Sunday, 23 October 2016
More Rootin', Tootin', Shootin', Stealin' Fun!
There is no denying that Colt Express is huge fun. It is a programmed movement and action game in which bandits attempt to rob a train—the passengers of their purses and their jewels and Marshall Sam of the local mine’s payroll. They can move from carriage to carriage, climb up and down onto carriage roofs, shoot and punch their rival bandits, and hopefully dodge the Marshall when another Bandit moves him! The fun of game comes in both a well-conceived plan executed perfectly and in a well-conceived plan coming into contact with the plans of rivals and being thoroughly disrupted—especially when they affect another Bandit instead of the intended target. It is a Wild West game of Old School movie action and the fact that it comes with a cardboard model Train as the playing area makes it a highly attractive looking game.
With Colt Express: Horses & Stagecoach, an actual stagecoach cardboard model can be added to the game as well as wooden horses. Bandits can use the new Ride action card to leap onto a Horse adjacent to a carriage—either from inside a carriage or from its roof—and ride it alongside the Train, either to move back or forward along the carriage and then reboard the train. This provides a new movement action to the game, plus it allows players to leap from a horse and get inside the Stagecoach. Alternatively, a Bandit can use a Movement card to leap from the roof of an adjacent carriage onto the roof of the Stagecoach—or vice versa. Once inside the Stagecoach, a Bandit can take one of its passengers hostage. There are eight Hostage cards in the game, but only five are available during a game. A Bandit can only take one who remains with him throughout the game. At game’s end, a Hostage will earn a Bandit more money, but not without a penalty. For example, ‘The Lady’s Poodle’ earns a player $1000 at game’s end, but he suffers a Bullet card at the beginning of any Round because the yappy little dog keeps biting him!
The Horses are also used to determine Bandit placement at the beginning of the game. Each player takes his Bandit pawn and a Horse and hides them in his fist. He selects which one to reveal. If he reveals his Bandit pawn, it is placed in the most rearward carriage. If he reveals a Horse, his Bandit keeps riding forward alongside the Train. The process is repeated and any Bandits revealed are placed in the next forward carriage. This process continues until all of the Bandits have been placed. Essentially this spreads out the placement of the Bandits at the start of the game. The advantage of being placed further forward is quicker access to carriages containing Jewels and even the Strongbox in the Locomotive, but the Bandit at the rear of the Train will go first.
Atop the Stagecoach is a guard with a Shotgun—presumably a grizzled old veteran seeing out his time as a stagecoach guard—who has been trusted to protect a second Strongbox, also worth a $1000. He will not act unless a player tries to steal this Strongbox, in which he shoots the player who takes a neutral Bullet card just as if he had been shot by Marshall Sam. It takes a Punch action to knock the Shotgun onto the roof of the carriage adjacent to the Stagecoach. There he takes potshots at anyone who lands on the same roof, but his absence on the Stagecoach means that the Strongbox he was guarding is now available to steal. Any player atop the Stagecoach can be shot at from anywhere on the roof of the Train and can likewise shoot anyone on any any carriage roof of the Train.
Colt Express is not quite perfect though… There is an issue in the game where a player has a bad hand of cards, sometimes because he has too many Bullets in his hand after getting shot once too many, other times because the cards he holds mean actions that make no sense in the current situation, and thus he cannot act—at least not logically. In the base game, a player can give up an action to draw three new cards, but losing an action can be almost as bad as having no suitable cards to play. In addition to the new things that players can do in Colt Express: Horses & Stagecoach, it also adds a means to counter this issue. This is a number of Whiskey Flasks littered throughout the Carriages. These are picked up using Robbery Action cards—just as a Bandit can to pick up Purses and Jewels—and come in two types. The Normal Whiskey Flask enables a Bandit to draw three Action cards and play an Action card instead of playing an Action card as normal. The Old Whiskey Flask enables a Bandit to play two Action cards instead of the usual one. In either case, a Whiskey Flask can be used twice before it has to be discarded.
Colt Express: Horses & Stagecoach adds several new Events to the game that can occur at the end of each Round and/or game. These include ‘Sharing the Loot’ in which any Bandit with a Strongbox is forced to share it with a rival Bandit who ends the game with him in the same carriage; ‘Escape’ in which all Bandits must leave the Train by game’s end or risk being arrested and thus be prevented from winning the game; and ‘A Shot of Whiskey for the Marshall’ in which the Marshall picks up a Whiskey Flask—if there is one in the carriage—and moves towards the Caboose at the rear of the Train, shooting any Bandit he comes across. Presumably in a drunken rage!
One last set of mechanics that Colt Express: Horses & Stagecoach adds is rules for team play wherein each player controls two Bandits who work together in robbing the Train. In each Phase of a Round, all of the players put an Action card down for their ‘A’ Bandits first and once done, they take in turn to put down an Action card for their ‘B’ Bandits. Play is otherwise as per Colt Express, but at game end, the Bandit pair with the most money will be the winner. This set of mechanics lets fewer players play a fuller game with more Bandits and more actions so that they get to play the game at its fullest.
Physically, Colt Express: Horses & Stagecoach is as well designed as you would expect. The Stagecoach is bright and colourful, the Horses are fun (if only because a Bandit can sit on them), and the new cards are clear and easy to understand.
Colt Express: Horses & Stagecoach takes Colt Express and just adds more of what makes Colt Express fun. More Actions, more to do, and more theme—and it also helps alleviate the issue of a Bandit having a bad hand of Action cards. Plus the Horses and the Stagecoach look great on the table. If you have Colt Express then robbing the Stagecoach is just as much fun!
Saturday, 19 December 2015
Reviews from R'lyeh Christmas Dozen 2015
Frostgrave: Fantasy Wargames in the Frozen City
(Osprey Publishing) $24.99/£14.99
In a first for Reviews from R’lyeh, a set of wargames rules makes its annual Christmas Dozen. Frostgrave is a skirmish miniatures game in which rival wizards and their apprentices lead warbands into the icebound city of ‘Frostgrave’ in search of treasure, relics, and knowledge lost to the cold centuries before. Both the background and the rules are simple, making it easy to learn by experienced wargamers and novices alike—and making it easier to teach too! The buy-in cost is also low, each warband needing just ten figures, and because the rules give plenty of options, it means that one warband is rarely going to be the same as any other. Frostgrave can be played in single one-off skirmishes, but the game gets better when played as a campaign because a wizard can learn from his experience and not only gain more spells, but get better at casting them! Miniatures are available for the game—though any can be used—as is a fiction anthology, Frostgrave - Tales of the Frozen City, and the first campaign, Frostgrave: Thaw of the Lich Lord.
Ticket to Ride Map Collection Vol. 5: United Kingdom + Pennsylvania
(Days of Wonder) $40/£25.99
New boards are always welcome for the classic Ticket to Ride board game and never more so with the line’s Map Collection series. The fifth and very latest Map Collection addition, not only adds two new map boards, it adds technology and shares, elements usually found in more complex train games. Even better, the new map boards includes a map of the United Kingdom so that now you can play across the nation that gave the birth to railways! On the Pennsylvania map, players now compete for shares as well as routes, giving them new ways to score points, whilst on the United Kingdom map, players need buy technological advances to build beyond England to Wales, Scotland, Ireland, and further… For long time Ticket to Ride fans, this expansion adds new rules and challenges, but without adding too much complexity that would make it that much more difficult for casual players.
Shadow of the Demon Lord
(Schwalb Entertainment) $49.99/£39.95
The end of the world is nigh! All that stands between the world and its destruction is the Veil, yet the Demon Lord rends at it, weakening it and spreading his influence in the real world beyond. Thus the trolls come out of the mountains, beastmen out of the Badlands, zombies from the grave, and cultists out of the shadows to spread fear and chaos, hearkened by the coming of their master. Perhaps though, there is a chance, just a slim one, that the Demon Lord can be stopped—and if not that, then at least the chaos and the horror held off, at least for a little while… This is the set up for Shadow of the Demon Lord, a dark horror fantasy RPG from the co-designer of Dungeons & Dragons, Fifth Edition, inspired in part by his love of Warhammer Fantasy Roleplay. Its focus is entirely upon the characters and the horrors they face, even beginning the game not knowing what career they will follow let alone what madness they will have to deal with, but once they progress, they are free to choose their path as they want. The RPG offers a wide choice of career paths, simple mechanics, and simplified level progression that means that characters gain a level every adventure! Perhaps the end is just the beginning?
Thunderbirds Co-operative Board Game
(Modiphius Entertainment) $69.99/£45
Calling International Rescue!
Only the Tracy family and the amazing vehicles and gadgets of International Rescue stand between the disasters and the plans of the nefarious Hood that beset the future of 2065. In this co-operative boardgame, the players work together as the Tracy brothers, along with Lady Penelope, racing to stop one disaster after another whilst working to thwart the plans of the criminal mastermind known as the Hood. Based on Gerry Anderson’s classic 1965 Thunderbirds television series, the game comes with the famous vehicles, each a fantastic little model, and the disasters that we remember from on-screen. Designed by Matt Leacock—a name known for designing co-operative boardgames like Pandemic and Forbidden Island—the Thunderbirds Co-operative Board Game not only has charm and nostalgia in abundance, but succinctly captures the feel and style of the television series.
Colt Express: Horses & Stagecoach
(Ludonaute) $19.99/£14.99
The trainrobbers are back! Plus they brought their horses with them and there is a stagecoach to rob too.
The Spiel des Jahres award winning Colt Express was one of the best board games of 2014, so it was no wonder that it was included 0n the Reviews from R’lyeh Christmas list of 2014. It is still a great game, but this year we got the first expansion—Colt Express: Horses & Stagecoach—which enables the players to not only rob the train of the core game, but leap from the train onto horseback, ride the length of the train, and then leap back aboard, or leap onto the stagecoach and rob that! There are more jewels and money to be stolen, hostages to be taken, an ornery old man armed with shotgun to contend with, and when things get bad, flasks of whiskey for a bandit to imbibe and refresh himself with. More options mean more chaos means more fun!
White Star: White Box Science Fiction Roleplaying
(Barrel Rider Games) $34.99
Taking the Old School Renaissance to the stars, White Star: White Box Science Fiction Roleplaying is inspired by sources including Star Wars and Battlestar Galactica, Doctor Who and Firefly, but at its heart, this Swords & Wizardry-powered RPG is a Space Opera game through and through. Wearing its inspirations upon its sleeve, White Star devotes time aplenty to exploring the genre and its variations and different story types in depth and then discuss how to do them using the rules. This is helped by the familiar Dungeons & Dragons-style mechanics that also make White Star easy to play and easy to run, but there are plenty of optional rules that enable the GM to tweak the game to his tastes. (The designer has promised us a White Star Companion which will include more options and support. Lastly, the retro-future feel of White Star is echoed in its simple design, making it feel like the 1977 Sci-Fi RPG we never had.
Read the review here.
Machi Koro: Harbour Expansion
(IDW Games) $19.99/£14.99
One of the best games of 2014 was Machi Koro, the 2015 Spiel des Jahres nominated dice and card game about building your Japanese town better and faster than your rivals. Which is why it made the Reviews from R’lyeh Christmas list of 2014. As much fun as the base game is, it needed more Landmarks to make your town stand out and more Establishments to generate the income needed to buy those Landmarks. In 2015, Machi Koro received two expansions that did exactly that—Machi Koro: Harbour Expansion and Machi Koro: Millionaire’s Row. Of the two, Machi Koro: Harbour Expansion is the better expansion, slickly adding not only the cards needed for a fifth player, but a swathe of new Establishment cards that interact with each other and the cards in the base set. Even better though are the new rules that modify the Marketplace where the players can buy their Establishment cards. It just limits those available at any one time to just ten types—rather than all of them as in the base game—which forces the players to make more careful choices and breaks up the easy paths to victory of the base game. The result is a much improved, slicker game. If you own only Machi Koro, then definitely add Machi Koro: Harbour Expansion (and possibly think about Machi Koro: Millionaire’s Row), but if not, then Machi Koro: Deluxe Edition is the perfect choice (plus it comes in a tin!).
Read the review here.
The Dracula Dossier
(Pelgrane Press) $74.95/£49.95
In 2012, Review from R’lyeh liked Night’s Black Agents so much that it made the Reviews from R’lyeh Christmas list of 2012. It set the secret agents a la James Bond and Jason Bourne not against the traditional mundane conspiracy, but against a conspiracy headed by vampires! Now the horror-espionage RPG lives up to the author’s pitch for it as “The Bourne Identity meets Dracula” with The Dracula Dossier. This huge sandbox campaign works from the idea that Bram Stoker’s Dracula was a fictionalised account of an attempt by British Naval Intelligence to recruit the infamous vampire that failed… Repeated recruiting attempts during World War Two and the War on Terror have only turned the vampire’s antipathy against us and now it is your turn to deal with the threat. This is of course going to be a mammoth undertaking and the campaign is equally as large—a giant set of clues, people, locations, and more designed to support the GM in running an improvised campaign and in doing so, complementing the toolkit aspect of Night’s Black Agents. It is also a fearsome work of the imagination that comes with gaming’s biggest set of clues—the annotated and redacted version of Bram Stoker’s Dracula!
The Metagame
(Local No. 12, LLC.) $25.00
2015 was a good year for party style games, with Code Names, Love 2 Hate, and Spyfall all being released and all being good games, but there was one card game in 2015 that outshone them all—The Metagame. This big box of cards might look like the infamous Cards Against Humanity, but where that game was in black and white and contains one basic game in a big box, The Metagame comes in a white box, its cards in colour and black and white, and it comes with six games rather than one. The cards are divided between Opinion cards—such as “Which is the most useful on a desert island?” and “More Myth Than Fact”, and Culture cards that range from Enron, Brie Cheese, and World of Warcraft to The Vagina Monologues, Riverdance, and Romeo and Juliet. The games include trying to match Opinion cards with Culture cards, guessing when the things on Culture cards appeared, debating both Opinion cards and Culture cards—and more! The Science Fiction Expansion Pack and the Film 101 Expansion Pack are both available and add to the mix and the fun. The Metagame is both a good family and a good party game and can be played with anyone.
Tianxia: Blood, Silk, & Jade
(Vigilance Press) $44.95/£29.99
With the release of Jadepunk: Tales From Kausao City and Feng Shui 2: Action Movie Roleplaying, 2015 was a great year for the wuxia genre, but if Reviews from R'lyeh had to choose one, it would be Tianxia: Blood, Silk, & Jade. The setting is the classic Jiāngzhōu, the ‘border land’ on the edge of the ‘Divine Realm’, which has a reputation for banditry, gangsters, and corruption. Pirates, like the Blue Carp Brotherhood, led by the infamous pirate king, Fish-Eye Cheng, prey upon the boats moving up and down the Silk River whilst Five Demon Forest is known to be a haven for the bandits and thieves that prey upon the Jade Road, but is reputed to be haunted too. Jiāngzhōu is also home to the Wuxia, the ‘Wandering Swordsmen’ and ‘Knight Errants’ who lead lives often independent of society. Many are mercenaries, some follow their own paths, but all seek to become masters of Kung Fu. This broadly drawn setting is ably supported by delightfully cinematic Fate Core rules and solidly done new martial arts rules which in combination emulate the classic tales and action of the Wuxia genre.
Read the full review here.
Eyes of the Stone Thief
(Pelgrane Press) $49.95/£32.95
In traditional Dungeons & Dragons the megadungeon is a static construct, a fixed structure dug deep into the earth that bold adventurers will delve into again and again, exploring its secrets and facing its threats. Plus, if it is a ‘Living dungeon’ then perhaps its denizens will change and react in response to the player characters’ action. In 13th Age, the storytelling, action orientated interpretation of Dungeons & Dragons-style gaming, the dungeon is definitely living and it is far static, swimming to the surface to devour whole towns and cities. Designed for characters of Fourth to Eighth Level, Eyes of the Stone Thief, at first the adventurers will have to venture inside to rescue someone, but once it has their scent, the dungeon will begin hunting the adventurers! Which means that the adventurers will have to go back in to stop themselves from being hunted down… Can they stop this 'Moby Dick' of a dungeon before it gets them?
Pandemic Legacy
(Z-Man Games) $69.99/£54.99
Since 2008, Pandemic has been the touchstone by which all co-operative boardgames have been measured. It set the standard, combining an engaging theme with elegant mechanics that see the players trying to find the cures necessary to stop four diseases that threaten to become pandemics and overwhelm the world. Last year Reviews from R’lyeh liked the stripped down, faster playing dice-based variant of Pandemic the Cure, but this year Pandemic fans were faced by not just a new challenge, but a whole new set of challenges joined by secrets and surprises. For Pandemic Legacy answers the question, “What would happen if what you did in one game of Pandemic carried over to the next… and the next?” In other words, with Pandemic Legacy, the original Pandemic becomes a campaign, with chances that the characters played in game being hurt, killed, or hopefully getting more capable, with diseases becoming more virulent or less deadly, cities being saved or lost, and even worse, government funding being cut—all depending upon how well the players do! Ultimately every copy of Pandemic Legacy becomes a game of its very own, unique to the playing group that played through it.
Saturday, 7 November 2015
A Jewel of a Filler
Friday, 14 August 2015
Rootin', Tootin', Shootin', Stealin' Fun!
Colt Express is a’ Wild West’, programmed Action game in which several rival bandits—Belle, Cheyenne, Django, Doc, Ghost, and Tuco who will do their utmost to outwit, outshoot, out brawl, and out steal each other! It comes with a very striking play area—a three-dimensional cardboard train that the players will move their bandits along, up onto the roof and down again, all the whilst their bandits apprehend loot, and punch and shoot at each other. This is played out over five rounds, each ending with a random event, the winner being the bandit to leave the train with the most loot.
Before the game begins, the full-colour train requires some assembly. Whilst relatively easy, some care needs to be taken less the cardboard is bent or torn. Once assembled, there is just about sufficient space in the box for the train to remain assembled.
During the game, each player controls a single bandit. Each Bandit possesses a special ability. For example, Belle cannot be targeted by a Fire or Punch action if another Bandit can be targeted instead, Cheyenne can steal a purse from another Bandit after carrying out a Punch action, and Tuco can shoot through the carriage roof at another bandit (either in carriage below or on the roof above). Each Bandit also has a corresponding set of ten Action cards and six Bullet cards. Each Action card allows a Bandit to do one thing: Move (from one carriage to the next or all the way along the roof), Floor Change (climb up to or down from the roof), Fire (at a Bandit in an adjacent carriage or next in line of sight on the roof), Punch (a Bandit in or on the same carriage), Robbery (of any loot available in the carriage), or Marshal (move the Marshal to an adjacent carriage). Some Actions have consequences: the victim of a Fire action receives a Bullet card to add to his hand; the victim of a Punch action must drop a loot token; and if the Marshal moves into the same carriage as a Bandit, not only is the Bandit forced to flee to the carriage roof, he gets shot by the Marshal too!
At game’s start, all of the carriages are seeded with Loot tokens (of a random value) and both the Marshal and the Strongbox are placed in the Locomotive. Four Round cards and one Station card—the latter being for the last round—are chosen randomly. Each Round or Station card shows how many turns it has, how many are played in tunnels, and any special events. Lastly, each player shuffles his Bandit’s deck of Action cards and draws six and puts aboard the rear of the train.
Each Round consists of two phases. Once the new Round card is revealed, the ‘Schemin’! phase’ begins, each player taking it in turn to play an Action card onto a pile that forms the Action Deck. These are played openly so each Bandit can see what the other is doing, or face down and hidden if the Round card indicates that the Action cards are to be played in a tunnel. Once the ‘Schemin’! phase’ is over, the ‘Stealin’! phase’ begins. This involves revealing the cards in the Action Deck as played and their associated Bandit carrying their actions if possible. If a Robbery card is revealed and there is no loot in the Bandit’s location, then he cannot pick up any loot. Similarly, if a Punch card is revealed and there is no other Bandit to punch, then no brawling occurs. That said, if an action is possible and a player has choice of how his Bandit carries it out, he can choose how he does it. So if a Punch card is revealed and there are two or more other Bandits in the same location, the brawling Bandit chooses the target; if there is more than one item of loot in a location when a Robbery action is revealed, the Bandit’s player chooses which to take; and so on. At the end of each Round an Event takes place. These include ‘Braking’, when the train slows and forces every Bandit on the roof to move forward one carriage, and ‘Passengers’ Rebellion’, when the passengers shoot any Bandit in a carriage.
Once a Round ends, the players collect up all of their Action cards—played and unplayed—including any Bullet cards from having been shot by rival Bandits or the Marshal and draw new hands of six cards. This can leave a player with more Bullet than Action cards. Bullet cards slow a Bandit down and mean that he cannot act. Should he lacks Action cards, a player can draw three new cards instead of playing one during the ‘Schemin’! phase’.
Colt Express is a game of planning and consequences. During the ‘Schemin’! phase’ players try to work out the best actions to get the most loot, stop their rivals from doing so, or simply shooting their rivals. In the ‘Stealin’! phase’, these Actions will play out as intended, but often do not often survive contact with their rivals. Great when a plan comes together, but funny, if not frustrating when plans are unwittingly thwarted. Plans can be adapted to rival’s actions as most Action cards are played face up, but deduction is required when Action cards are played face down in tunnels.
A game typically begins with a grab for as much loot as possible from the rearward carriages followed by a frantic scramble to grab the Strongbox or stop another Bandit from doing so. All played out to a flurry of punches (to force loot to be dropped) and bullets (to gain the $1000 bonus for the most bullets fired). At game’s end, the Bandit with the most money wins, probably including the $1000 bonus.
Light and accessible enough for casual play, Colt Express’ quick-playing time offsets its frustrating aspects of plans going awry. The game’s ‘Schemin’! phase’ is its heart, forcing players to plan and think about their proposed actions, the mix of openly played Actions and hidden played Actions—the latter played in tunnels, both aiding and thwarting everyone’s planning efforts. Above all, Colt Express combines great theme and great visual appeal with simple fun.
Tuesday, 18 November 2014
Tangled Trains
The 2013 UK Games Expo Best Abstract Game Winner, what sets String Railway apart from almost every other railway board game is in the title. Railway board games fall into two types. One uses hexes with players laying railway tracks to connect towns and cities, whilst the other has the players drawing lines with crayons on a map to connect towns and cities. In String Railway the players connect railway stations, not by hexes or crayons, but string—thick, bright lengths of string.
Now published by Asmodée Éditions, String Railway is designed for two to five players, aged eight plus, each of whom is the president of his railway company. A game lasts about thirty minutes and the aim is to have the most profitable railway by game’s end.
Its play surface is the table itself with the play area formed by a string loop that is pulled out to form either a triangle, a square, or a pentagon, depending upon the number of players—a triangle for three players, a square for four or two players (in a two-player game, each player plays with two starting stations and two sets of strings), or a pentagon for five players. Inside the play area is placed a grey loop to represent the mountains and a length of blue string that runs to the edge and represents a river. Each player then receives five strings of various lengths and a station of the same colour, the latter being placed at a corner.
On his turn, a player draws a station from the deck of thirty-four station cards. He is free to place this station wherever he likes, but he must also use one of his strings to connect this new station to a station his network is already connected to. He is free to run the string through any other station he likes as long as the new station is placed at the end of the string.
The player then earns Victory Points for the station he has placed and any stations that he has run his new placed string through. Each of the eight types of stations scores differently. For example, the Central Station scores three Victory Points, but can only be connected by five players; an Urban Station scores a player three Victory points when placed, but will lose him a Victory Point to a rival if another connects to it, up to a maximum of five players; and a Scenic Station will earn a player one Victory Point if placed on the plains, but five Victory Points if placed in the mountains. Victory Points are lost if a string crosses either the river or another string. Of course, the player with the most Victory Points is the winner.
Play quickly becomes harder and harder as more strings are placed. Players will work hard to place their stations where they can score, but their rivals cannot and work harder to place their strings to their best advantage. Even if that means pulling them to their full length or twisting them again and again; this is what makes the game fun.
String Railway is a nice looking game and the rules are easy to read. Its core mechanics are tile drawing and placing and route-laying, both quite conventional, but the placing of the strings gives the game a physicality that very few games possess. The fact that each player only has five strings means that each only has five turns, making the game quick. (The fact that both players have ten strings in a two-player game is offset by the number of players). Everyone’s last turn usually takes a little longer as they try to maximise points, but that is true of many games.
Bright and colourful, String Railways is a solid filler. In adding a physical element to the train game genre, String Railways shows how messy and tangled up the laying of railway tracks can get.
Sunday, 25 December 2011
The Ogrecave.com Christmas List
It has been vaguely traditional for the past decade that in the first weeks of December, OgreCave.com runs a series lists suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Breaking with that tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days.
Nevertheless, Happy Gaming and enjoy the suggestions. Consider them perfect for purchase for yourself. If the world is to end in 2012 – and the denizens of Reviews from R’lyeh doubt that the stars have come right as yet – then at least enjoy a few last rolls of the dice with a favourite new game…
Elder Sign (Fantasy Flight Games), $34.95
For its third game of Lovecraftian investigative horror, Fantasy Flight Games brings us a co-operative dice game of battling the Mythos, monsters, and madmen at Arkham Museum where a concentration of eldritch artefacts have weakened the barriers that prevent the return of an Ancient One. Designed for between one and eight investigators, they must make the best use of their tools, allies, spells, and clues to locate Elder Signs if they are to re-seal the barriers between worlds and so prevent the Ancient One’s return. Fail to find the Elder Signs, and the Ancient One and his minions grow stronger until the investigators must face the Ancient One armed only with their stamina and their sanity. With sixteen investigators to choose from and eight different Ancient Ones to face, Elder Sign offers plenty of replay value as well as a challenge every time. Also available as an App.
Pathfinder Roleplaying Game Beginner Box (Paizo Publishing), $35
With this weighty box, Paizo Publishing enables you to get playing one of the most popular and certainly best supported of fantasy RPGs of recent years. Not only is it designed to get you playing quickly by letting you play one of the four pre-generated adventurers and reading up on them while the GM reads the first few encounters, but in the long term, it provides the rules needed to create a human, dwarf, or elf cleric, fighter, rogue, or wizard character and then take that hero from first up to fifth level. The GM gets just as much support, first with an introductory adventure, and then with advice on creating your own in a variety of environments, plus there are maps and tokens for both the characters and the monsters to help bring your adventurers to life on the table. With its slightly streamlined rules and some great art work, the Pathfinder Roleplaying Game Beginner Box is an attractively easy way into the hobby.
7 Wonders (Asmodée Éditions), $49.95
If there was one game that deserved to win the “Spiel des Jahres” (German “Game of the Year”) award in 2011, it was 7 Wonders, a civilisation themed card game that can be played with as many as seven players in forty-five minutes. It did not win the “Spiel des Jahres,” but it did win its new bigger brother award, the "Kennerspiel des Jahres" (roughly "Connoisseur-Enthusiast Game of the Year"). Played one card at a time over the course of three ages with players passing their card hands to their neighbour after every turn, 7 Wonders tracks up to seven ancient civilisations as they attempt to establish and trade for resources, build their militaries, enhance their cultures, advance their scientific knowledge, and of course, complete one of the wonders of the age. Not only is 7 Wonders a lovely looking game, its multiple paths to victory give it a high replay value.
Abney Park's Airship Pirates RPG (Cubicle Seven Entertainment), $49.99
In the Neo-Victorian era of 2150 AD, America has become a great wilderness, home to mammoths and sabre-toothed cats, criss-crossed by the tracks of the armoured railroads that connect Emperor Victor III’s walled cities within which nothing ever changes and within which his clockwork policemen ensure nothing ever changes. Freedom can only be found with the Neobedouins who cross the wilderness and aboard the vessels of the airship pirates that sail the skies ready to pounce from behind the clouds. Based on songs of the Seattle Steampunk band, Abney Park, in Airship Pirates the player characters take to the skies in command of a skyship, perhaps as a band or merchants or mercenaries, setting to discover the secrets of this Steampunk, Post-Apocalypse, Pirate, Time Travel RPG!
Paris Connection (Queens Games) $62.99
A surprisingly light game from hard core train game designer/publisher, Winsome Games, Paris Connection has been given an attractive new look by Queen Games. It is a track and share game played across France, the players building six networks out from Paris, connecting to the nation’s various towns, cities, and ports to increase the share value of each network. Every player begins with a hidden allotment of shares, but cannot hide the shares they pick up during the game, often necessary if they are to acquire any shares that are increasing in value. The clever, but still simple aspect of Paris Connection is that its wooden train pieces represent both track pieces and shares in each network, so eventually, every player must ask themselves, at what point do share/track pieces become more valuable as shares than as track? Answering that question will keep this lovely looking, light and quick filler game coming back to the table.
Bookhounds of London (Pelgrane Press), $34.95
The book has always been important to Lovecraftian investigative horror, but Bookhounds of London, written by Ken Hite for Trail of Cthulhu, brings it to the fore like never before. This is a campaign setting in which the investigators are bookhounds in Depression Era London, working the book trade for the “squiz” (an exquisite item in bookseller’s slang) that will keep the doors of their “fine books” shop open. With debts and death duties to pay, England’s finest families have ransacked their extensive libraries leading to the market being flooded with both mundane and esoteric titles. Are the bookhounds willing to make money on these, even if it means selling a copy of Unaussprechlichen Kulten to some all too ambitious occultist? These are the choices faced by the book sellers, all played out against fog bound haze of a city full of ancient secrets behind its bureaucratic indifference and metropolitan façade. Bookhounds of London is another seedily evocative campaign from the pen of Ken Hite and another fine book for Trail of Cthulhu.
Discworld: Ankh-Morkpork (Treefrog Games), $60
Lord Vetinari is dead! Or on holiday. Either way, this is your chance to take control of Ankh-Morkpork in what is Martin Wallace’s most a commercial game yet, being based on Terry Prachett’s Discworld novels. Designed for two to four players each with a secret personality and a secret aim – are they Chrysophrase the troll (who wants money), the Dragon King of Arms (who wants to be king again), Sam Vimes of the Guards (who literally does not want any trouble), or Vetinari himself (secretly returned to sniff out his rivals) – Ankh-Morkpork is an area control game in which every action is card driven with every card and its actions being designed around the Discworld personality on each card. Another great looking game, Discworld: Ankh-Morkpork has enough game play for the dedicated gamer and enough theme without too much complexity to be enjoyed by the Discworld fans too.
The One Ring: Adventures over the Edge of the Wild (Cubicle Seven Entertainment), $59.99
With Smaug and the Battle of Five Armies won, a kind of peace has come to the peoples of Northern Middle Earth. Dangers still lurk beyond the borders of civilisation, whether from the Orc-holds of the mountains or the deepest recesses of Mirkwood where a corrupting foulness resides to reach out again and taint the hearts of the free peoples… This is the setting for The One Ring, the latest RPG based on the works of J.R.R. Tolkien that focuses on character and culture, and on the fellowship that the characters form and becomes a character of its own as they progress. Notably, this is a fantasy RPG that does not include any magic casting player characters, but that is perfectly in keeping with Tolkien’s setting. Lastly, it comes as a beautiful rule set complete with maps and dice, all within a sturdy slipcase.
Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia (Days of Wonder), $30
It has been a long wait since Switzerland for what the Ticket to Ride fan really wants: more maps with destinations to reach and routes to claim. With Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia, you get not only two maps – on a double-sided board, but two different ways to play. François Valentyne's Legendary Asia map lets you take the long Silk Road or climb the high passes of the Himalayas with the new mountain routes. With Ticket to Ride’s designer Alan R. Moon's Team Asia map, you can add a sixth player by playing in teams of two working together to claim routes. Neither member of a team is allowed to talk strategy with the other, but they can hint at it by playing destination and train cards from their hands to a wooden card holder that both can see. With six of these card holders in this expansion, they can just easily be used in other Ticket to Ride titles or even other games!
The Legacy of Arrius Lurco (Miskatonic River Press), $29.95
In an age when the appearance of a campaign for Call of Cthulhu is a rare occurrence, 2011 brings us a campaign not for Call of Cthulhu, but for its Ancient Rome setting, Cthulhu Invictus. The investigators are asked to look into why wealthy patrician, Arrius Lurco, went missing in Crete years before and why he cannot recall what he did. Uncovering this mystery and the mystery of Lurco’s strange behaviour will take the investigators across the Empire to reveal an ancient horror behind a creature born of legend and a cult prepared to move against the investigators as they uncover its secrets. This is a very different Call of Cthulhu campaign, involving more classic detective work than sifting through dusty libraries, and some quite, quite horrible moments for investigators and players alike. Not a campaign for the timid or anyone looking for an easy game, The Legacy of Arrius Lurco is not only the best campaign for Call of Cthulhu for years, but it also sets the standard by which all future Cthulhu Invictus titles will be measured.
Stars Without Number Core Edition (Mongoose Publishing), $39.99
One of the very few Science Fiction RPGs to come out of the “Old School Renaissance,” Stars Without Number is far from an old school RPG. Rather it is an “Edition Zero” tool kit that comes with everything necessary to both play and build a campaign of the GM’s creation, whether that is set within one of his devising or the setting provided. This is set in the far future in an age of recovery following a long collapse. There are old worlds to be re-discovered, new dangers that have taken advantage of the chaos to be faced, and secrets of the pre-Scream Golden Age to be revealed. Supported by extensive advice and ideas, Stars Without Number is the perfect RPG for exploring a Science Fiction “sandbox.”
Cosmic Patrol (Catalyst Game Labs), $24.99
Inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith, Cosmic Patrol is a light storytelling RPG in which the characters are stalwart members of the Grand Union’s last line of defence against a dangerous universe. As Patrolmen, they crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.
Sunday, 21 August 2011
7 Wonders
Every so often there comes along a game that acquires the status of being the new “hotness,” a game that has acquired such a cachet all by word of mouth. The latest title to do so is the board game 7 Wonders. Released by the French publisher, Asmodée Éditions, this card/board game hybrid has the distinction of being the winner of the first "Kennerspiel des Jahres" award. This is a companion honour to the “Spiel des Jahres,” the German “Game of the Year” award, and roughly translates as "Connoisseur-Enthusiast Game of the Year." So what has got everyone, including a committee of German board game critics, so excited by 7 Wonders?
Designed to be played by three to seven players – though a two-player variant is included in the rules – 7 Wonders is a card drafting, resource management, simultaneous play card game with a Civilisation theme that can be played in thirty minutes from start to finish. All of which is done without the use of maps or extensive conflict, the heavy reliance on cards serving to simplify and ease the handling of elements that might otherwise be relatively complex in other games. The aim of game is to score the most points and 7 Wonders provides multiple means of scoring so that a player can win by being the greatest cultural, economic, military, or scientific power, or a combination of all of these.
Each player controls an ancient civilisation attempting to prove itself to be the greatest by building one of the great wonders such as the Hanging Gardens of Babylon, the Lighthouse of Alexandria, or the Pyramids of Giza. Every civilisation is represented by a rectangular board. An icon in the top left hand corner indicates the resources generated each turn, while three boxes along the bottom mark the three stages of the civilisation’s wonder. Completing each stage grants a benefit to the player, usually Gold that can be spent or saved, or Victory Points that go towards a player’s total at game’s end. Other Civilisation Boards grant simple scientific or military benefits, but some allow a card to be played for free or a card to be played from the discard pile. Every Civilisation Board is double-sided, marked (A) and (B). The (B) side is harder to complete then the (A) side.
The cards in 7 Wonders come in seven types. Brown cards provide basic resources like brick, ore, stone, and wood, whilst Grey cards give the advanced resources of cloth, glass, and paper. Red cards are military facilities and fortifications, whilst Yellow cards are economic, either generating an array resources or making them cheaper to buy from your neighbours, or simply granting a civilisation more Gold. Blue cards are cultural, representing buildings such as alters, baths, palaces, and theatres. Each is worth a straight Victory Point value at the end of the game. Green cards are scientific and marked with one of three symbols. At game’s end the number of Green cards with the same symbol that a player has before him is squared and the total added to his final score. Points are scored for sets with one of each symbol that a player has. Lastly, the Purple cards are Guilds that each score in particular ways. For example, the Strategist’s Guild grants a Victory Point for every defeat inflicted upon your neighbours, whilst the Philosopher’s Guild gives Victory Points for every Green or science card that your neighbours have played.
The cards are also divided into one of three Ages – I, II, and III, each more advanced than the previous one. The third Age is the most advanced and is the only one in which the Purple or guilds cards appear.
At heart, play in 7 Wonders is very simple. It is played in three rounds or Ages. At the beginning of each Age, each player receives a hand of seven cards. Simultaneously, every player selects one card and plays it at the same time. When done, a player passes his hand to his neighbour, while receiving a new hand from his other neighbour. Everyone selects a new card and again, passes on the hand. This is done until each player has played six cards in each Age. The seventh card is discarded. At the end of an Age, military conflicts are resolved. This involves each player comparing the size of his military – shown on the Red cards – against that of his neighbours’, with the winner gaining Victory Tokens and the loser, Defeat Tokens. Both Tokens contribute to a player’s Victory Point total at game’s end. This all happens once for each of the three Ages at the end of which Victory Points are totalled and a winner declared.
On each turn a player takes his chosen card and does one of three things with it. He either brings it into play, if necessary checking that he has access to the necessary resources, either on the cards before him or from his neighbours’ cards. If gained from a neighbour, these resources have to be purchased with Gold. Every player starts with three Gold, but can gain more from playing certain cards or from sales made to neighbours. Such sales are automatic and cannot be stopped. Some cards are free to play, either because they are a basic type or a player has a card in front of him that allows him to play the new card for free. Instead of bringing a card into play, a player can discard it from the game in return for three Gold. Lastly, if he has access to the necessary resources, a player can build the next stage of his civilisation’s Wonder, indicating that it has been built by sliding it under the bottom of the Civilisation Board where the stage is marked.
In playing a card a player has three things to consider. If he plays the card will it grant him the resources necessary to build his civilisation’s Wonder? If short of Gold, can he discard it for more? If he does not play it or discard it, will it benefit another player? For example, if you have played a lot Blue or cultural cards and the Magistrates’ Guild, one of the Purple guild cards, comes into your hand, you might want to play it, discard it, or use it to build a stage of your Wonder in order to prevent a neighbour from playing it. If he does, you know that it will score him a point for each of the Blue cards that you have played. It should be noted though, that sometimes a player will have little choice in what he can play, and his choice will be reduced as an Age progresses, and more and more cards are played, thus lowering the hand size. Essentially, a player is always attempting to make the best of his current and immediate situation, or rather of his current and immediate hand of cards.
The first interesting point about 7 Wonders is that you only ever interact with your direct neighbours although every player’s Victory Point total is compared at game’s end. The second is that often a Civilisation Board will influence a player’s strategy. For example, if the stages of a Wonder on a Civilisation Board grant a scientific bonus, then a player might want to play Green or science cards. The third is that the game plays slightly different the more players that there are. With fewer players, the hands of cards in each Age will come through a player’s hand more than once. While with seven players, each hand of cards will be seen by a player just the once. The clever thing is that 7 Wonders scales, the number of players determining the number of cards to be added to the game, but every player always starts each Age with a hand of seven cards.
The fourth interesting point about 7 Wonders is that there is no one way in which to win. I have won by acquiring lots and lots of Gold; by having the most successful military – although the maximum number of Victory Points to be gained this way is limited; by having the most cultural Victory Points from Blue cards; and by scoring Victory Points from others via the Purple or guilds cards. No card type is necessarily more valuable than any other, although the Purple or guilds cards and the Green or science cards can score a player lots of Victory Points. For example, I have seen my friend Dave score a total of forty-eight points from Green or science cards – which is a lot. (This was done with three Green cards for each symbol, for a total of nine cards. For each set of three symbols the same he scored nine points – for a total of twenty-seven points, plus for each complete set comprised of one of each of the three symbols, he scored an additional seven points. Altogether, forty-eight points. Again, a lot of points). The fifth interesting point about the game is that it is difficult to see exactly who is winning until scoring happens at the end of the game, although it is obvious who is doing well in each area.
Physically, 7 Wonders is very well done. The Civilisation Boards are of sturdy card with excellent artwork that matches the theme, while the various card tokens are clearly marked and easy to handle. The cards are all attractive and of a slightly larger size, so are easy to read. It should be noted that this means that slightly larger card sleeves are required to protect the cards. This is recommended because the cards will get a lot of handling. The cards are also illustrated with suitable art that matches the theme. The rules booklet is actually as large as the box and is not only easy to read, but also well laid out with plenty of examples.
Since my friend Dave bought a copy we have played lots and lots of games of 7 Wonders. After all, it is easy to do given that once a game has got going, it only lasts thirty minutes. Trying it with new players has never failed to leave them intrigued and wanting to play more, a situation that I found myself in upon the first few plays. I even went through a stage of disliking the game, but actually still being intrigued enough to keep playing. Now I find it an easy game to play and do so at some pace. If there is an issue to the game it lies in the difficulty of teaching it to new players. Not that the basic rules are difficult to grasp, but what it is difficult is gaining an understanding of how the cards interact and work with each other. On our initial play throughs this meant that games were lasting more than an hour, but with practice and an understanding of the game’s card interaction this dropped to the listed playing time of thirty minutes or less. Plus we have guided a group of seven players, only three of which have played it before, through a game in an hour.
Once the hurdle of grasping how the cards work is passed, then 7 Wonders turns out to be an excellent game, one that it is going to receive a number of expansions, with the first of these, 7 Wonders: Leaders already being available. Rare is a game that offers this level of complexity for its suggested range of players, in particular seven players. It offers thoughtful play and thoughtful replay value, and while competitive is rarely adversarial. 7 Wonders manages to achieve a nice balance between the light filler game and the massive Civilisation style game without bogging a player down in a welter of options.