Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label 16th Century. Show all posts
Showing posts with label 16th Century. Show all posts

Friday, 17 April 2015

Where wolf?


Given the very modern proliferation of ‘hidden identity and deduction’ games, from The Resistance and Avalon to Nosferatu and Ultimate Werewolf, it is a surprise to see the original game that they are based upon back in print. Of course, Are you a Werewolf? is not even the original version of that game—as the rather interesting  History* of the game will testify—but it is the source from which many other games have sprung. Originally published by Looney Labs in 2001, the question is, can Are you a Werewolf? stand up in the face of so many hidden identity come latelies?

*Did you read the history yet? If not, why not? Personally I think it more interesting than this review.

Are you a Werewolf? is described as ‘A Game of Deception, Paranoia, and Mob Rule’ and is designed for between seven and sixteen players. It takes place in a village at a time when pitchforks and torches are de rigeur fashion items and a lynching is a seen as a good day out, more so because the village is beset by werewolves! The villagers know that there are werewolves amongst their number, but not who they are. Fortunately they have amongst their number an ancient wise woman who is a Seer capable of identifying werewolves. Unfortunately the villagers are stubbornly superstitious and know that the best way of de-werewolving the village is to lynch someone in the morning—and if that just happens to be the wise old woman who is also the Seer, well she deserved it because everyone knew that she could float like a duck, right?

The game consists of twenty cards and a rules leaflet, all done in black and white. Play requires a Moderator who receives the Moderator card and whose job it is to regulate the phases of the game as they pass from Night to Day to Night, and so on. Bar some blank cards, the remaining cards are identity cards consisting of one Seer card and two Werewolf cards with all of the rest being Villager cards. These cards are handed out, one to each player who keeps them secret from the other inhabitants of the village. They will include both the Seer card and the Werewolf cards. The aim of the game for the Villager players is to identify (and lynch) the Werewolf players before the lycanthropes can overwhelm the village and eat everyone, whilst the aim of the Werewolf players is to keep their identities very, very secret, and not so not get lynched whilst snacking on a Villager each and every night. If this involves eating the Seer, then they will have an advantage. Her aim is to help the Villagers identify the Werewolves, but she must  keep her identity secret because if the Werewolves identify her, then she will be the their target on the next night and without her, identifying the Werewolves is a whole lot more challenging!

Are you a Werewolf? is simple to play. Each Night the two Werewolves confer and select a Villager to chomp down on whilst the Seer learns the Secret Identity of one other player, be it Villager or Werewolf. Then in the Morning, everyone in the Village wakes up and discovers the dead player and what his Secret Identity is—that player is also out of the game. The remaining Villagers—which of course include the surviving Werewolves—must vote as to which one of their number they believe to be a Werewolf and needs lynching, and it is here that the mob rules. The victimised player must reveal his Secret identity and he too, is also out of the game.

All of this is monitored and marshalled by the Moderator. He has a little script which he reads out in order to keep the fear and loathing organised and running  along nicely.

Are you a Werewolf? is a light game of bluff and deduction combined with desperate persuasion that is easy enough to throw into a bag when going to a convention or any big social gathering or party. It works equally as well with non-gamers as it does with gamers because its rules are simple, the preparation time is minimal, and its theme is highly accessible—after all, everyone has seen a classic horror movie or two and with Are you a Werewolf?, the players get to be in their own horror movie! Indeed, playing Are you a Werewolf? gives everyone the chance to act (or roleplay) as much as they want and that can be as much part of the game as the deduction and the bluffing.

Physically, Are you a Werewolf? is very simple, being nothing more than a set of black and white cards and a small rulesheet. The latter expands a little upon the game play and gives some advice, but to be honest, the game’s rules would fit on one of its cards.

Playing Are you a Werewolf? is fun and the more you put into it, the more that you get out of it. If it has a fault, it is the elimination aspect of the game, but that is the point of it, plus the Moderator should really keep things moving lest they bog down and drag the game out. 

There is a place on your gaming shelf for Are you a Werewolf? It is simple, it is elegant, and it handles larger groups than most games. Whilst many titles since have offered greater sophistication and re-theming, Are you a Werewolf? offers a stripped back, more desperate playing experience.

Friday, 20 March 2015

Whither the Indies?


What is remarkable about Sail to India is that it packs an incredibly big game in tiny box, both in terms of its theme and its sometimes harshly efficient Euro style game play. From the designer of String Railways and the Origins award winning Trains, Hisashi Hayashi, and published by Alderac Entertainment Group as part of its Big in Japan line, it is a game of mercantile exploration and adventurism. Designed for three to four players, aged twelve up, it is a game of resource management and worker placement, that sees the participants attempt to sail to the orient in search of glory and riches.

Sail to India is set during the Age of Discovery. The Mediterranean is under Osman Turk control and the great empire of Portugal seeks trade routes to the East. To do so, its merchants and nobles are dispatching explorers to sail south along the coast of Africa and round the Cabo da Boa Esperança in search of a route to India. Each player must manage his resources, and know when to invest in his ships and technological advances, when to discover new ports and establish facilities, and when to reap the riches and the glory.

Thus Sail to India has big themes, but where a classic board game might come with a big board and counters to represent the ships and various goods and buildings. The little box that is Sail to India does it all with just twenty-eight large cards plus thirteen wooden cubes per player. Of these cards, three are given to each player. These are a Domain card, used to track a player’s wealth, the speed of his ships, and his technology; a Historian card, used to track a player’s Victory Points; and a Reference card. He also receives three cubes to invest in technology, one to track his ships’ speed (initially one, but can be bought up to three), and starting wealth (varies upon starting order). This leaves eight cubes, which essentially represent investments that a player can make as ships, goods, buildings, wealth, and glory (Victory Points).

Of the remaining cards, they form the route to India, consisting of coastal towns along the coast of Africa. Each Coastal Town consists of two buildings—churches, markets, and strongholds—which grant Victory Points when built, trade goods that can be sold for wealth, potential Victory Points at game's end, and the sea. They are laid out in a line, with Lisboa at one end, followed by the coastal towns, of which three start face-up. They are known destinations. The others will be revealed as ships sail further and further round the coast of Africa and beyond until the last, India, is reached. At game's start each player also places one of his cubes as a ship on Lisboa.

On his turn, a player has several options, but can only do two of them. These include employing markers, moving ships, selling trade goods, constructing buildings, acquiring technology, and increasing ship speed. Employing ships means taking a cube from a player’s stock and paying one wealth to turn it into a ship in Lisboa. Moving ships involves a player moving any or all of his ships in any direction, up to his ships’ speed. If he moves his ships into a new coastal town, it is turned over and he earns Victory Points. To sell trade goods, a player moves his ships from the sea into the trade good spaces on the coastal towns. These are sold for wealth and Victory Points, the greater the number of types of good, the greater the reward. The markers for the trade goods are returned to Lisboa. For two wealth, a player can turn a ship into a building which now belongs to that player—churches give two Victory Points; markets only give one, but serve as a permanent trade good; and strongholds also only give one, but also serve as a starting point instead of Lisboa. To acquire technology, a player pays the coast and places a technology marker on the correct space on the technology cards. There are three of these cards, giving a total of twelve technologies. They have various effects, such as Printing Press giving a Victory Point when a technology is acquired, the Factory giving extra wealth when trade goods are sold, or Mission Church giving extra Victory Points for churches built. A technology can only be purchased once. Lastly, a player can increase his ships’ speed, first to two, and then three.

Play lasts an hour. It ends when the last coastal town is turned over and India is discovered, or when two players have run out of cubes. After that, everyone gets another turn and the game ends.

What makes Sail to India challenging is three factors. First, a player only has eight cubes to use as ships, trade goods, buildings, and so on. Second, they are interchangeable—ships can become trade goods which become ships, ships become buildings, and so. Third, a player needs to use some of these cubes to track his wealth and Victory Points, and since the tracks for both only go up to five, if a player earns enough to have six or more wealth or Victory Points, then he needs extra cubes—which have to come from those in play and not from those in stock. If a player has no cubes in play available, then he cannot track this extra wealth or Victory Points. Essentially, keeping track of his wealth and his glory (Victory Points) takes effort as reflected by the need for the extra cubes.

Sail to India is nicely presented. The cards are easy to use, the reference cards are very handy, and the rules clearly written. The artwork is in keeping with the game’s enjoyable theme, which is elegantly implemented in the game play. Similarly elegant is the balance between taking actions and using cubes and using cubes to keep track of a player’s wealth and Victory Points. Above all, Sail to India packs a lot gameplay and choices in quite a small box.