There are days when its gets really dreary and boring, such as every late Sunday afternoon before you go back to school or that last week of the holidays before you back to school. When you are down in the dump or got lost in the doldrums, what is a kid to do? Well, when your friends come round to play and when your mother is not looking, why not summon demons? Which is exactly what the kids do in Let’s Summon Demons. This is a card and dice game published by Cryptozoic Entertainment following a successful Kickstarter campaign and based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. The idea behind is simple. Collect and take advantage of the souls of boys and girls and animals, and when the right moment comes, sacrifice three of them to summon a demon. Summon a total of three demons and have enough souls and the player will win the game. Designed for two to five players, aged fourteen and up, Let’s Summon Demons can be played in about thirty minutes or so and is a fast-paced, fun experience. Of course, there is the problem of theme. It is silly and ridiculous, but it is not going be to everyone’s taste, so they need not read this review, let alone play Let’s Summon Demons.
So… Still here?
Great.
I will carry on.
Let’s Summon Demons consists of one-hundred-and-twenty-five cards, forty Soul Tokens, and two six-sided dice, and a twelve-page mini-rulebook. The cards are broken down into five Candle Cards, twenty Demon Cards, and one hundred The Block Cards. There are two noticeable features of these cards. One is that they round rather than rectangular and some 5 cm in diameter, and the other is the vibrancy of their colour and artwork. They also have numbers on them. When these numbers are rolled in the game, they will trigger the action on the card. Sometimes even when it is not your turn and sometimes only when it is your turn. The Candle Cards are what each player starts the game with. Each is marked with a candle and a range of numbers between two and twelve which differs from one Candle Card to the next. When the numbers are rolled on the Candle Cards, even when it is not a player’s turn, let him collect a Soul Token, the currency in the game. The Candle Cards include the ‘Good Candle’, the ‘Kind Candle’, the ‘Beginner’s Candle’, ‘Rotten Candle’, and the ‘Evil Candle’, which add flavour rather than a mechanical benefit.
The Demon Cards include ‘Baphometal’, ‘Rosemary’s Egg’, ‘Re-Rollucifer’, ‘Dollargorgon’, and more. Their effects are either on-going or triggered when the player owning them rolls the number on them. For example, ‘Dice-Zuzzu’ lets a player Soul Tokens equal to the result of one of the dice when he rolls doubles and ‘The Serpent’ which automatically wins the game for the player when rolls a two.
The Block Cards consist of boys and girls and animals. Some of the boys and girls are described as ‘Sweet’, some as ‘Rotten’, others neither, and the animals are neither ‘Sweet’ or ‘Rotten’. For example, ‘Sweet Lisa’, ‘Sweet Chuck’, and ‘Sweet Pippi’ and ‘Rotten Regan’, ‘Rotten Donnie’, and ‘Rotten Carrie’. The Block Cards differ from the Candle Cards in two ways. One is that they only have a single number on them and the other is that each boy or girl or animal has a special ability that is activated when rolled. For example, ‘Sweet Marilyn’ gains the player a boy from The Block; ‘Rotten Delores’ forces every player to discard very ‘Sweet’ boy or girl they have in play and replace with a new card drawn from The Block whilst the owning player receives a new ‘Rotten’ boy or girl; and the ‘Rabid Dog’ lets a player collect two Soul Tokens if he has no boys or girls.
At the start of the game, each player receives a Candle Card, five Soul Tokens, and three Demon Cards. The latter he holds in his hand until each is summoned. Five cards from The Block are drawn and laid out face up. On his turn, a player can do three things in any order. The first is roll the dice, the second is to buy one of The Block Cards on the table, and the third is to summon a Demon from his hand. It costs three Soul Tokens to buy one of The Block cards on the table and it takes three of The Block Cards from in front of a player for him to summon a Demon in his hand. It is generally better to buy one of The Block Cards before the dice are rolled because this will increase the range of numbers that a player might roll and because each new The Block Card grants an extra effect when rolled. When the dice are rolled, the current player compares the result with the numbers on The Block Cards in front of him, and if any of them match, he activates their results in any order. Then the player next to him does the same and so on and son on round the table. If the current player has any Demons in play, can activate or use its action if it is an ongoing one or can compare the result with the number on the card to activate its effect. This happens only for the current player.
Play continues like this until one player has summoned all three Demons from his hand and is declared the winner. Which sounds simple enough—and it is. Let’s Summon Demons is a simple, straightforward ‘engine builder’, the type of game in which the player attempts to set up as efficient a system as he can to improve what he can do on later turns. Thus, a player wants to get as good a spread of numbers on The Block Cards he has so their actions are regularly activated when not he rolls their numbers, but so do the other players. Ideally, this will generate more Soul Tokens with which to purchase more boys and girls and animals and with more boys and girls and animals he potentially has more actions and he can sacrifice them more quickly to summon Demons. However, Let’s Summon Demons is a game about summoning demons and demons are notoriously chaotic and so is Let’s Summon Demons. Further, summoning demons requires sacrifices and so does Let’s Summon Demons. What this means that whilst some of The Block Cards will give as player more Soul Tokens or let him draw a card from The Block, others will let him steal one from another player or force him to discard or replace one or more The Block Cards from in front of him. So, the play of the game is chaotic as The Block Cards a player has to roll on from one turn to the next can change, forcing him to adapt. Added to this chaos is the fact that to summon a Demon, a player must sacrifice three of The Block Cards he has in front him, which removes options in terms of rolling the dice and their outcome. Every time then, a player summons a Demon, he steps back a bit in terms of progress and has to build up the engine again by buying more boys and girls and animals.
There is a knowing sense of humour to the game. For example, ‘Rosemary’s Egg’, depicting a demonic egg on a pram depicting a demonic egg on a pram, forces the player who summoned it to discard ‘Rosemary’s Egg’, but let the player summon three Demons, keep one, and discard the other two. From The Block Cards, ‘Sweet Lisa’ is based on Lisa Simpson from The Simpsons, ‘Sweet Pippi’ is Pippi Longstockings, ‘Rotten Regan’ is from The Exorcist, ‘Rotten Annie’ is from Misery, and the ‘Stray Cat’ is surrounded by a guitar and lots of records. Spotting these references—most of which are obvious—is part of the fun of playing Let’s Summon Demons.
Physically, Let’s Summon Demons is very nicely presented. The artwork is lot of fun and adds a great deal to the play of the game with its knowing references. The rulebook is simple and easy to understand, but the Soul Tokens are a bit plain given the decent production values of the rest of the game.
Whilst the theme might not be for everyone, for those have no issue with the theme, Let’s Summon Demons is probably the game with the most depth to its play from any of those based on Steve Rhodes’ artwork. That said, it is a very light game with plenty of luck and some take that elements, the relative depth of the game play coming from the players’ need to adapt to its constant chaotic and disruptive nature. Let’s Summon Demons is a disrupted engine builder with an easy theme to grasp and a quite literally artful sense of humour.
No comments:
Post a Comment