that nicely gets more complex as more cards are added to the timeline.

‘Head to Head’ is a three-player game. Two of the players each start with stack seven Culture cards, whilst the third, known as the Critic, begins with seven Opinion cards. The Critic begins placing the Opinion cards in a column, face up, and as he does, the two players draw their Culture cards and place them beside the Opinion card that they think is the most appropriate. A player is free to move his Culture cards to a more appropriate Opinion card if he wants, but ‘Head to Head’ is is played as a race  with each player holding a hand behind his back! As soon as one player has played all of his Culture cards, the round ends, the slower player only being allowed to play six of his cards. The Critic then collects each Opinion card and the Culture cards beside it, mixing them up and then deciding on the winner, who is awarded that Opinion card. Play continues until everyone has been the Critic and at the end of the three round, the player with the most Opinion cards wins. ‘Head to Head’  is stripped down, speed version of ‘Matchmakers’ that is fast and fun.

Designed for three to seven players, ‘Metaquilt’ is a tile laying game in which the Culture cards have to ‘match’ or answer the questions on the Opinion cards they are placed next to and vice versa for the Opinion cards. Each player begins with five Opinion cards and five Culture cards, the aim being to successfully play their last card—of either type. When a card is played, if another player thinks that he has a better card, then he can challenge the first player. Both players have an opportunity to debate the suitability of their cards, but the winner is decided by the vote of the other players. The winner gets to add his card to the ‘Metaquilt’, the loser gets to draw a new card—or two cards if the challenger lost. Whomever gets to play their card can reduce their hand by the number of cards their newly added card is adjacent to. In this way, the game speeds up as more cards have been played. Overall, ‘Metaquilt’ is a neat spin on the tile laying game.

‘Debate Club’ is a game for five or more players. One player is the Critic, who receives three Opinion cards, whilst everyone else is given five Culture cards. Each round, the Critic reads out one of his Opinion cards and each of the players selects the Culture card that best matches the Opinion card. In turn, they reveal their Culture card and explain why they think it matches in sixty seconds. Once everyone has had a chance, the Critic chooses the best and worst cards. The player with the best card draws a new card and continues onto the next round, but the player with the worst card discards all of his cards and becomes a Critic! Play continues from round to round until the last remaining player wins. ‘Debate Club’ feels like another game, but then there is a lot of debating style games. Thankfully there are plenty of cards in The Metagame to keep this reasonably fresh.

Finally, ‘Massively Multiplayer Metagame’ is the big game, designed for five or more players, up to thirty-three or more. Everyone starts with six Culture cards and three Opinion cards. Their aim is to win debates and collect the most Culture cards. At any time, anyone can instigate a debate by revealing an Opinion card and saying, “DEBATE THIS!” The first two players to show a Culture card debate the Opinion card with the instigator moderating. Anyone nearby can vote on the debate. The winner gets to keep the loser’s Culture card. Play continues until an agreed time is up or the event—‘Massively Multiplayer Metagame’ is designed to be played over dinner, at parties, or at conferences—has ended, at which time, the player with the most Culture cards is the winner.

Two expansion packs—Film 101 and Science Fiction—previously only available to backers of the Kickstarter are now available. Each includes forty Culture cards and fourteen Discussion cards and is a fun addition to the game, especially for film fans.

The Metagame looks like Apples to Apples and Cards Against Humanity, but is a more social game, a more accessible game, and literally, a more Culturally interesting game. The Culture cards are well chosen, for they are thoughtful and engaging—engaging enough to draw players into the debates that most of The Metagame’s games revolve around. All of this makes The Metagame a good party game, but with six good games inside the box, The Metagame offers more than the average party game.


—oOo

A Kickstarter campaign, The Metagame: The Games Expansion w/ Shut Up & Sit Down! is currently underway, seeking to fund a new expansion.

Sunday, 3 September 2017

Join Us

Cult Following: The One True Game is a storytelling game in which the Cult Leaders use random cards to create cults, potential Recruits ask them random questions about their cults and philosophies, and the Cult Leaders win the game by recruiting the most cultists. Published by Bravely Told Games following a successful Kickstarter campaign, Cult Following: The One True Game is an adult themed game for at least three players. Ideally there should be at least five players. It comes as a relatively small, square box containing some three hundred plain cards, which makes it easily portable, whilst the ease of the rules means that a game can be started without any preparation and played through inside thirty minutes.

The cards are divided into two types, both types having two options on them. The first card type is the ‘Sign’ card, which is used to create the cults. The signs on these cards include things such as ‘Social anxiety’ and ‘Everyone needs to calm down’, ‘Talking like a pirate’ and ‘Killing two birds with one stone’, and ‘Having lots of kids’ and ‘Racist Grandmothers’. The second card type is the ‘Question’ card and these are put to the Cult Leaders. Typical questions include ‘Why won’t the cult on your right last the week?’ and ‘Describe the radical wing of your cult.’, ‘What ceremonies do children have in your cult?’ and ‘Where do you see your cult in five years?’, and ‘Explain how the “buddy system” work in your cult.’ and ‘What do your cult members look forward to?’.

A round begins by dividing the players into Cult Leaders and Recruits. There should be three Cult Leaders, but with just three players, there should only be two Cult Leaders. Each Cult Leader receives five Sign cards, whilst the Recruits each receive two Question cards. Then each Cult Leader reads the Signs and selects three of them around which he will create a background about his cult. Each Cult Leader presents this background with as my style and flourish as he can muster. Once done, the Recruits take in turns to pose a Question from their Question cards which the Cult Leaders must answer. Once they have finished, the Recruits selects their favourite answers and presents their Question cards to the successful Cult Leader of their choice. Once one Cult Leader has accrued two Question cards, the round ends, everyone changes roles, and a new round begins.  Throughout, both Cult Leaders and Recruits are expected to heckle and interject to add some energy to the recruiting drive. The game ends after an agreed number rounds, a time limit has been reached, and so on, at which time, well, the game is not exactly sure who has won—though perhaps it is the player who has won the most Question cards wins.

For example, Louise, Dave, and Alex are playing Cult Following: The One True Game. Louise and Dave will be the Cult Leaders attempting to recruit Alex.

Louise has the following Signs cards: 

  • ‘The lesser of two evils’ and ‘Angry seniors’
  • ‘Tight fitting clothing’ and ‘It gets better’
  • ‘Happily ever after’ and ‘Tavern wenches’
  • ‘A very special rock’ and ‘Legal in twelve states’
  • ‘Looking on the bright side’ and ‘They’re not really dead’

 Dave has the following Signs cards: 

  • ‘The pointlessness of it all’ and ‘Willful ignorance’
  • ‘Never admitting you’re wrong’ and ‘Well, this explains everything’
  • ‘Fish people’ and ‘We don’t care’
  • ‘Violent video games’ and ‘Halloween candy’
  • ‘Nap time’ and ‘Abandonment issues’

 Louise reads the Signs and explains, “As society seems to be getting worse, there is only one group to blame—‘Angry seniors’. They are responsible for the bad things that happen because politicians are either ‘Angry seniors’ or they only listen to them. We say ignore them and wait until the time when you can transmogrify into one of the ‘Angry seniors’. Then you will have the influence and power. Until then, there is something that you can worship who will bring you happiness and make you forgot your cares—‘Tavern wenches’. Worshipping as a member of ‘The cult of she who brings you beer’ ensures that you will be ‘Looking on the bright side’ until you are ready to join the ‘Angry seniors’.”

Dave reads the Signs and explains, “The end is nigh. We are not sure how and we are not sure why. We are sure that it is. Until the time when it is nigh, we want to shield you all from the ‘The pointlessness of it all’ through ‘Willful ignorance’ and ‘Nap time’. By ensuring a plentiful supply of both, we can keep you from worrying and wondering… The ‘Cult of the pointlessness of it all’ is here to protect you from knowing too much.”

Having heard the descriptions Alex has two Question cards: 

  • ‘Why doesn’t my cat like your cult?’ and ‘New cults are full of passion. Describe the middle aged version of your cult.’
  • ‘What behaviours clearly identify your cult members?’ and ‘How does your cult stay on good terms with groups that have different values?’

 Alex is a cat lover and so asks, “Why doesn’t my cat like your cult?”

Louise answers, “Probably because our members are too busy worshipping Tavern wenches to remember to feed and water them.” Dave explains that, “Cats know that the end is nigh and resent us hiding it from their human servants. They want to be the ones that induce ‘Nap time’ in humans and keep them in ‘Wilful ignorance’.  Taking a moment to think about the answers, Alex decides that she would rather be recruited by a cult that does some of the tasks that cats do rather than one which neglects them. She decides that The ‘Cult of the pointlessness of it all’ is the better choice and awards Dave with the Question card.

Physically, Cult Following: The One True Game is a square box containing some three hundred odd cards and a small rulebook. The latter is a quick and easy read and contains both advice and options for game variants. The cards themselves are plain and simple and easy to read. A nice touch is that the box does include six Practice Cults, extra cards that provide fully worded example cults that a player could use if he new to this type of game or shy.

As a game, Cult Following: The One True Game is a bit too simplistic and underwhelming. The lack of an objective in terms of winning the game points to that, but… As a social game and a storytelling game, Cult Following: The One True Game is pleasingly themed, with a decent variety given in the Question cards and even more in the Signs cards to generate ideas and stories and interactions between Cult Leaders and Recruits. This capacity for storytelling combined with the spurs for player creativity in the cards is where Cult Following: The One True Game shines and what it makes a good social game.

Friday, 4 March 2016

Love, Hate, & Survival II

If you have been wondering about the crew and passengers of HMS Arden, cast adrift in a lifeboat in the Atlantic Ocean in 1913, then doubtless you have been playing too much Lifeboat. Published by Gorilla Games, best known for the rare combination of light roleplaying and space combat against a Star Trek-like background that has a darker side to it than is usually hinted at in Gene Roddenberry style setting that is BattleStations—just finishing up its Kickstarter campaign for its second edition—Lifeboat is darkly humorous, social game of survival and inter-party rivalry in which the survivors must steer their way to land all the whilst fighting for the contents of the boat’s locker, for food, and for water as well as trying to avoid being knocked overboard and placed at the mercy of the circling sharks. If the Lifeboat could make it to land, then one of the survivors might have accrued sufficient loot, ensured that his Secret Love also survived, and his Secret Enemy died enough that he score enough Victory Points to win!

The good news is that the survivors of the sinking of the HMS Arden have made it to shore—even if it is in the South Pacific rather than the Atlantic and a desert island rather than the mainland. Now Lady Lauren, Sir Stephen, the Captain, the First Mate, Frenchy, and the Kid must start all over again, surviving the dangers of island and scrounging not only the jetsam washed ashore from the wreck of the HMS Arden, but also the pirate loot to be found on the island. Which should keep them busy until a passing ship spots their signal fire and everyone—still alive that is—can be rescued. This is the set-up for Desert Island, Gorilla Games’ sequel to Lifeboat, which is designed to be played by between four and six players, aged thirteen and up.

Funded following a successful Kickstarter campaign, Dessert Island consists of fifty Food Cubes (forty brown cubes and ten yellow four-cube cubes), twenty black skull-shapped Fate Tokens, three Ship Tokens, thirty red Wound Tokens, the rules sheet, and one hundred cards. The latter includes six Character cards, six Character Location cards, six Love and six Hate cards, six Location cards, thirty Fate cards, and forty Scavenge cards. The six Character cards are Lady Lauren, Sir Stephen, the Captain, the First Mate, Frenchy, and the Kid, each of which is illustrated in an Edwardian style, and is marked with values for their Size (a measure of their strength in combat and their capacity to take damage, ranging between three and eight) and Survival Value at game’s end (ranging between four and eight). Each character also has a Special Ability. Lady Lauren removes Fate Tokens from herself whereas Sir Stephen can add them to anyone, the Captain removes Fate Tokens from others, the First Mate can forage for more Food, Frenchy gains Fate Tokens back from a fight, and the Kid can steal Food from his neighbours. There is a corresponding ‘I Hate...’ and ‘I Love…’ card for each character. The Location cards are numbered from one to six and each grants a special action. The Beach (1) enables a Character to distribute Scavenge cards; when hunger strikes, there is always extra Food to be found in the Jungle (2); Food is lost in the Swamp (3); there is always extra Food to be found in the Spring (4) when foraging; there is more likelihood of the signal fire being seen from the Hill (5); and the Cave (6) is a safer place to hide.

The Scavenge cards consists of food, loot, and tools. For example, Sardines are equal to five Food and a Coconut just one; a Chamber Pot is worth five Victory Points, whilst a Chalice is worth seven; and a Blunderbuss +10 to any fight or turns any Boar or Monkey Event into three Food. The Fate cards represent events such as animal attacks—Boars (Lose Two Wounds), Monkeys (Lose A Card), or Rats (Lose All Food); Illnesses (Lose A Wound); and Tsunami (scour the island of Food and Signal Fire Tokens, and inflict a Wound on everyone). In addition, each Fate card gives the ‘Wood’, ‘Torch’, and ‘Ship’ icons that indicate whether or not the signal fre has been lit and spotted, as well as a number and character name that indicates who might be the subject the event on the Fate card.

Game set up on the Desert Island is similar to that aboard the Lifeboat. Each player randomly receives a Character card and an ‘I Hate...’ and an ‘I Love…’ card each. t is possible for a character to love himself, which makes him a Narcissist who will score double Victory Points for surviving, though of course, it means that no one else has him as his Secret Love and so will not willingly support him. Similarly, a character can hate himself, making him a Psychopath who will score Victory Points for the deaths on the island… Everyone receives a single Scavenge card with the rest of the Scavenge deck placed off the Beach. The Location cards are laid out in order, from one to six and the Characters are randomly placed in the Locations.

Each turn represents a week spent on the island. Each week begins with the Character drawing Scavenge cards equal to the number of survivors and deals them out as he wants. Of course this allows him first choice and to assign a good Scavenge card to the Character he secretly loves and a bad one to the Character he hates. Then everyone draws two Fate cards and plays one as part of an action, discarding the other. In addition, one Fate Token is placed on the Location corresponding to the number on the Fate card and another on the Character who is named on the Fate card. The Character with the most Fate Tokens at the end of the round will be subject to the event on the first Fate card played (or the most if multiple Fate cards of one type are played). Again, this enables a Character to protect the Character he secretly loves and target the Character he hates. 

Each Character now takes a single action. This can be ‘Forage’ (gain Food indicated on the Fate card), ‘Signal Fire’ (add to the Signal Fire), or Steal. When a Character decides to Steal, it can be to take Food or a Scavenge card from another Character or it can to be to force to exchange Locations. Now a Character can accept this and take the consequences—lose Food or a Scavenge card, or his Location, otherwise a fight ensues. A fight is a simple matter of comparing the combatants’ Size values against each other, the higher Size always beating the lower. Stalemates are always resolved in favour of the defendants, but both attacker and defender can boost their respective Sizes by using weapons like the Spear or Shovel and by getting allies to aid them. The attacking Character also gets to add the number on the Fate card played. The loser, or losers, if allies are involved, all take a single Wound. Should a survivor suffer wounds equal to his Size, he dies, and blocks the Location he is on.

In addition, the Characters who initiated the fight each receive a Fate Token as do any allies who joined on either side. So joining fights increases the chance of an event affecting a Character. The Characters are of course free to negotiate deals for their aid in helping one side out or another, but all deals are final and a Character cannot withdraw from a fight.

In the Lookout phase, the Characters check for Wood and Torch icons to see that the signal fire has been lit and for Ship icons to indicate that their signal fire has been spotted. This needs to happen four times for the Characters to be rescued. Lastly, the event indicated by the Fate cards occurs and everyone needs to consume Food equal to their Size. Then all of the Fate tokens are removed and a new round ensues…

Desert Island ends if everyone dies, in which case everyone loses. If the survivors are spotted enough times, they will be rescued and they can total their Victory Points, whether from Loot, keeping the Character they love alive, or killing the Character they love. The player with the most Victory Points is the winner.

Physically Desert Island is nicely done. The art on the cards has a charmingly period feel and both the Ship and skeleton-shaped Wound tokens are a nice touch. The rules could be a little clearer in places, but they are readable and after a play-through or two of the game, easy to understand. A set of ‘Sequence of Play’ cards would have been nice, rather than just the one.

Like Lifeboat, this is another nasty, cutthroat social game that is quite finely balanced. In both games the balance is between the need to gather resources or Water/Food, attempting to steer closer to land/attract ships, and protecting and killing the other Characters for Victory Points. Desert Island is not quite the same game as there is more of means to direct the action or events through the Fate cards against a Location or Character. So to an extent the players have the ability to influence where the events are going to happen. Another balancing point in the game is between the need for somebody to survive in order to avoid everyone losing against the drive for everyone to kill the Characters that they hate. In this, Desert Island is a semi-cooperative design.

Above all, the best element in Desert Island is going to come from the players. The Characters they play will influence their actions, but their ‘I Love…’ and ‘I Hate…’ will ultimately drive their actions. This will be coloured by the Characters that they play, which will allow them to bring some roleplaying elements into the game. Desert Island is a terrifically themed game of survival and infighting.