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

Friday, 24 October 2025

Friday Filler: Don’t Talk To Strangers

School has finished for the day, but your parents are not going to be home from work for hours yet. As a ‘latchkey kid’ you have to make your own way home or to the library or the pool or the afterschool pep rally, and that would be fine any other day. After all, your parents trust you and they have warned you to be careful of strangers, so you have been successfully making your way home from school for ages and without any problem whatsoever. Not today though! There are proper strangers on the prowl for little kids today. Otherworldly strangers with spindly, hairless green bodies and big black, unblinking eyes. In other words, little green men from outer space ready to abduct the children and whisk them away in their flying saucers. This is the set-up for Don’t Talk To Strangers, which is published by by Cryptozoic Entertainment and is part of the first trilogy of games—along with Let’s Dig for Treasure and Let’s Summon Demons—based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. Published following a successful Kickstarter campaign, it is designed to be played by between one and four players, aged fourteen and up. The aim of the game is for a player to get as many of the thirteen kids under his charge to the homes, pool, park, pep rally, or library where they will be safe—for the most part—whilst avoiding their being abducting and perhaps ensuring that other kids get abducted instead, and ultimately, at the end of the game, score as many points as possible. A game can be played in twenty minutes or more, depending on the number of players. The aim of the game is for a player to get as many of the thirteen kids under his charge to the homes, pool, park, pep rally, or library where they will be safe—for the most part—whilst avoiding their being abducting and perhaps ensuring that other kids get abducted instead, and ultimately, at the end of the game, score as many points as possible.

Don’t Talk To Strangers consists of an eleven by seven-and-a-half-inch, double-sided board, a deck of one hundred cards, ten Stranger Tokens, fifty-two Kid Tokens, one Flying Saucer Coin, and a twelve-page mini-rulebook. The board shows the various homes, other locations, streets, bus stops, and Stranger spaces surrounding the kid’s school. Most locations in the board will score a player points at the end of the game, from the seven points of North End Mansion to the single point of the Library or spots in the South Pool. In addition, some locations grant extra benefits if a player has a kid there. For each kid in the Library, a player will increase his hand size by one, whilst for each kid in the South Park, he can increase the number of kids he has in place. The Stranger spaces are where the Strangers will land when a ‘Stranger Sighting’ card is played. Any Kid on a Stranger space when this occurs is abducted and out of the game and the presence of the Stranger on the Stranger space blocks movement through that space. The board is double-sided, the ‘Board B’ having a more complex layout and more Stranger spaces.

Most of the game’s cards are movement cards. For example, ‘Skateboard’ allows a player to move a Kid three spaces; ‘School Bus’ enables him to move a kid between any two Bus Stops; and ‘Hop the Fence’ lets him move a kid one space, but this can effectively be through a wall! A ‘Stranger Sighting’ means that a Stranger has been spotted and has to be added to the board on a ‘Stranger Spot’, whilst a ‘Saucer’ card forces a player to target a kid on the board, who can be from anywhere on the board, including those on a scoring space. He then flips the Flying Saucer Coin and if it lands ‘Saucer’ face up, the Kid is abducted out the game.

The game begins with each player having three cards and a Kid on the ‘Start’ space which is the school. On his turn, a player can do one of two things. One is to add a Kid to the ‘Start’ space, the other is to play a card. A player can only have one Kid in play. A Kid on a scoring location does not count towards this limit and a player can increase the number by gettinga Kid to the South Park location. Most of the time a player will play a card, move a Kid, and draw back up to his hand. However, if a ‘Stranger Sighting’ or a ‘Saucer’ card, he must play them immediately and resolve their effects. It is possible for a player to draw multiple ‘Stranger Sighting’ or ‘Saucer’ cards depending how the deck has been shuffled.

The continues until one player has managed to get all of his Kids to scoring locations, but very much more likely, all of the Stranger location cards have been filled—ten on ‘Board A’, eight on the more difficult ‘Board B’. At this point, each player totals the score he has from the Kids he has on scoring locations, and the player with highest score wins.

None of this game play is very challenging—if at all nor does it offer very in the way of variation. This makes the game better suited to a younger audience or a family audience, whilst the lack of variation means that more experienced players are unlikely to want to play it again.

Physically, Don’t Talk To Strangers is well presented. The rulebook is short and easy to read, and includes an example of play as well as explanations of what the various cards do. The artwork, with its bright, bold colours, is excellent, Steve Rhodes’ illustrations are excellent.

Don’t Talk To Strangers is underwhelming, both in terms of its limited game play and its humour. One of the pleasures of the games in this line is Steve Rhodes’ illustrations which are invariably sly and subversive. Not so in this game where only one card stood out, which is ‘New Step-Dad’ card which enables a player to move any Kid, including that of an opponent, from a Home or Mansion location to an empty Home or Mansion location, so changing their score valuable at game’s end. This has a witty element of social commentary that will hit home for some players—whether children or adults of a certain age—and which the other cards in the game lack.

At best, Don’t Talk To Strangers is an average filler game, at worst, the one in a gamer’s library which completes his collection of all six Steve Rhodes-themed games from Cryptozoic Entertainment. It is certainly far from the best in the series.

Friday, 14 March 2025

Friday Filler: Let’s Summon Demons

There are days when its gets really dreary and boring, such as every late Sunday afternoon before you go back to school or that last week of the holidays before you back to school. When you are down in the dump or got lost in the doldrums, what is a kid to do? Well, when your friends come round to play and when your mother is not looking, why not summon demons? Which is exactly what the kids do in Let’s Summon Demons. This is a card and dice game published by Cryptozoic Entertainment following a successful Kickstarter campaign and based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. The idea behind is simple. Collect and take advantage of the souls of boys and girls and animals, and when the right moment comes, sacrifice three of them to summon a demon. Summon a total of three demons and have enough souls and the player will win the game. Designed for two to five players, aged fourteen and up, Let’s Summon Demons can be played in about thirty minutes or so and is a fast-paced, fun experience. Of course, there is the problem of theme. It is silly and ridiculous, but its theme means that it is not going be to everyone’s taste, so they need not read this review, let alone play Let’s Summon Demons.

So… Still here?

Great.

I will carry on.

Let’s Summon Demons consists of one-hundred-and-twenty-five cards, forty Soul Tokens, and two six-sided dice, and a twelve-page mini-rulebook. The cards are broken down into five Candle Cards, twenty Demon Cards, and one hundred The Block Cards. There are two noticeable features of these cards. One is that they round rather than rectangular and some 5 cm in diameter, and the other is the vibrancy of their colour and artwork. They also have numbers on them. When these numbers are rolled in the game, they will trigger the action on the card. Sometimes even when it is not your turn and sometimes only when it is your turn. The Candle Cards are what each player starts the game with. Each is marked with a candle and a range of numbers between two and twelve which differs from one Candle Card to the next. When the numbers are rolled on the Candle Cards, even when it is not a player’s turn, let him collect a Soul Token, the currency in the game. The Candle Cards include the ‘Good Candle’, the ‘Kind Candle’, the ‘Beginner’s Candle’, ‘Rotten Candle’, and the ‘Evil Candle’, which add flavour rather than a mechanical benefit.

The Demon Cards include ‘Baphometal’, ‘Rosemary’s Egg’, ‘Re-Rollucifer’, ‘Dollargorgon’, and more. Their effects are either on-going or triggered when the player owning them rolls the number on them. For example, ‘Dice-Zuzzu’ lets a player Soul Tokens equal to the result of one of the dice when he rolls doubles and ‘The Serpent’ which automatically wins the game for the player when rolls a two.

The Block Cards consist of boys and girls and animals. Some of the boys and girls are described as ‘Sweet’, some as ‘Rotten’, others neither, and the animals are neither ‘Sweet’ or ‘Rotten’. For example, ‘Sweet Lisa’, ‘Sweet Chuck’, and ‘Sweet Pippi’ and ‘Rotten Regan’, ‘Rotten Donnie’, and ‘Rotten Carrie’. The Block Cards differ from the Candle Cards in two ways. One is that they only have a single number on them and the other is that each boy or girl or animal has a special ability that is activated when rolled. For example, ‘Sweet Marilyn’ gains the player a boy from The Block; ‘Rotten Delores’ forces every player to discard very ‘Sweet’ boy or girl they have in play and replace with a new card drawn from The Block whilst the owning player receives a new ‘Rotten’ boy or girl; and the ‘Rabid Dog’ lets a player collect two Soul Tokens if he has no boys or girls.

At the start of the game, each player receives a Candle Card, five Soul Tokens, and three Demon Cards. The latter he holds in his hand until each is summoned. Five cards from The Block are drawn and laid out face up. On his turn, a player can do three things in any order. The first is roll the dice, the second is to buy one of The Block Cards on the table, and the third is to summon a Demon from his hand. It costs three Soul Tokens to buy one of The Block cards on the table and it takes three of The Block Cards from in front of a player for him to summon a Demon in his hand. It is generally better to buy one of The Block Cards before the dice are rolled because this will increase the range of numbers that a player might roll and because each new The Block Card grants an extra effect when rolled. When the dice are rolled, the current player compares the result with the numbers on The Block Cards in front of him, and if any of them match, he activates their results in any order. Then the player next to him does the same and so on and son on round the table. If the current player has any Demons in play, can activate or use its action if it is an ongoing one or can compare the result with the number on the card to activate its effect. This happens only for the current player.

Play continues like this until one player has summoned all three Demons from his hand and is declared the winner. Which sounds simple enough—and it is. Let’s Summon Demons is a simple, straightforward ‘engine builder’, the type of game in which the player attempts to set up as efficient a system as he can to improve what he can do on later turns. Thus, a player wants to get as good a spread of numbers on The Block Cards he has so their actions are regularly activated when he rolls their numbers, but so do the other players. Ideally, this will generate more Soul Tokens with which to purchase more boys and girls and animals and with more boys and girls and animals he potentially has more actions and he can sacrifice them more quickly to summon Demons. However, Let’s Summon Demons is a game about summoning demons and demons are notoriously chaotic and so is Let’s Summon Demons. Further, summoning demons requires sacrifices and so does Let’s Summon Demons. What this means that whilst some of The Block Cards will give as player more Soul Tokens or let him draw a card from The Block, others will let him steal one from another player or force him to discard or replace one or more The Block Cards from in front of him. So, the play of the game is chaotic as The Block Cards a player has to roll on from one turn to the next can change, forcing him to adapt. Added to this chaos is the fact that to summon a Demon, a player must sacrifice three of The Block Cards he has in front him, which removes options in terms of rolling the dice and their outcome. Every time then, a player summons a Demon, he steps back a bit in terms of progress and has to build up the engine again by buying more boys and girls and animals.

There is a knowing sense of humour to the game. For example, ‘Rosemary’s Egg’, depicting a demonic egg on a pram, forces the player who summoned it to discard ‘Rosemary’s Egg’, but let the player summon three Demons, keep one, and discard the other two. From The Block Cards, ‘Sweet Lisa’ is based on Lisa Simpson from The Simpsons, ‘Sweet Pippi’ is Pippi Longstockings, ‘Rotten Regan’ is from The Exorcist, ‘Rotten Annie’ is from Misery, and the ‘Stray Cat’ is surrounded by a guitar and lots of records. Spotting these references—most of which are obvious—is part of the fun of playing Let’s Summon Demons.

Physically, Let’s Summon Demons is very nicely presented. The artwork is lot of fun and adds a great deal to the play of the game with its knowing references. The rulebook is simple and easy to understand, but the Soul Tokens are a bit plain given the decent production values of the rest of the game.

Whilst the theme might not be for everyone, for those have no issue with the theme, Let’s Summon Demons is probably the game with the most depth to its play from any of those based on Steve Rhodes’ artwork. That said, it is a very light game with plenty of luck and some take that elements, the relative depth of the game play coming from the players’ need to adapt to its constant chaotic and disruptive nature. Let’s Summon Demons is a disrupted engine builder with an easy theme to grasp and a quite literally artful sense of humour.

Friday, 7 June 2024

Friday Filler: Cryptozoology for Beginners

The set-up for Cryptozoology for Beginners is quite simple. The school’s photography class has been given a new assignment and raced off aboard the big yellow school bus on a mysterious field trip. This is out into the wilds to photograph and record the local wildlife. This is no ordinary wildlife though, but cryptids—Nessie, the Chupacabra, Sasquatch, and the Mothman—and if the players can take the right photographs and complete their assignments, they will be rewarded with stars, and get to go home top of the class. Cryptozoology for Beginners is published by Cryptozoic Entertainment and is part of the second trilogy of games based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. Published following a successful Kickstarter campaign, it is designed to be played by between two and four players, aged fourteen and up. The game is played over the course of three rounds in which players will draft cards—both Assignment Cards and Cryptid cards, and then play the Cryptid Cards to both activate their abilities and fulfil the requirements of the Assignment cards. A game can be played in twenty minutes or more, depending on the number of players.

Cryptozoology for Beginners consists of a twelve-page rules booklet, a deck of ninety-six Cryptid Cards, forty Assignment Cards, forty Scoring Tokens, and a Bus Standee. The rules booklet is short, easy to read, and includes a few clarifications and some optional rules. The latter are for a beginner game and a two-player game. The rules for a beginner game do feel superfluous given the simple nature of game and its play, especially given its suggested age limit. Much younger players will have no problems learning and playing Cryptozoology for Beginners. The Scoring Tokens are worth between three and six points and are kept face down throughout play, including when a player draws one and keeps it, and the Bus Standee is used to indicate the first player in each round.

The two card types are the Cryptid Cards and the Assignment Cards. These come in four colours—red, green, blue, and yellow—and are marked with one of seven icons—either Nessie, Sasquatch Footprint, Chupacabra, Mothman, Eldritch Tome, Target, and Horror. There are some cards which combine two icons, whilst the cards with the Horror icon—the Jersey Devil, Siren, and Jackalope—are colourless. Where link between the icons and the cryptids are obvious, the Target icon refers to Monster Hunters. Each of the Cryptid Cards has a special ability. For example, the ‘Nessie’ card requires a player to activate it and another two cards with the Nessie icon so that he can draw another card, whilst the Chupacabra card needs to be activated plus another four cards with the Chupacabra icon and then lets a player discard any card in play, even that of another player, and in return let the owner draw a new card.

The different types of Cryptid Card are also themed mechanically. Thus, the Cryptid Cards with the Nessie icon enable a player to draw more cards; the Cryptid Cards with the Sasquatch Footprint grant a player more Victory Tokens; the Cryptid Cards with the Chupacabra icon let a player steal cards from another player; and the Cryptid Cards with the Mothman icon grant a player with the most Mothman icons extra Victory Points. Of the other Cryptid Cards, those with the Eldritch Tome icon reward a player with Victory Token and those with Target icons can activated to draw and keep another Assignment card. The colourless cards give a variety of unique effects.

The Assignment Cards each provide an objective and a reward to be gained in return for completing it. For example, Assignment #1 requires a player to accrue four red cards and grants him three Victory Points, whilst Assignment #16 gives a player two points if he can accrue two points and at the end of the round, can either give the player another Victory Point or lets him keep a card with a Chupacabra icon.

Cryptozoology for Beginners is played in three rounds each of which consists of four phases. The first phase is the ‘Assignment’ phase. Each player draws two Assignment Cards, keeps one and hidden, whilst the other is placed face-up where everyone can see it and work to achieving it. In the second phase, the ‘Draft Cryptid’ phase, each player receives eight Cryptid Cards. He keeps a single card and passes the remainder to the next player. This is done until each player has drafted a hand of eight Cryptid Cards. The third phase is ‘Player Turns’. Each player takes it in turn to play a single Cryptid Card in front of him, activate its ability, and if he manages to complete an Assignment Card, either one face up on the table or the one he has secret, he gets to place it in front of him. It will add to his total score at the end of the game. Cards can only be activated once per phase. Play continues until no-one has any Cryptid Cards in their hand. This ends the round, players keep their completed Assignments and points scored, whilst all Cryptid Cards are discarded—unless a card says otherwise. A new round begins and repeats these steps, and then again for a third and final round. The Bus Standee is used to indicate the player who has the lowest score that is not hidden and lets him begin first in the next round. At the end of the game, the player with highest score wins the game.

In this way, the play of Cryptozoology for Beginners is simple and straightforward. In fact, too simple and straightforward. The problem with Cryptozoology for Beginners is that once play begins, there is very interaction between the players, only through a number of limited Cryptid Cards and then through the draft in the second phase of each round. This draft is the most important stage of play, since it sets up much of what a player will play and do in the ‘Player Turns’ phase. To go further, the ‘Draft Phase’ is not so much a ‘draft’ phase, but a ‘planning’ phase, a player trying work out whether to aim to complete Assignment Cards, focus on Cryptid Cards that give more points, and so on. The benefit of the draft means that each player will also have some idea of what his opponents are planning because of the cards they draft—in secret of course, but they are no longer there as the hands are passed around the table. Also, with just a few Assignment Cards in play, the competition between players can be fierce and made all the worse if a player grabs one that another player has been working towards completing, leaving him little time to adjust or really catch up.

Physically, Cryptozoology for Beginners is nicely done. The rules booklet is easy to read and the rules to understand, whilst the Victory Tokens and the School Bus are done on the thick, bright cardboard. The Assignment Cards are clear and simple, if bland, but really all of the game’s flavour comes from Steve Rhodes’ artwork on the Cryptid Cards which is highly entertaining, such as the Sasquatch on the ‘Seclusion of Sasquatch’ Cryptid Card making filming another Sasquatch whilst a third looks on laughing!

Ultimately, what sells Cryptozoology for Beginners is its artwork—and it really is good artwork. Otherwise, game play focuses too much on its draft mechanic—get it right and a player will sail through his turns, get it wrong and he will have slog to catch up. There is also little interaction beyond the draft. Younger players are more likely to like this more than older ones, the latter including the minimum suggested age group for Cryptozoology for Beginners. It is too simple a game for them. Ultimately, Cryptozoology for Beginners feels as if it should offer more than it does.