Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Co-Operative Game. Show all posts
Showing posts with label Co-Operative Game. Show all posts

Saturday, 31 May 2025

The Little Book of Death ...in Spaace!

Escape the Dark Sector: The Game of Deep Space Adventure is about survival. About making a break from the cell of the 
detention block of a vast space station where they have found themselves incarcerated. They have an opportunity to escape their imprisonment, but the route they must take, between the detention block and their spaceship, is fraught with danger. The escapees must find their way out of the Detention Level, through the Heart of the Station, and then the Forgotten Zones to their impounded spaceship—and escape! Published by Themeborne Ltd., Escape the Dark Sector is the Science Fiction sequel to Escape the Dark Castle: The Game of Atmospheric Adventure, which was inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books. As with its fantasy predecessor, Escape the Dark Sector can be played solo or collectively and 
offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Sector – Mission Pack 1: Twisted Tech, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Sector is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Sector, nor any of its expansions, or even Escape the Dark Castle, could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is Death in Deep Space, the Science Fiction equivalent of The Death Book for Escape the Dark CastleThis is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Alien Queen’ reads as follows:

“Die, humansss!”

The Alien Queen was lying wait! Jets of venom fly towards you as she pounces—YOU must roll two HIT DICE now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Sector, he picks up Death in Deep Space and after finding the entry for ‘The Alien Queen’, he reads aloud the following:

The Alien Queen

Once it enters your bloodstream, the paralysing venom of the Alien Queen works quickly – a spreading rigidity coursing through your entire body, locking your joints one by one until you are all but paralysed. Even your eyelids cannot close, and you are forced to watch in horror as the terrible creature captures your fellow crew with equal ease.

With a series of hissed commands to her countless, scurrying servitor spawn, you are all dragged back her vast, deck-spanning nest. There, a slick, black, fleshy membrane covers the walls and beneath the vaguely humanoid shapes of her decomposing victims are still recognisable. Their shallow breaths rise and fall in eerie synchronicity, an indication that their suffering is yet to be ended. Soon, you and your crew join them.

Once in place, your spines are sliced open. The shimmering spools of nerve fibre that spill out are intertwined with those of the other captives suspended around – the connection sealed with a sticky, mucus coating. In this way, you become part of the fabric of the hive, a sensory node in a living web, lining the walls as far as the eye can see, warning the hive of approaching threats and passing the news back through the biotic chain in an instant.

For the rest of your days, your pain is theirs and theirs is yours; you see what they see and hear what they hear, your collective existence painfully prolonged in service to your bestial captor.

Your adventure ends here.

Physically, Death in Deep Space is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, Death in Deep Space fits easily into Escape the Dark Sector: The Collector’s Box Set.

Death in Deep Space is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Sector is an enjoyable game, but character deaths can feel little, “Is that it?”. With Death in Deep Space, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Sector to a nasty and unfortunate, but fitting end.

—oOo—


Themeborne Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday, 24 January 2025

Friday Filler: Ted Lasso Party Game

Ted Lasso is facing a big challenge. As an American Football coach recently appointed as manager of AFC Richmond, he has to get both the staff and the players of this soccer—sorry, football team—to ‘Believe to Believe’, despite his lack of knowledge and experience, and so win games. However, apart from Coach Lasso and his best friend, Coach Beard, nobody believes that Ted will succeed and while they are busy believing that, everybody is in need of something. Whether its Coaching, Quality Time, Jokes, or even Inspirational Speeches, Ted Lasso can give them all. And if that does not work, there is always that pink box of perfect biscuits which always makes things right. This then, is the set-up for Ted Lasso Party Game, a game based on the Apple+ comedy series, designed for two to six players, aged ten and up, which can be played in twenty minutes. Notably, it is a co-operative game played in four, very short rounds, and it comes with its own Timer App (although it is very noisy). It is designed by Prospero Hall and published by Funko Games.

The aim of the Ted Lasso Party Game is to score forty-five Morale or more. Do this and the players win. Otherwise, they lose. To do this, the players take it in turns to play Believe Cards on the Trouble Tiles belonging to the various Character Cards. This will score Morale. Believe Cards must also be used to the Coaches to the various Location Mats and to gain bonus Morale if there is nothing else to spend them on!

Ted Lasso Party Game is very well appointed. It includes a football-shaped Game Board, five Location Mats, two Coach pieces, twelve Event Cards, fourteen Character Cards, fifty-four Believe Cards, thirty-two Trouble Tiles, a Biscuit Box, a Football Die, a Scoring Clip, a Reference Card, and a Rules Booklet. The Game Board has spaces for the Event Cards, the Self-Care section, and the Move a Coach option. The Location Mats consist of Rebecca’s Office, Coach’s Office, the Locker Room, the Trainer Pitch, and the Crown & Anchor pub. Each has space for a Character Card and multiple Trouble Tiles and a Coach Piece. The two Coach Pieces consist of Coach Lasso and Coach Beard. Event Cards—of which four are drawn in game, provide a random event at the start of each round, such as ‘Silent Treatment’, which means that the players cannot talk that round or ‘Elaborate Set Pieces’ which if ‘Coaching’ Believe Cards are played on it, will score the players more Morale.

The various Character Cards have a special condition and a bonus to Morale. Most have a score, whilst the footballers have Football symbols indicating that the Morale bonus is rolled randomly on the Football Die. For example, ‘Rebecca Welton’, scores seven Morale and allows the use of the Biscuits Trouble Tiles to remove whole Trouble Tiles. The Believe Cards come in five colours, four of which correspond to the Trouble Tiles. The yellow Coaching Believe Cards deal with Characters who are Sceptical; the red Quality Time Believe Cards deal with Characters who are Angry; the blue Jokes Believe Cards deal with Characters who are Sad; and the purple Inspirational Believe Cards deal with Characters who are Insecure. The fifth Believe Card type is pink and are Biscuits, which act as a Wild Card. The thirty-two Trouble Tiles are each marked with two emojis whose colours correspond to the Believe Cards.

There is a fantastic sense of verisimilitude to Ted Lasso Party Game as it draws heavily from the television series. Thus, the Biscuit Box, which is pink, is used to store the Trouble Tiles and looks like the box which Ted Lasso delivers biscuits to Rebecca Welton every day; the Football Die is a four-sided die shaped like a football; and the base box is designed as a football stadium. The Believe Cards also have quotes from the television series.

Set-up is simple. Four Events cards are drawn and placed on the Game Board and, a random Character Card is placed on each of five Location Mats as are a number of Trouble Tiles as indicated on each Location Mat. The Believe Cards are shuffled and dealt out to the players. This is done at the start of each round, which also includes turning over an Event Card. The players are allowed to look at the combinations of the Character Cards and the Location Mats and are free to discuss plans for the round.

Each round lasts two minutes and the players act in turn. On his turn, a player plays as many Believe Cards as possible of one colour from his hand that he needs too. This is done to undertake three actions. These are ‘Be Kind’, ‘Move a Coach’, and ‘Self-Care’. If a Coach is on a Location Mat, a player can be ‘Be Kind’ and play Believe Cards to the Location to counter the emojis on the Trouble Tiles. A Believe Card can be discarded to the Move a Coach space on the Game Board to move a Coach from one Location Mat to another. ‘Self-Care’ lets a player discard cards to the Self-Care space on the Game Board. Once a player has played all of the Believe Cards, either that he can, his turn is over. Play proceeds like this until everyone has played all of their Believe Cards over multiple turns or the two-minute timer runs out.

At the end of the round, for every five Believe Cards in the Self-Care, the players can remove a single Trouble Tile from any Location Mat. Also, at the end of the round, any Trouble Tiles with matching Believe Cards at the Location Mat are removed. If all of the Trouble Tiles are removed from a Character Card on a Location Mat, he is removed and the players are awarded the Morale bonus—a simple number unless rolled for the Footballers. A new Character Card is added for the next round. Morale will be lost if the timer goes off and the players still have the Believe Cards in their hands.

Play of the Ted Lasso Party Game is frenetic as the players scramble from turn to turn to play all of their Believe Cards to their best advantage. Apart from this pace, it plays a great deal like any other co-operative game. There is some variability to the game in that there are fourteen Character Cards and not all of them are going to come out during play and the combination of Trouble Tiles on a Location Mat is rarely going to be the same. As with any co-operative game there is the danger of play being dominated by an ‘alpha’ player, though the frenetic pace of the game does negate that to some extent. The game does require some planning on the part of the players since they need to decide what Believe Cards they are going to play—and where, since with two minutes of play per round, there is insufficient time for planning. That said, a player will likely be forced to rethink his action if another player does something unexpected or a Coach Piece cannot be moved.

However, there is not a lot of variability and the game play does not really change. Consequently, there is not a lot of depth to the Ted Lasso Party Game and not a lot of replayability either. So, it is going to appeal more to fans of the television series than hobbyist board game players. Yet saying that, the game play is challenging for the casual player and the fact that it is a co-operative game is going to be challenging for some players. The fact that it is a co-operative game and that it actually has a lot of components suggests that it is not, as the title of the game suggests, a ‘party’ game, although the theme and speed of play suggests that it might be. Lastly, that speed of play does hinder the enjoyment of the game’s theme—the game is too fast to read the quotes on the Believe Cards, for example, in play.

Physically, the Ted Lasso Party Game is a really great looking game. Photographs are actually used of the cast from the series, except for Coach Lasso and Coach Beard. Otherwise, everything is themed very much around the television series. Lastly, the game app is more intrusive than useful.

The Ted Lasso Party Game is another good design from Prospero Hall which fits the theme of the source material. It is only a very light game though and only hardcore fans of Ted Lasso are likely to want to keep playing after a few plays.

Friday, 3 January 2025

Friday Filler: Back to the Future: Back in Time

What is great about boardgames today is that designers can go back in time to revisit old films and old television series and create if not great games based on them, but then good solid, playable games that at the very least do the films and television series they are based on justice by making you feel that you are playing those films or television series. The design team at Prospero Hall proved this to be the case again and again with multiple titles like Fast & Furious: Highway Heist, E.T. The Extra-Terrestrial, Horrified, Jaws, and more. Back to the Future: Back in Time is Prospero Hall’s version of the classic eighties time travel film starring Michael J. Fox, which happens to be forty years old in 2025. Back to the Future: Back in Time is also published by Funko Games, so from the start, the pedigree of the game looks good. The result is a co-operative game for two to four players, aged ten and up, which focuses not on the obvious theme of the film, time travel, but on what the lead character, Marty McFly, has to do to get back from 1955 to 1985, which is make sure his parents get together and are in love and the DeLorean is in right place and ready for time travel. Of course, this is not easy. The photograph of Marty McFly and his siblings must not have faded away by the time this happens, Biff will be constantly interfering and so needs punching, the DeLorean needs repairing, and there are a lot of other obstacles that the players will face.

Since Back to the Future: Back in Time is from Funko Games, the production values are great. This starts with the image of the Fluxx Capacitor on the base of the board. This adds nothing to the game play, but it is a little detail that just adds a little extra… The rulebook is not presented as a rulebook per se, but as an issue of the ‘Tales from Space’ comic book, this time containing a ‘Shocking SCIENCE-FICTION Rulebook’. The look of the cover to the comic book is matched by the game’s artwork, which is all drawn and painted in the style of a bande dessinĂ©e comic book rather than the game using stills from the film. There is no doubt that there are good film stills that could have been used in the game, but the look of Back to the Future: Back in Time is classier and all the better for not using film stills.

Underneath the board, in addition to the rulebook, you will find four Character Mats plus their Starter Power Tiles and Player Figures, three Non-Player Figures, eight dice, a Clock Dice Tower, a DeLorean Car piece, decks of Movement, Opportunity, Trouble, and Item Cards, DeLorean Part Tiles, Knockdown Tokens, a Turn Tracker, McFly Photo Sections, and a Love Meter. The board depicts the various locations in Hill Valley, including the Clock Tower, Town Square, Hill Valley High, Doc Brown’s House, and the houses of both Lorraine and George. The four Character Mats plus their Starter Power Tiles and Player Figures are for Marty, Doc, Jennifer, and Einstein—and yes, you really do play Doc Brown’s pet dog! The Character Mats depict each character, have spaces for the Starter Power Tiles with room for more, and details of each character’s Special Power. Marty McFly can move Lorraine closer to him, Doc Brown can move to the location of the DeLorean, Jennifer can move Marty, Doc, or Einstein closer to her, and Einstein can move Biff away if he is too close to him. The Power Tiles represent Actions that a player can do on his turn, including moving his Character, attempting a challenge, modifying a die roll, and using Item Cards. The three Non-Player Figures are George, Lorraine, and Biff. Throughout the game, the players will be escorting George and Lorraine to get them together and thus fall in love, whilst keeping Biff away.

The Movement Cards give instructions to move George, Lorraine, and Biff. Whereas George and Lorraine will move around the board, Biff will move towards them and if in the same location as either, will reduce the love between George and Lorraine as tracked on the Love Meter. The Opportunity Cards, each based on a scene from the film, present a chance for the players to gain an advantage. For example, ‘Provoke Biff’ Opportunity Card shows Biff and his gang chasing you in his black 1946 Ford Super De Luxe convertible and if the player is successful, he will gain an extra Power Tile and the Skateboard Item Card, whilst the ‘Get Your Damn Hands Off Her’ Opportunity Card shows George punching Biff and rewards the player by moving Biff to the School Parking Lot, knocking him down, and giving him a Knockdown Token. The Item Cards show items and pieces of equipment, many of them iconic to the film, which give a player an advantage each turn. For example, the ‘Remote Control’ Item Card enables a player to attempt a Move DeLorean Challenge from anywhere on the board, whilst with the ‘George’s Notebook’ Item Card, a player can move George closer to him. Apart from the ‘Backpack’ Item Card, which has the constant effect of granting a player more Power Tiles and is never exhausted, an Item card is exhausted after each use and it can be used every turn.

Where the Movement, Opportunity, and Item Cards are quite small, the Trouble Cards are larger and square in shape. They represent factors that will hinder the players throughout the game and come in three levels so that they get more difficult to overcome and have a greater negative the higher their level. For example, the Level One Trouble Card, ‘Strickland Looks for Slackers’, prevents anyone from attempting a ‘Fight Biff Challenge’ and if dealt with, grants a player a new Power Tile, whilst the ‘Starlighters’ Guitarist Injured’ Trouble Card is Level Three and has the chance of forcing sections of the McFly Photo to be flipped over, and if dealt with, grants a player a new Power Tile. There can only be one Trouble Card in play, but remains in play until resolved or removed from the board.

The Love Meter shows two things. One is the McFly Family Photo which depicts Marty McFly and his older siblings, Dave and Linda. The McFly Family Photo is made up of six sections that can be flipped over during play to represent their fading from the timeline. Around the edge of Love Meter is a track that runs from ‘-4’ to fifteen. The top three spaces are marked with a Heart and called the ‘Heart Zone’. If the Love Meter Cube (or marker) is in this zone, George and Lorraine are in love. The lower numbered spaces track the progress of their potentially falling in love and whilst the Love Meter Cube is in this area, there is the chance of the six sections that McFly Family Photo will fade…

Lastly, there is the Turn Tracker, which acts as a countdown towards 10:04 p.m. on November 12th, 1955 when the lightning bolt will strike the Clock Tower overlooking the Hill Valley Town Square and provide the DeLorean’s flux capacitor with the 1.21 gigawatts of pure power needed to propel it forward it in time, back to 1985. One side is intended for player with three players, which the other is for two or four. The spaces on the Turn Tracker indicated what cards are drawn on each turn, including Movement Cards and Trouble Cards and checking the Love Meter and the McFly Family Photo.

Back to the Future: Back in Time does have a lot of pieces and a few moving parts, so that it looks more complex than it actually is. A player’s turn consist of two phases. In the Turner Tracker Phase, he will move the Turn Tracker Cube along one space and resolves the instructions it gives. This will always be a Movement Card to move George, Lorraine, and Biff, but can also be adding new Trouble Card to the game board or having to check the Love Meter and the McFly Family Photo. In the Action Phase, a player uses the Power Tiles to move his character around Hill Valley and Attempt Challenges. The Starter Power Tiles—five per Character—either enable the Character to move or a particular set of dice. Some of the extra Power Tiles, which can be gained by overcoming various challenges, do exactly the same, but others do more than this, such as reroll all dice that show ‘Biff’ symbols or change the symbols rolled on the dice to another. A Power Tile can be used only once per turn, but together with his Character’s Special Power, they give a player six actions on his turn and this can be expanded up to nine if a player overcomes enough Challenges.

There are six types of Challenge in Back to the Future: Back in Time. For the ‘Influence Love Challenge’, George and Lorraine must be together with the Character, whose player rolls the dice to generate Heart symbols to raise the Love Meter and so cause the potential lovebirds to fall in love. The ‘Move DeLorean Challenge’ is done to move the DeLorean around the board to get it to the Town Square in readiness for the lighting bolt striking the Clock Tower, whilst the ‘Prepare DeLorean Challenge’ has the Characters prepare the DeLorean with the Cable, the Hook, and the Gasoline at Doc Brown’s house before it can be moved to the Town Square. This only needs be done once per DeLorean Part per game, unlike the other Challenges. The ‘Fight Biff Challenge’ is conducted to try and knock Biff. This disables his action and movement, in particular, preventing the rolling of ‘Biff’ symbols on the dice. The ‘Opportunity Challenge’ gives a chance for the player to gain an advantage, a Power Tile, and other rewards, whilst a ‘Trouble Challenge’ is a chance for the player to overcome a ‘Trouble Card’ that is hindering everyone’s progress.

The dice come in four sets of two. The different types have certain symbols on them that need to be rolled for the various Challenges, but they all have ‘Biff’ and ‘Wild Card’ symbols on them too. The ‘Wild Card’ symbols can be used as any symbol to meet any Challenge and a player can reroll as many dice as he wants on an attempt against a Challenge, depending upon the Power Tiles used, of course. However, ‘Biff’ symbols are bad. Once rolled, they cannot be rerolled, and for each one rolled, the Biff figure is moved closer to Lorraine or George and once at the same location, lowers the Love Meter. Each Knockdown Token that Biff has counters a single ‘Biff’ symbol rolled on the dice. A player can roll as many or as few dice as he wants, which has its advantages and disadvantages. Rolling more dice means that there is likelihood of rolling Wildcard symbols, which means getting more of the symbols he wants, but it also means that he might roll more ‘Biff’ symbols. Further, as long as he does not roll ‘Biff’ symbols, a player can roll the dice as often as he wants or needs to.

Once set-up, the play is all about getting the right pieces to the right places. George and Lorraine together and all the way up on the Love Meter, Biff away from them, and the DeLorean, first to Doc Brown’s House to get the items needed for the lightning strike, and then to the Town Square. As the players push all of their characters and pieces into place, the game is annoyingly pulling them apart, splitting up George and Lorraine, getting Biff too close, causing trouble, and so on. And if the game sounds complex, once you actually have it set up and start playing, everything clicks into place, because what you realise is that you are playing out the plot of Back to the Future and quite literally time is against you. This is where the fun of the game comes to the fore along with the tension in the mechanics, so ultimately, the question of the game is, “Can you do as well as director, Robert Zemeckis, and the film’s cast?” And whilst you might not be able to first time, when you do, you will have told your own version of the story.

The fact that Back to the Future: Back in Time hews so close to the film is both a blessing and a curse. It means that the game is familiar to most players and that from the start, they understand what the overall objective is, and from there it is not that difficult to learn how to achieve that objective using the game’s rules. However, it does mean that Back to the Future: Back in Time cannot actually offer all that much in terms of variability and replayability. This is less of an issue for casual boardgame players than it is for the veteran player, but still, play it more than a few times and it begins to feel like you are watching the same film over and over. Lastly, as a co-operative game, it has the potential suffer from the Alpha Player Problem in which one player starts directing everyone else’s action, especially given that this game is aimed at a family audience and an experienced boardgame player may be the one teaching others to play it.

Physically, Back to the Future: Back in Time is very well produced. The standout piece is the DeLorean car which looks really good and there is even a Clock Tower Dice Tower that you can put together and have sat on the board where it can be used to roll dice and to add a little more physicality to the game. The artwork on the cards and in the rulebook is all excellent, capturing the likenesses of the various characters, items, and places an engaging comic book style. What lets the production values down are the figures. They are not particularly detailed and they really just about capture a feel of the likenesses of the characters. Plus, they are a little light. However, done in different colours, it is easy to work out which character is which.

Back to the Future: Back in Time is very good adaption of the classic time travel comedy. Almost too good in fact. Fans of the film will enjoy this game a great deal, but without being daunted by the rules which really do help them tell the story of Back to the Future. Hardened boardgame players will enjoy what is a very well designed, very nice looking, co-operative game (though not much beyond a few plays). Back to the Future: Back in Time is another excellent game from both Prospero Hall and Funko Games.

Saturday, 28 September 2024

The Little Book of Death

Escape the Dark Castle: The Game of Atmospheric Adventure is about survival. About making a break from the deep dank dungeon cell you have been thrown into and working your way through the rooms and corridors of the dark castle until you can get to the main gate and escape. Of course, in between there is lots of uncertainty and plenty of death—the latter your own included, and that is all before you encounter the big Boss who will definitely try to kill you and prevent your escape. Published by Themeborne Ltd., inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books, Escape the Dark Castle offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Castle: Adventure Pack 1 – Cult of the Death Knight, Adventure Pack 2 – Scourge of the Undead Queen, and Adventure Pack 3 – Blight of the Plague Lord. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Castle is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Castle, nor any of its expansions could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is The Death Book. This is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Dark One’ reads as follows:

“Your pitiful trinkets are no match for my dark magic!”

As YOU enter the Dark One’s presence, any items YOU are carrying vaporise (other players keep theirs). Discard them now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Castle, he picks up The Death Book and after finding the entry for ‘The Dark One’, he reads aloud the following:

The Dark One

From the strange, clawed fingertips of The Dark One a terrible torrent of dark magic pours, crackling through the air and striking you down. The unrelenting stream intensifies, coiling around you and holding you in place like spectral chains. You roll and twist on the chamber floor, wracked with agony, foaming at the mouth. With a single motion of it staff, The Dark One sends you hurtling through the air. Your body slams into each of fellow prisoners, the impact knocking them from consciousness one by one. By an upward motion of the staff, you are now sent soaring high into the air, only to be released as The Dark One turns his back and glides out of the chamber. As quickly as rose you tumble helplessly downward, slamming to the cold stones and exploding in a shower of gore.

Your adventure ends here.

Physically, The Death Book is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, The Death Book fits easily into Escape the Dark Castle: The Collector’s Box Set.

The Death Book is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Castle is an enjoyable game, but character deaths can feel little, “Is that it?”. With The Death Book, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Castle to a nasty and unfortunate, but fitting end.

Friday, 19 April 2024

Friday Filler: Thunderbirds Danger Zone: The Game

First broadcast six decades ago, Thunderbirds is a classic of British children’s television, combining the advanced puppetry of ‘Supermarionation’ with superb scale models and special effects. The result still stands up today as exciting television with great music and amazing opening credits. The series told of the daring missions to save life and limb conducted by International Rescue, a secret non-government organisation dedicated to rescuing those that governments cannot. It is equipped with a fleet of advanced vehicles, each with Thunderbird call sign, enabling its operatives to conduct air, land, sea, and space missions from its secret base on an island in the Pacific Ocean. Ex-astronaut Jeff Tracy leads International Rescue, but it is his sons that conduct the missions, supported by Brains, who develops and builds new vehicles, and Lady Penelope, the organisation’s London ‘secret’ agent. Opposing International Rescue is the criminal and terrorist, The Hood, who uses disguises and constantly plots to steal International Rescue’s technological secrets and make a fortune by selling them to the criminal underworld.

The Gerry Anderson television series has been the subject of previous board games, most notably, Thunderbirds, designed by Matt Leacock and published by Modiphius Entertainment in 2015. The latest game based on the series is the card game, Thunderbirds Danger Zone: The Game, published by YAY Games. Designed to be played by two to six players, aged ten and up, it is a co-operative game in which the players attempt to complete seven missions. Each of the seven is based on a classic episode—‘End of the Road’, ‘Pit of Peril’, ‘30 Minutes After Noon’, ‘Trapped in the Sky’’, Vault of Death’, ‘Terror in New York City’, and ‘The Impostors’—and the game can be played through in between twenty and forty minutes, depending upon the difficulty and length of a mission. In the game, each player takes turns playing the role of Jeff Tracy, leader of International Resource, who will marshal four types of resource—‘Team Spirit’, ‘Fuel’, Tech’, and ‘Knowledge’—that will get the members of International Rescue on a Journey to the Danger Zone where they can conduct the rescue. If the players get both the right members of International Rescue and the right resources to the right places, they can complete a mission and win the game!

Thunderbirds Danger Zone: The Game consists of several sets of cards. The first are the Danger Zone cards. There are three of these per mission and each shows which resources and character is needed to complete that part of the mission. The Journey cards represents the steps needed to get to the mission, represented by the Danger Zone cards and have their own requirements in terms of resources. The Resource cards show a mix of Resource types, either three or all four, and their number. The Tracy Island cards have countdowns on them of various lengths, from ten to four turns, and are used to set the game’s difficulty, ten being the easiest, , four being the hardest. There are also reference cards for the various Actions that the characters can take, Tokens to represent each character, Journey Tokens to increase the difficulty a bit more, a Countdown Marker to use on the Tracy Island cards, and Tokens used to indicate that a resource has been successfully supplied.

To set up a mission, its three Mission cards are placed in a row and three Journey cards, either those for the mission or three random, are laid out in a row below the Mission cards. A Journey Token is placed on each Journey card, either a resource or The Hood. The Journey Token increases the number of Resources needed to complete the Journey card, whilst the presence of The Hood reduces the number of Resources the players can play. Each of the three Mission cards has an associated character on it, and the Token for each is placed below the corresponding Mission card and Journey card, along with another Journey Token.

Each round, the players each has a hand of three Resource cards. One player is designated to take the role of Jeff Tracy and he will ask the other players to supply him with resources to fulfil one of the Resource requirements, first on the Journey cards, and then on the Mission cards. Each player selects a card from his hand and places it face down. The Jeff Tracy player selects two of these face down Resource cards. If the total number of the resources on the Resource cards selected match the number on the designated Journey card or Mission card—adjusted for the Journey Token or The Hood on the Journey card—then the action succeeds and the Jeff Tracy player can place a Success Token on that Resource. If the players have been unable to supply enough Resources, the Jeff Tracy player can swap one of the Resource cards he choose, with a Resource card of his own. If the Jeff Tracy player cannot match the number of Resources indicated on the Journey card or Resource card, the action fails, the Countdown Marker is moved down one space on the Tracy Island card.

The round ends and all cards played are discarded. Players draw back up to three Resource cards, except the Jeff Tracy player if he swapped one of his Resource cards. In this case, he starts the next round with two Resource cards. The Jeff Tracy token is passed to the next player and the new round begins.

The aim is move all three Character Tokens for a mission through the Journey card and onto the Mission Card. This is done by fulfilling all of the Resource requirements for the Journey card. Once all three Character Tokens have been moved from their respective Journey cards to the Mission cards, play continues in the same fashion until either all of the Resource requirements for each Mission card has been fulfilled and the Mission completed with a successful rescue, or the Countdown Marker runs out of space on the Tracy Island card, in which case, International Rescue has failed to complete the mission and the players have lost the game.

Initially, the Jeff Tracy player will have no real idea as to what Resources to ask for, so the players do not know which of the Resource cards in their hands to play with any certainty. However, once a particular Resource on a Journey card or a Mission card, the choices will begin to tighten and a player can husband his Resource cards and perhaps save particular cards for later rounds. Should the Jeff Tracy player swap a card to fulfil a Resource requirement, then the Jeff Tracy player on the next round will know one of the cards that player has a holdover from the previous round. In general, though, because Resource cards are kept hidden in each player’s hand, there is an element of uncertainty to play, which will of course, grow and grow as the players get closer to completing a Mission and the Countdown Marker slides down Tracy Island. On side effect of keeping the Resource cards hidden, is that there is no ‘Alpha’ player, no one player ‘suggesting’ the best course of action for everyone. The revolving role of Jeff Tracy enforces that too because it puts a different person in charge from round to round.

Beyond the core game, Thunderbirds Danger Zone: The Game adds options that increase both theme and complexity. These primarily give more options for the Jeff Tracy player. If the players manage to supply sufficient Resources on a turn, he has an extra pair of options. One is to ‘Prepare Pod and Equipment’, the other is to provide ‘Mission Support’. The ‘Prepare Pod and Equipment’ action is necessary because all of the six missions beyond the beginning mission, ‘End of the Road’, have Pods and Equipment. The Pods hold the special vehicles built by Brains and are transported by Thunderbird 2 piloted by Virgil Tracy. For example, the ‘Pit of Peril’ mission requires ‘The Mole’ and ‘Recovery Vehicles’, and the Equipment includes ‘Explosives’. What it means is the players have layers of cards each with their own Resource requirements, adding to demands of play and lengthening game play, but at the same time adding theme too.

‘Mission Support’ is carried out by bringing another character and his token into play, which is done by playing Resource card showing that character. These cannot be the characters actually on the mission, and provide the players with an advantageous action. For example, Lady Penelope has ‘Inside Information’ that lets the Jeff Tracy player reveal a third Resource card in play and use that instead of the one he has already selected, whilst Scott Tracy, as ‘Team Leader’, can use the Team Spirit Resource on one Resource card as the Knowledge Resource on another, and vice versa. The ‘Mission Support’ from any one character can only be used twice before he needs to be reactivated again. The Jeff Tracy player can conduct multiple ‘Mission Support’ actions.

Physically, Thunderbirds Danger Zone: The Game is well presented. The cards are of good stock and the tokens of sturdy cardboard. The rules leaflet is clearly laid out and easy to read. All three—especially the cards—are illustrated with photographs from the television series, and the particular episodes depicted in the seven Mission cards.

Thunderbirds Danger Zone: The Game is a serviceable card game that as a co-operative game interestingly introduces mechanics that avoid the ‘alpha player’ problem found in many co-operative games. As a game itself, it is perfectly playable, but ultimately, Thunderbirds Danger Zone: The Game really is a game for Thunderbirds fans and they are really going to get the most out of it.

Friday, 22 March 2024

Friday Filler: Last Defense!

It does not matter what you are doing. Working construction, cooking barbeque just like any dad, going to school on your skateboard, playing football for your champion team, on shift as a paramedic, or even just being a good dog, you always remember where you were when the invasion began. Not just Space Aliens are invading your hometown, but also Spider Robots, Sentient Plants, Giant Tentacles, and the Junk Blob! All of these Threats can be defeated, but only with the right scientific knowhow, and thus the right scientists. Unfortunately, the invasion has damaged buildings across the town and the fallen rubble has trapped every scientist in the town. With authorities busy elsewhere dealing with the Threats, it is up to you, ordinary men, women, and children, to rescue the scientists and defeat the invading Threats. All it takes is the right tools, a bit of co-operation with each other, and above all, speed. This is the set-up for Last Defense!, a game of planetary and hometown defence that is noticeable for three things. First, it is co-operative. Second, it is played in real-time. Third, it has a time limit. That time limit is twenty minutes. A time limit that never changes from one game to the next.

Last Defense! is designed to be played by between two and six players, aged eight and up. It also requires an app to play, as this acts as the game’s timer—hence the twenty-minute time limit. Published by Funko Games, it is designed by the Prospero Hall team, which has a track record of taking intellectual properties—some of them decades old such as E.T. The Extra-Terrestrial and Jaws: A Boardgame of Strategy and Suspense—and turning them into playable games. Last Defense! is not based on any intellectual property, but instead takes its inspiration from the Science Fiction ‘B’ movies of the nineteen fifties. The game is easy to learn and play.

The game consists of a game board, six character cards and figures, two dice, thirty-two tool cards, thirteen rubble tokens, thirteen scientist tokens, five Threat movers, five Threat cards, and the rules pamphlet. The board depicts various locations in the town, such as a school, bank, farmers’ market, hospital, megastore, plaza, and rest area. The six characters cards depict a BBQ Dad, Construction Worker, Good Dog, On-Call Nurse, Skateboarder, and Soccer Champ. Each character card has a full illustration, the character’s starting location, and a list of what a player does when it is it his turn. The character figures match their illustrations on their cards, and whilst not very detailed, do stand out in play on the board. The Tools die is numbered between one and three and indicates how many Tool cards a player draws when rolled on his turn, whilst the Move dice is numbered between two and four, indicating how many spaces he can move on his turn. The Tool cards depict a variety of objects, most notable of which are the Flare cards, which can be used to distract an invader and get past it. The rubble tokens hide the tools needed, such as a hard hat and a pair of pliers, to move the rubble and free the trapped scientist. The scientists include meteorologists, astrophysicists, biologists, chemists, and more. The five Threat cards and Threat movers (or standees) consist of Giant Tentacles, Junk Blob, Sentient Plants, Space Aliens, and Spider Robots. Each Threat card indicates which scientists known how to defeat it. For example, an astrophysicist and meteorologist will defeat the Space Aliens, whilst the biologist and engineer will defeat the Giant Tentacles.

To win Last Defense!, the players need to explore the rubble, reveal the tools necessary to free the scientist trapped by the rubble and get the tools to the location, then transport the rescued scientist to the plaza space in the middle of the town. If the right pair of scientists is in the plaza, they will defeat one of the Threats, whether a player is there or not. Only four of the five Threats will be invading the players’ hometown, but which ones varies from game to game. Once all four Threats are defeated, the players win the game. Otherwise, they lose.

Last Defense! is set up with the characters in their starting locations, the tool cards shuffled, and several sets of Token Stacks created. Each Token Stack consists of a rubble token placed on top of a scientist token, both face down. The app guides the players through this process, step-by-step, and then when everything is ready, it indicates which of the locations on the board have people trapped by rubble on them. A Token Stack is placed on these, with more being added when a Threat moves to a location. Both the four Threats invading and when they move are randomly determined by the app, which periodically announces threat movement.

On his turn, a player rolls both dice. He draws a number of Tool cards equal to the roll on the Tool die and moves as many spaces as he wants, up to the number rolled on the Move die. If he enters a location with a token stack, he can turn over a rubble token, revealing the tools required to free the scientist trapped by the rubble. If he has the right tools, he can free the scientist and transport him to the plaza. If a player ends his move on the same space as another player, he can give a Tool card to that player or take a Tool card from that player. A player can hold a maximum of five Tool cards. Instead of a scientist, a player might uncover a helicopter. This can be used to transport a player directly to another location on the board. If a threat occupies a location, a player cannot move into a location or end his turn on a location occupied by a threat, unless he can distract it with a flare or the location is special to the player, such as the school for the soccer champ or the shopping mall for the skateboarder.

If a player is in a location when a Threat appears in or moves to a location, the player is sent to the rest area and starts his move from there next turn, but leaves any scientists he had behind in that location. A new Token Stack is added to that location. In this way, the appearance or movement of a Threat impedes movement around the board, although what it can do is actually impede overall player progress as it can prevent them getting already revealed scientists to the plaza to stop the threats. Scientists on a location with a Threat on it cannot be reached unless the player has a Flare Tool card or the location is special to the player.

Play proceeds like this until the Threats are defeated and everyone wins or time runs out with one or more Threat left undefeated and everyone loses. Play is fast and energetic, the board game’s real time nature requiring a player to act rather than overthink his actions lest time be wasted, rolling the dice, drawing cards, moving, and then handing the dice to the next player. All the while, the players are listening to ominous nature of the app soundtrack, waiting for its news reporter to interrupt with some breaking news as to where a Threat has appeared or moved too.

Physically, Last Defense! is a very well done board game. All of the artwork is bright and breezy and the rules are clearly explained, and quick and easy to learn. The components are also of high quality. The app includes a link to a video to learn how to play, but once a game begins keeps everything moving, reminding the players as to their time limit. One player will need to keep an eye on the app as the game progresses.

Last Defense! is a simple, straightforward co-operative game. It is easy to lean by both younger players and a family audience. As a family game, it is bright and breezy, fast playing, and tense. For board game veterans, Last Defense! is solidly playable, but does not offer much in the way of depth or replay value. There is an option for a more advanced game, but this does not add anything in the way of complexity or extra options. Any player wanting special ability like that provided for each of the characters in Pandemic will be disappointed.

Last Defense! is a solid family game that mixes modern, co-operative play with play against the clock that adds just about the right sense of jeopardy. Its twenty-minute play time means that it does not outstay its welcome, and whilst veteran players will find it a little too light, this is still game that they can play with their family.

Friday, 9 February 2024

Friday Filler: Fast & Furious: Highway Heist

Race down the highway in pursuit of a tank whose driver, dangerous mercenary, Own Shaw, has stolen a top-secret computer chip, ramming and forcing the SUVs protecting Shaw into and under the tank to stop it. Chase a semi-truck and manoeuvre close to it so that you can climb out of the driving seat of your vehicle onto it roof and leap onto the semi-truck, through open its back door, and throw its cargo to the other waiting drivers, all the while the semi-truck driver blasts away at you with his shotgun! Protect a hacker as you are chased by a helicopter which can track her laptop and launch missiles at her to stop her getting away. Leap from vehicle to vehicle, brawl atop different vehicles with the enemy, take control of an enemy vehicle and wreck it before leaping back to their own to climb back behind its wheel, and perform amazing stunts in order to beat the bad guys… These are the tasks faced by Dominic Toretto, Brian O’Conner, Letty Ortiz, Roman Pearce, Tej Parker, and Han Seoul-Oh at the wheel of either an American Muscle, Import Racer, Street Drifter, or Exotic Supercar vehicles. This is also the set-up for Fast & Furious: Highway Heist, a board game which brings the high-octane action of the Fast & Furious franchise of films to the table. It is a co-operative, dice and stunt game designed to be played by one to four players, aged twelve and up, published by Funko Games. It has also been designed by the Prospero Hall team, which has a track record of taking intellectual properties—some of them decades old such as E.T. The Extra-Terrestrial and Jaws: A Boardgame of Strategy and Suspense—and turning them into playable games. In taking advantage of decades’ worth of game design and mechanical improvement, these games typically far outshine those games published at the time when the intellectual properties they are based on were first released, both in terms of mechanics and play style. In other words, a Prospero Hall design is respectful of the source material and bases both play style and mechanics directly upon it.

Fast & Furious: Highway Heist is a superbly supported with lots of bits and pieces in its box, the most eye-catching of which, are of course, the vehicles. These consist, not just of those driven by the heroes—American Muscle, Import Racer, Street Drifter, and Exotic Supercar—but also a tank, a semi-truck, and a helicopter. All are nicely detailed and look great on the table. There are six Character Boards, one each for Dominic Toretto, Brian O’Conner, Letty Ortiz, Roman Pearce, Tej Parker, and Han Seoul-Oh, and four Vehicle Boards for the vehicles they will drive. The game has three scenarios—‘Tank Assault’, ‘Semi Heist’, and ‘Chopper Takedown’—each of which is supported by its own instruction sheet, Scenario Board, a set of Stunt cards for the players, and a set of Enemy Cards for the opposition’s Actions. Plus, there are Reference Cards, tokens for cargo and certain characters and Boosts to Actions, dice for both the players and the enemy, and pegs for the characters and the enemy which slot into holes atop each vehicle to indicate if a driver is on top of, rather than driving, a vehicle. Which all together means that it both looks a lot and busy as well as complicated. Fortunately, whilst it is a lot, it is actually not as complicated as it looks and it turns out to be quite fun.

The Character Boards and Vehicle Boards slot together and are double-sided. A Character Board depicts the character, his special Action, the standard Actions he can take, and ratings in Speed, Control, Athletics, and Defence. Speed and Control are used when the character is behind the wheel of his vehicle, Athletics is used when he is atop his own or another vehicle, and Defence is used to avoid damage from other vehicles. A Vehicle Board has its own special ability, plus ratings in Speed, Control, and Defence, and a series of slots to indicate how much damage the vehicle can suffer. The combined rating in Speed, Control, or Defence from both Character Board and Vehicle Board indicates how many dice a player rolls, and whilst this will not change for the Character Board, it will change if the character is driving another vehicle and the Vehicle Board is changed. The Character Board is turned over at the end of a player’s turn to indicate that the character is exhausted and can only roll Defence against incoming damage and that the player needs to roll the Enemy die. The Vehicle Board is turned over and used whenever a character is driving an Enemy SUV rather than his own vehicle.

Each of the scenario instruction sheets explains the set-up, additional rules, and winning conditions, as well as giving some strategy tips for the players. Each set of Stunt Cards for each scenario details a manoeuvre that the players can attempt. For example, ‘Chain Reaction’ in ‘Tank Heist’ enables a player to drive into two SUVs which are in a straight line. This causes one SUV to crash into the other, turning it into a Wreck which can be tossed into any direction, potentially hitting the tank and causing damage. It requires a Speed roll. ‘Grappling Hook’ lets a player snare another player’s vehicle, enemy SUV, or wreck and pull it towards his vehicle. It requires a Control roll. ‘Stop Hitting Yourself’ requires a player to be atop an enemy SUV which he forces to swerve into the tank, inflicting damage, and ending with him atop the tank. This requires an Athletics roll.

There is a set of Enemy Cards for each scenario. Each Enemy Card has two sets of effects, one when it is drawn and another when it is in the ‘Activate!’ spot on the Scenario Board. For example, ‘Meat Grinder’ for the ‘Tank Heist’ scenario adds two new Enemy SUVs behind the Tank when revealed, but when activated on the ‘Activate!’ spot on a Scenario Board, each Player Vehicle adjacent to both the Tank and an Enemy SUV is squeezed and suffers damage. The Stunt cards are large, whereas the Enemy Cards are standard size.

The Scenario Board for each scenario is double-sided. One guides the players through the set-up of the scenario, which when done, is turned over to provide the rules for the scenario. Each Scenario Board spots for the Enemy Cards, one of which is the ‘Activate!’ spot, and also a track for the amount of damage the Tank—or other vehicle—can suffer during play. The tracks are actually cut into the Scenario Boards, much like the damage track is cut into the Vehicle Boards. The Character Boards do not have a damage track as the players cannot be killed.

Play of Fast & Furious: Highway Heist—for all three scenarios—takes place on the Road Board. This shows a simple road, marked with a twelve by six grid. Player Vehicles and Enemy SUVs are constantly moving along and manoeuvring back and forth on the road represented by the Road Board, but they do not leave it. In other words, they constantly keep pace with each other. Only when a vehicle is wrecked and becomes undrivable does it get left behind as all of the other vehicles continue moving.

Core play in Fast & Furious: Highway Heist is simple. On his turn, a player can undertake two Actions. There are eight standard Actions. In the ‘Drive’ Action, the player moves his vehicle a number of spaces equal to the combination of his character’s Speed and his vehicle’s Speed. The ‘Leap’ Action lets a player’s character jump from atop his current vehicle onto another player’s vehicle or an Enemy SUV. The target vehicle must be within a number of spaces equal to the character’s Athletics skill. Pegs are used to indicate if a character or an enemy is atop a vehicle. A ‘Ram’ Action is used to destroy an Enemy SUV and turn it into a Wreck; ‘Force’ Action lets a player force another Player Vehicle or Enemy SUV two spaces in any direction; ‘Shake’ forces an Enemy Peg off the top of a Player Vehicle whilst at its wheel; ‘Brawl’ can happen when a player and an Enemy Peg are atop the same vehicle and if successful, the player knocks the Enemy Peg off the vehicle, and the ‘Hijack’ Action lets a player already atop an Enemy SUV take control of the vehicle. The last Action a player can take is Take Boost Token, and this must be done as the second of his two Actions on his turn.

Alternatively, a player can take a ‘Stunt Action’. These are represented by the Stunt Cards and there are always three in play at any one time. Each has specific conditions which have to be fulfilled and are much more effective than the standard Actions. The Stunt Cards are constantly changing, moving off the end of the Road Board, and the players have three rounds in which to perform before it is replaced. A Stunt can also only be performed once or twice, as indicated by the number of Boost Tokens on its Stunt Card. After successfully performing it, a player receives the Boost Token on the Stunt Card and when there are no more Boost Tokens on the Stunt Card, it is exhausted and cannot be performed. However, it remains on the Road Board until it moves off the end, reducing the number of possible Stunt Actions available until replaced. Stunt Cards come in three levels for each scenario and get progressively more spectacular and effective.

The ‘Ram’, ‘Force’, ‘Shake’, ‘Brawl’, ‘Hijack’, and most of the ‘Stunt’ Actions all require a roll of the Effort Dice to succeed, using the Skills from both the player’s character and his vehicle, as necessary. A player can use Boost Tokens to either improve his roll on the Effort Dice or to assist another player and increase the number of Effort dice he has to roll.

Once a player has taken his two Actions, he rolls the Enemy Die. The results on this die can activate all of the Enemy SUVs, which either move closer to or slam into the player vehicles; activate the Enemy Pegs which either damage or hijack the player vehicles; and move the Main Enemy—which is different depending on the scenario—and then move the Enemy Cards on the Scenario Board and resolve the one in the ‘Activate!’ spot.

Once a player has taken his turn, he flips his Character Card over to its Exhausted side. When every player’s Character Card is exhausted, the round is over. On the Road Board, all of the Wrecks move back, possibly off the Road Board, as the Player Vehicles and the Enemy Vehicles speed forward. If a vehicle, including a Player Vehicle, is behind a Wreck, it will crash and also become a Wreck! Both the Enemy Cards and the Stunt Cards are moved along their respective boards and new ones added. This ends the round.

Play continues like this until the game is either won or lost. Fast & Furious: Highway Heist is won by achieving the objective in a scenario or performing the Level 3 Stunt Action that will win the game. However, it is lost if the players do not achieve the winning conditions in a scenario or the Level 3 Stunt Action for the scenario moves off the Road Board, meaning there are no Stunt Actions for the players to attempt.

The three scenarios in Fast & Furious: Highway Heist all vary in terms of their objectives and complexity. ‘Tank Assault’ is the simplest and should be played first. The players have to destroy the tank before it can get away. This is done by manoeuvring Enemy SUVs and Wrecks into it and inflicting damage. In ‘Semi Heist’, the players must get atop the trailer of a semi-truck and open its cargo door—this actually opens on the model of the semi-truck!—to throw stolen cargo to waiting Player Vehicles below. The Player Vehicles need to be in the right position to receive the cargo and whilst this is happening the driver of the semi-truck is taking shotgun blasts at the character atop his trailer. ‘Semi Heist’ adds ‘Reactive Stunts’, which can be performed even when it is not a player’s turn. ‘Chopper Takedown’ is the most complex. The players are trying to get a hacker to safety, but there is a helicopter which can pick up her computer on radar. The stronger the radar signal, the more damage the helicopter’s missiles will do. The players win by destroying both the main villain’s vehicle and the helicopter. The latter is done by a player launching his vehicle into the air via a wreck and performing a mid-air ram attack! It is possible to transfer the hacker from one vehicle to another if the one she is in is damaged. Where in the earlier scenarios, the players have to track the damage suffered by the Tank and the shotgun shells fired, here they have to track the Radar signal strength, the damage done to the villain’s vehicle, and the damage done to the helicopter.

Physically, Fast & Furious: Highway Heist is very well presented and designed. The rules are well explained, the vehicles nicely detailed, and whilst the art does not use photographs from the films, it is still very good, capturing their high-speed action.

For a family or younger audience, Fast & Furious: Highway Heist is probably a bit too complex, both in terms of the number of options a player has and co-operative play. That though, can be alleviated with the help of a more experienced player and the online guides to play video. Also, being scenario-based means that once the three scenarios in Fast & Furious: Highway Heist have been played through two or three times and won, the longevity and replayability of the game is greatly diminished.

Fast & Furious: Highway Heist is another fine adaptation of an intellectual property by Prospero Hall. In fact, the designers have taken an intellectual property that would seem not to lend itself to adaptation as a board game and actually turned it into one that is exciting and fun. It has physicality to its play as the vehicles manoeuvre back and forth across the road, speed up and slow down, brake to avoid wrecks, and the drivers jump from atop one vehicle to another to brawl each with other and hijack vehicles, which you can all visualise as you play. Yet that is only the standard play. Add in the Stunt Cards and the action of the play goes up, getting more and more spectacular. In doing so, it captures the action of the Fast & Furious films and there can be no doubt that fans of the franchise will enjoy game. For more general board game players, the attraction is of another good adaptation by Prospero Hall of mechanics to fit the game’s theme. Ultimately, whilst it may not offer long term play, 
Fast & Furious: Highway Heist captures the speed and action of the films, bringing their physicality to the table in a solid design.

Friday, 26 January 2024

Friday Filler: E.T. The Extra-Terrestrial

One of the amazing aspects of modern games is that we can have great board games based on intellectual properties, but not just intellectual properties from this year or next year, even from a decade ago, but intellectual properties from decades ago. Go back even two or so decades and the board games based on intellectual properties would be nothing more than simple, tried and tested designs with the imagery of the intellectual properties slapped on them. Simple, tried and tested designs means unsatisfying, means dull, means feeling nothing like the intellectual properties such board games are based upon. Not so in the twenty-first century, when designers are expected to match the themes of an intellectual property with the mechanics of game play. The result has been some very playable board games, all based on well-known intellectual properties and all feeling like they are based on those intellectual properties. For example, Jaws: A Boardgame of Strategy and Suspense is a genuinely tense experience, as is Horrified. All of which have tended to be co-operative in their play style and have tended to appeal to a family audience rather than a dedicated board game player audience. E.T. The Extra-Terrestrial: Light Years From Home Game is a similar game, a co-operative board game based on a decades old intellectual property, designed to be played by a family audience.

E.T. The Extra-Terrestrial: Light Years From Home Game is published by Funko Games and designed to be played by two to four players, aged ten and up, in just thirty minutes. The players take the roles of Elliot, Gertie, Mike, and Greg in their search for parts that E.T. needs to build a communication device to contact his home world. This takes time and effort as the four of them race around the neighbourhood, but their efforts will be hampered by the police in their cruisers and Federal Agents who are searching for E.T. Fortunately, Elliot, Gertie, Mike, and Greg know the neighbourhood though, and can make use of ramps and shortcuts to avoid the Federal Agents and the Cop Cars. To win, the Kids need to build the Device which will summon the Mothership to the Forest Clearing and then get E.T. there to be picked up. The Kids will lose if all three Cop Cars reach the Forest Clearing and block access to it or if E.T. becomes too weak because his Heartlight is reduced to zero.

Open up E.T. The Extra-Terrestrial: Light Years From Home Game and what you see first is the bowl of chrysanthemums—the one that E.T. restores to life in the film and then takes it with him when he leaves—on the back of the board. Turn the oddly squished board over and it depicts the neighbourhood in the San Fernando Valley where the film and thus this game are set. In one corner is the home of Elliot, Gertie, and Mike, whilst in the opposite is the Forest Clearing. Below that in the box, there are lots of striking components. Elliot, Gertie, Mike, and Greg have playing pieces which depicts each of them on bicycles that not only click together so that they can move together, but also have a basket into which E.T. can sit. The Mothership is pleasingly detailed plastic depiction of the starship from the film which sits on a stand. Although the board game does not use any photographs taken from E.T. The Extra-Terrestrial, the artwork it uses in their stead to depict scenes and characters from the film is excellent. Make no mistake, E.T. The Extra-Terrestrial: Light Years From Home Game is a good-looking board game.

The board itself is crisscrossed with roads which breaks up the lots and houses—known as zones—of the neighbourhood. Some have diagonal red routes across them which are shortcuts that the Kids can take, but the Cop Cars and the Federal Agents cannot. They, instead, must stick to the roads, which the Kids can also use. Three routes run from one corner of the board, from Elliot’s house to the Forest Clearing, and it is these that the three Cop Cars will follow over the course of the game. Three zones are marked with a coloured square—yellow, green, and blue. At the start of the game, the various zones are seeded with a single item represented by an item piece. These are also colour-coded yellow, green, and blue. During the game, the Kids will find and transport item pieces (or a wild token) to the zone of the corresponding colour. Once there are four in the zone, the Kids must transport E.T. to that zone who will then build a device, represented by a Device Die. The Device Die must then be transported to the Forest Clearing. There they can be rolled to generate the ‘telephone handset’ symbols that indicate that the Mothership has been contacted and is moving closer to the Earth and landing to rescue E.T. There are three colours of Device Items and three Device Dice. So, the more Devices that E.T. can build, the more Device Dice the Kids will have to roll. Another item that the Kids can find is a ramp. This can placed to leap over spaces, even over the Cop Cars and the Federal Agents, just as happened in the film.

Each of the four Kids, has their own card and their own special ability, which can used once per turn. Elliott can discard Candy to move E.T. extra spaces; Michael can move along a Shortcut for free; Greg can take a Dangerous Move without rolling the Danger Die; and Gertie can take a Dangerous Pick Up without rolling the Danger Die. Sixteen E.T. Power Cards give a range of different abilities that a Kid can use if he or she is carrying E.T. in the basket on their bicycle. For example, ‘Flying Kids’ lets a Kid move three spaces without the need to roll the Danger Die is enemies are encountered, ‘Trick or Treat’ lets the Kids skip the Move Enemies Phase that turn, and with ‘Hiding’, Special Agent Keys moves during the Move Enemies Phase, it is away from E.T. rather towards it. There are always three E.T. Power Cards on display and when one is used, it is discarded, and a new one drawn. There is a reference card and an E.T. counter with dial on it for tracking his Heartlight.

Once the game is set up, each Kid’s turn consists of three steps—‘Take Actions’, ‘Phone Home’, and ‘Move Enemies’. During the ‘Take Actions’ step, a Kid can take three Basic Actions and as many Free Actions as he wants. The Basic Actions are ‘Move’, ‘Take A Candy’, and ‘Pick Up An Item or Device’. ‘Take A Candy’ means taking a piece of Candy—or Reece’s Pieces in the film—from the general supply and adding it to the Kids’ Candy Pool. Candy is spent to move E.T., one space per Candy. If during a ‘Move’ or ‘Pick Up An Item or Device’, a Kid runs into or near an enemy, then his player must roll the red Danger Die. Depending on the result, this can move a Cop Car closer to the Forest Clearing, Special Agent Keys closer to E.T., the Federal Agent assigned to the Kid closer to him or her, or all assigned Federal Agents closer to their Kids. If a Cop Car or Federal Agent lands on the same space as a Kid, he is caught and must drop any Items or Devices carried. If E.T. is caught, Special Agent Keys takes charge of it and the Kids will have to rescue him! In both cases, E.T.’s Heartlight is reduced by one.

The Free Actions include ‘Drop An Item or Device’, ‘Move E.T. With Candy’, ‘Pick Up or Drop E.T.’, ‘Use One E.T. Power Card’, ‘Team Up’, and ‘Build A Device’. Of these, the most fun is ‘Temp Up’. This is when two Kids are in the same location. It not only enables Kids to swap Items, Devices, and even E.T., but it also enables their bicycles to click together and let them move together and even make use of their abilities together.

In the ‘Phone Home’ step, the player will roll any Device Dice which have been built and delivered to the Forest Clearing. For each ‘telephone handset’ rolled, the Mothership moves one step closer to landing at the Forest Clearing. Lastly, in the ‘Move Enemies’ step, the player rolls the two Enemy Dice (plus the red Danger Die if a Cop Car or Agent is on the location as a Kid or E.T.). Like the Danger Die, the Enemy Dice will move the Cop Cars closer to the Forest Clearing, the Agents closer to their assigned Kid, and Special Agent Keys closer to E.T. Play continues like this until the victory conditions are met by the Mothership picking up E.T., or the game is lost because either E.T.’s Heartlight is reduced to zero or the Cop Cars reach the Forest Clearing.

E.T. The Extra-Terrestrial: Light Years From Home Game is thematically great, but a busy game. What the Kids have to do is collect enough Items to build as many Devices (and their corresponding Device Dice) as they can, get E.T. and the Items to the right zones to build each device, take the Device Dice to the Forest Clearing, roll enough of the right symbols on the Device Dice to bring the Mothership to the Forest Clearing, and then transport E.T. to the Forest Clearing. All the while avoiding both the Cop Cars and the Federal Agents. Which is six steps. Add to this is the number of possible actions that the players can take. Not just the three Basic Actions, but six Free Actions! Now an experienced board game player will grasp the rules and how to play the game with ease, but the number of actions available in play and the number of steps necessary to win mean that the game is not as easy to teach or learn as it could be for less experienced or younger players. Which includes the family audience that E.T. The Extra-Terrestrial: Light Years From Home Game is intended for. Yet for the experienced board game player, the game play itself does not offer anything new or exciting and bar adjusting the number of Items needed to build devices and their corresponding Device Dice up or down to make game play harder or easier, there is very little variation in game play.

Of course, what E.T. The Extra-Terrestrial: Light Years From Home Game is not about is E.T. The Extra-Terrestrial, the film, as a whole. It only focuses upon the climax. Upon the part of the film which is exciting and action-orientated and so gameable. Nevertheless, it is good adaptation of that part of the film and it is clear that a lot of effort has gone into making the game play match that part of the film. Fans of E.T. The Extra-Terrestrial will appreciate E.T. The Extra-Terrestrial: Light Years From Home Game for that reason alone. As a game overall, E.T. The Extra-Terrestrial: Light Years From Home Game is more serviceable than a success. It is not a poor game, but rather straddles a difficult line of being too easy and not offering enough variation for the experienced board game player and slightly too difficult with too many choices for the less experienced or family audience. E.T. The Extra-Terrestrial: Light Years From Home Game is definitely a game that fans of the film will appreciate more than dedicated board game players.

Friday, 30 June 2023

Friday Filler: Indiana Jones: Sands of Adventure

The Ark of the Covenant is danger of falling into the hands of the wrong people—Nazi hands! Can Indiana Jones, accompanied by Marion Ravenwood, Sallah el-Kahir, and even Marcus Brody, punch out the three villains—Colonel Dietrich, Major Toht, and lastly, RenĂ© Belloq, before they escape with the fabled artefact? This is the aim of Indiana Jones: Sands of Adventure, a board game based on the 1981 film, Raiders of the Lost Ark. Designed by Prospero Hall, responsible for the excellent Horrified and brilliant Jaws, and published by Funko Games, it is a co-operative game designed for two to four players, aged eight and up. When set up on the table it stands out for two reasons. First is the fantastic theming, with terrific depictions of the characters and locations on the game’s cards, Adventure tiles, and rulebook. Even the rulebook is designed as ‘SANDS OF ADVENTURE: A FIELD GUIDE to the LOST CITY of TANIS and its ARTIFACTS’ as published by ‘MARSHALL COLLEGE PRESS, Bedford, Connecticut, 1936’. Second is the game’s Sand Timer. This looms over the game from start to finish. At top and bottom, this Sand Timer has two buckets. As the players explore the different locations, represented by Adventure Tiles, there is a chance that they will have to add gems to the bucket at the top. When too many gems are added to the Sand Timer, it will flip over and the sands of the timer will begin to run out… When it does, it triggers a desperate attempt to deliver as many blows as possible to the current villain. If they defeat him, then it is on to the next round and the next villain, but if they fail to defeat him, the next round will begin with gems already in the Sand Timer’s bucket, meaning the players have less time to prepare for the next fight!

The imposing Sand Timer stands roughly nine inches tall. It is sturdy and easy to put together and take apart. The four characters—Indiana Jones, Marion Ravenwood, Sallah el-Kahir, and Marcus Brody—each have a corresponding figure and card. On the front is an image of the character and an explanation of their special ability, whilst the back serves as a reference card for the game’s two phases. Indiana Jones’ speciality ability is that he can move to the same Adventure tile as the villain—no other character can do this, Marian Ravenwood begins each round with six cards instead of four, Sallah el-Kahir only rolls one Threat die on his turn, and Marcus Brody starts the game with a Power Token of his choice. The three villain cards each have a Health Track. Major Toht has more Health than Colonel Dietrich, and RenĂ© Belloq has more Health than Major Toht. Each Villain also has a corresponding token to indicate which Adventure tile he is on. There are seven Adventure tiles. These all depict scenes from Raiders of the Lost Ark. For example, ‘Peril in the Market’, where Indiana Jones shoots the swordsman, ‘The Map Room’ where the Ark of the Covenant’s location can be determined, and ‘The Ark on the Move’, when the Nazis attempt to drive the Ark of the Covenant to safety, chased by Indiana Jones. Each Adventure tile indicates the round in which it is played—either one, two, or three, the action carried out on the Adventure tile, and the number of Threat dice rolled at the end of a player’s turn. For example, ‘Peril in the Market’ is a Round 1 card, has the instruction ‘Draw any number of Upgrade cards. If you draw two with the same colour, bury all cards you draw this turn.’, and indicates that two Threat dice are rolled at the end of a player’s turn.

The game’s cards are divided into Standard cards and Upgrade cards. The Standard cards consist of three types. The Basic cards are divided into four colours—blue, green, red, and yellow, and four objects—book, emblem, hat, and shovel. Snake cards—“Why did it have to be snakes?”—impede the players’ progress. The Attack cards also depict a colour and a symbol as well as one of the game’s four characters. These are all kept in the Action deck. The Upgrade cards, kept in their own deck, each have two objects and two colours on them. To inflict damage, the players have to play cards in sequence, a card having to match the previously played card, in terms of either the colour or the object. The aim is set up opportunities to play the Attack cards. Since
Indiana Jones: Sands of Adventure is co-operative game, this can be done with everyone’s cards face up on the table.

The game’s three Power tokens consist of ‘Ignore a Snake’, ‘Interrupt’, and ‘Play Any Card’. ‘Ignore a Snake’ enables a player to ignore a Snake card in the Timed Phase, ‘Interrupt’ lets a player play a card when it is not his turn, and ‘Play Any Card’ lets a player play a card of any colour or object and it does not have to match the colour or object of the card currently on top of the pile. The Threat dice have no blank faces and either indicate the size of the gem to be added to the Sand Timer or that the Villain token has to be moved from his current Adventure tile to the next one to the right.

Indiana Jones: Sands of Adventure is quick to set up. The Sand Timer is placed on the table along with five Adventure tiles. Each player selects a character and draws cards from the Standard deck. The Excavation Leader is chosen. It is this player’s task to keep track of the Villain’s Health. The game itself is played in three rounds—one for each Villain, with each round consisting of two phases. In the Exploration Phase, the players take it in turn to move to another Adventure tile, follow its instruction, and then roll either one or two Threat dice, as indicated by the Adventure tile. When the Villain is activated, he always moves to the next tile to the right, occupying it and preventing every player apart from Indiana Jones, from using it. What is happening in the Exploration Phase is that the players are trying to build up the resources necessary to defeat the current villain. They cannot yet attack him, but all that changes in the Timed Phase, as does the tone of the game.

When the Sand Timer flips over, the Timed Phase is triggered. When it is a player’s turn in the Timed Phase, his aim to is play as many cards as he can in order to get Attack cards into play which can inflict blows on the current Villain and reduce his Health. He must also draw a card from the Action deck. If this is a Snake card, the player roll the red Torch die and keep rolling it until a Torch symbol is rolled. All of which is taking place against the clock as the sands in the Sand Timer are running it. The Timed Phase is fast, furious, and fraught, essentially the equivalent of scene at the end of an act in which the heroes face down the villain and attempt to punch him—a lot!

The Timed Phase ends when the Sand Timer runs out, the Action deck is exhausted, or the Villain is defeated. If this is the first or second rounds, the next round is then set up with the new Villain and a new Adventure Tile which replaces one of those from the previous round. If the Villain in the previous round was not defeated, one or more gems need to be added to the Sand Timer. On the final round, the players either defeat René Belloq and successfully prevent the Ark of the Covenant from falling into the hands of the Third Reich, and so win the game, or fail, and let him get away with the Ark, and so lose the game.

Physically,
Indiana Jones: Sands of Adventure is solidly presented game. The Sand Timer is sturdy, the rules reasonably well explained and do include examples, and the theme very nicely applied from start to finish. The game’s cards could have been a little more durable.

There is no denying that
Indiana Jones: Sands of Adventure has table presence. The Sand Timer dominates the game, its upper bucket topmost in everybody’s mind as they wonder quite when it is going to be filled with gems and tip over. It makes game play grower tenser and tenser as play progresses through the Exploration Phase of a round. There is almost a sense of relief as the moment that they have been preparing for occurs, their hands now filled with cards from the Action and Upgrade decks, as suddenly everyone leaps into action in the Timed Phase. Thus, there is a sense of story being told, of scenes in a film as they develop through investigation and research, before switching over with the Sand Timer for a furious few minutes of a desperate brawl with the Villain.

Yet as decent a job as
Indiana Jones: Sands of Adventure does of telling that story; it is the only story it is telling and the only story it can tell. In focusing on the one film, the players are always going to be facing the same Villains, in the same order, and in the same manner. It does mean that there is not a lot of variation in play with Indiana Jones: Sands of Adventure and that will limit its audience. Younger players and more casual players will get more out of the game than a veteran game player will. With Indiana Jones: Sands of Adventure, all three will get a solid, highly thematic, co-operative game which is easy to understand and play, and not too challenging to beat. That will be more than enough for some players. For the veteran game player, not quite enough.