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Showing posts with label Semi Co-operative. Show all posts
Showing posts with label Semi Co-operative. Show all posts

Friday, 20 June 2025

Unseasonal Activities: Die Hard: The Nakatomi Heist Board Game

It is not Christmas until Hans Gruber has fallen from the executive floor of Nakatomi Plaza to his death on the ground below. In Die Hard: The Nakatomi Heist Board Game, you do not only get to make sure that Hans Gruber falls from the executive floor of Nakatomi Plaza to his death on the ground below every Christmas, but also very time you play Die Hard: The Nakatomi Heist Board Game. Published by The Op GamesDie Hard: The Nakatomi Heist Board Game is the board game adaptation of the 1988 anti-heist thriller directed by John McTiernan and starring Bruce Willis, Alan Rickman, Alexander Godunov, Bonnie Bedelia, and Reginald VelJohnson. Designed for two to four players, aged fifteen and over, and playable in sixty to ninety minutes, Die Hard: The Nakatomi Heist Board Game is an asymmetrical board game in which one player takes the role of New York detective John McClane and up to three other players take the role of the Thieves attempting to rob the Nakatomi corporation of $640 million in bearer bonds. For the players who control the Thieves, the game is co-operative. The game is played in three acts on three different sections of the board, the board unfolding to reflect this, and both John McClane and the Thieves having different objectives to achieve in each act. In general, John McClane is trying to achieve his objectives to get to the next floor and the Thieves are not only trying to stop him, but also working together to unlock the vault holding the bearer bonds. John McClane wins if he get to Act III and kill Hans Gruber, but the Thieves win at any time if John McClane dies—by running out of Action Cards, or they break into the vault.

Die Hard: The Nakatomi Heist Board Game comes with a double-sided board game, eighty Action Cards for John McClane, forty Action Cards for the Thieves, twenty-five Lock cards, a John McClane Player Board, Lock Tracker Card, figures for John McClane, Hans Gruber, and seven Thieves, a Combat Die, and then various cubes, tokens, and tiles, plus the rulebook. The board depicts three different floors of Nakatomi Plaza, one for each act. Each floor is marked with spots where Objective Tokens can be found for both John McClane and the Thieves. Both will have to search for these in order to complete objectives which vary from act to act. In Act I, John McClane must ‘Find the Machine Gun’, ‘Find the Radio’, and ‘Acquire the Shoes (that don’t fit)’. In Act II, he must ‘Find the Detonators and Explosives’, ‘Drop the Detonators and Explosives down the Elevator Shaft’, and ‘Kill a Thief, and throw him out a window’. In Act III, he must ‘Scare the Hostages off of the Roof’, ‘Swing on the Fire Hose’, and of course, ‘Kill Hans Gruber’. Complete the objectives in each act and John McClane and the game can progress to the next.

Whereas the Thieves have one objective that does not vary from act to act and then objectives that do. The ‘Draw Blood’ objective does not vary from act to act, the Thieves constantly attempting to punch or shoot John McClane. In Act I, their other objectives are to ‘Track McClane’ and ‘Capture 3 Hostages’. In Act II, they ‘Shoot the Glass’ and ‘Fire the Rocket’. In Act III, they are ‘Open the Sixth Lock’ and ‘Trigger the Roof Explosion’. Most of John McClane’s objectives will grant him specific bonuses, whereas the Thieves’ objectives grant extra attempts to unlock the Vault. All of the objectives match things that happen in the film, whether done by John McClane or by the Thieves.

The John McClane player receives a deck of Action Cards per act, but the cards he plays are carried over into the next act, whereas those he discards are not. Thus, he needs to be doubly careful in what cards he decides to play, whether for effect in the current act or subsequent acts. An Action card will give him options to Move, Sneak, Punch, Shoot, Support, Shove, and Recover. All movement and attacks are orthogonal, not diagonal; any damage done to a Thief kills him, whilst John McClane loses an Action Card and further fulfils the Thieves’ ‘Draw Blood’ action; Shove lets John McClane push a Thief; Recover allows the John McClane player to draw from the discard pile; and Support lets John McClane talk to Sergeant Powell to further fill the ‘Find Radio’ objective, granting a combat bonus when completely filled up. An Action will give John McClane one or more actions, and these can be done in any order. In a round, the John McClane will draw five Action Cards, play three of them and discard the other two. In addition, John McClane can freely use the vents to move around each floor.

The Thief players draw from a shared deck of Action Cards and have five Actions. These are Lock, Move, Punch, Shoot, and Reinforcements. The Reinforcements Action enables the Thief players to return a Thief figure to play if one has been killed. However, this is at the loss of all other actions and it hinders the Thieves’ action to unlock the vault. The Lock Action enables a Thief to cover up a numbered space on the current Vault Lock. The Vault Lock is represented by a series of Lock Vault Cards. Each Lock Vault Card shows a row of four numbers, these being the odd numbers from one to nine. These are arranged in a series of grids, which get increasingly larger as the Thieves crack each Lock, from two-by-four all the way up to four-by-four for the sixth and final Lock.

Each turn, the Thief players will be working together to try and crack the code on each Lock. To do this they try and match the numbers on their played Action Cards to the numbers on the grid. This is done with the highest and lowest on the Action Cards they collectively play to not only match the numbers on the current Lock Vault Cards, but do so for adjacent numbers. These can be horizontal or vertical, but they have to be orthogonal. How they do this plays slightly differently depending on the number of players. With one Thief player, he will draw a separate Action Card, look at its number and place the card face down before playing an Action Card from his hand, also face down, and then turn it over to reveal whether he has a solved part of the Lock Vault Code. With multiple Thief players, the Thief players take in turns to be lead thief. If two Thieves, the lead Thief player will draw an Action Card from the Action deck and show it to the other player before placing it face down. They both then play cards from their hand alongside the face down card. If there are three Thieves, the lead Thief player selects a card from his hand, shows it to the other two Thieves, and then play cards from their hands alongside the face down card. The key here is that the beyond the lead Thief showing the other Thieves the first Action, none of the Thief players communicate with each other. When the cards are revealed, the highest and lowest numbers on the cards are hopefully matched on the Lock Vault Code, whilst the card with the middle value is used to determine the actions for the Thieves that turn.

Breaking open the vault is key for the Thieves to win and whilst it is mainly going on in the background of the film, in Die Hard: The Nakatomi Heist Board Game, it is moved to fore. It becomes central to play with the secret, semi-co-operative aspect of its play as the Thief players try to communicate effectively with each other using the Action Cards, emphasising how disruptive John McClane becomes in upsetting their plans and distracting them. At the same time, they want to be working towards their own objectives for the bonuses they grant and attempting to stop John McClane from achieving his as well as inflicting as much damage on him as possible.

Meanwhile, as the game progresses, John McClane goes from New York cop in the dark to action-hero-in-the-know as he works out what is going on and gains more and better Action Cards with each subsequent act after the first. At the same time, John McClane’s player needs to be aware of how many Action Cards he has still to play. Lose them all and he will be killed and the Thieves will win.

Physically, Die Hard: The Nakatomi Heist Board Game is well presented. However, despite being a licensed board game, that only extends to the intellectual property and not the images of the actors. This means that the John McClane, Hans Gruber, and Thief figures are bland in addition to being small, and the artist has had to illustrate the Action Cards in greyscale with lots of silhouettes in black and grey shadows. Yet this works surprisingly well, making Die Hard a black and white film instead of colour and giving it film noir atmosphere. The rulebook is large, but not lengthy, explains everything well and gives good advice as to what both the John McClane and the Thief players have to do.

There is a lot to like about the Die Hard: The Nakatomi Heist Board Game. It actually feels like you are playing Die Hard with John McClane having to find the radio and talk to Sergeant Powell and feeling better for doing so; the Thieves being able to shoot out the glass in Act II, making it difficult for John McClane to move around because of his lack of shoes, which he has to find (and will be too small); finding a machine gun; and lastly, shoot, punch, and shove Hans Gruber off the roof! On the other side, the Thief players constantly have to think about stopping John McClane at the same time as breaking open the vault and the rules for the latter add further uncertainty because they cannot communicate with each other as effectively as they would like. This comes to the fore with three players as the Thieves and ideally Die Hard: The Nakatomi Heist Board Game should be played with all three.

Yet as much as the Die Hard: The Nakatomi Heist Board Game feels like you are playing film it is based on; it feels too much like you are playing the film it is based on. There is no variation in the game from one playthrough to the next. The objectives are always the same and once you have played through it once as John McClane and won and then played through it as the Thieves and won, it becomes less of a game and more of a puzzle because of that lack of variability. Ultimately, despite the incredible theming in Die Hard: The Nakatomi Heist Board Game which is going to get you cheering as John McClane succeeds and groaning as one more film quote is made, this is a board game you probably only want to play at Christmas.

Friday, 1 September 2023

Friday Filler: Jurassic Park: Danger! Adventure Strategy Game

Jurassic Park
is thirty years old in 2023. It was a big hit in 1993, and although it has developed into a franchise, the original is the one that is best remembered. After all, with what was then grounding breaking CGI, the dinosaurs were brought to life like never before, and the combination of a rousing score from John Williams and a new sound system in cinemas meant the impact of seeing the film in the cinema, it is still recalled today. Sadly, Jurassic Park does not have any roleplaying games based on it, but it does have a board game or two. Published in 2018—on the twenty-fifth anniversary of the film—by Ravensburger, the Jurassic Park: Danger! Adventure Strategy Game is a light, semi co-operative game for two to five, aged ten and up. In the game, the human players must work together to achieve their goals and escape the island whilst avoid being eaten by the dinosaurs, whilst the dinosaur player must eat as many humans as he can! (well, not literally, three is enough.)

The human players control one character at a time, although the game gives them a choice of ten to choose from. Every character has his or her own deck of cards, character mat, and meeple. Although every character’s deck has Run, Sneak, and Climb cards, each character’s deck also has its special cards. For example, Doctor Alan Grant has ‘Give Me Your Hand’, which lets his move another character on an adjacent tile to move to his tile and Lex Murphy has ‘Piercing Scream’ which gives her a chance to sneak and distract without being attacked. Each character has their own Character Goal which must be achieved before the character can get to the Helicopter Pad and escape. A character who achieves his goal is awarded a Goal Token. For example, Doctor Alan Grant’s goal is to distract the Tyrannosaurus Rex, Doctor Ian Malcom’s is to successfully guess whether a die roll will be odd or even, and John Hammond’s is to not have any character be eliminated whilst he is in play. He actually starts play with his Goal Token and loses it if another character dies. Even if it is Dennis Nedry.

The dinosaur player controls three dinosaurs—a velociraptor, a tyrannosaurus rex, and a dilophosaurus. Although the dinosaur player has the one deck of cards, each card gives two or three actions—Run, Sneak, or Climb—that the dinosaur player must do when drawn. No matter the number of actions on the card, a different dinosaur does each action. In addition, the dinosaurs can do two things. First, each has its own special action. The velociraptor can run two spaces in a straight line, the tyrannosaurus rex can attack twice, and the dilophosaurus can attack a character on an adjacent tile with its venomous spit. A dinosaur special action like this cannot be done on two consecutive turns. Second, a dinosaur can attack. This occurs when they are on the same tile—except for the special action of the dilophosaurus—as a human and neither are sneaking. Attacks always succeed otherwise, and force a player to discard a card from his hand. This is removed from the game and cannot be retrieved. When a character loses all ten cards in his deck, he is eliminated. Lastly, it should be noted that the meeples for the dinosaurs are attractively illustrated, but the meeples for the characters are plain and unillustrated.

What is interesting is that when a character exits the game—either because he has been eaten by a dinosaur or has managed to successfully escape via the helicopter, his player can select another character and continue playing. Either way, this keeps a player involved from start to finish and removes the element of player elimination, if not character elimination.

The game is played on a map of Isla Nublar. This requires some construction prior to play, but the coastal perimeter frame keeps everything in place. The Start Tile—for the humans—goes in the middle, whilst the perimeter and centre tiles are placed randomly. The marked Locations are the Control Centre, Visitors’ Centre, and Maintenance Shed, plus the Helicopter Pad, whilst the dinosaurs also have their own starting tiles. Some tiles have mountains on them and these need to be climbed, as do the electric fences marked on some tiles, when they are turned off. Once activated, the three marked Locations are activated, they become safe spaces for the humans.

On a turn, each player, both human and dinosaur play a card face down on their respective mats. The dinosaur player plays his first as well as any optional actions. Then the human players do the same, plus any optional actions. The Climb and Sneak actions require a successful die roll to complete, as does activation of the three Locations. Cards can be burned or permanently discarded to gain a boost to the roll.

Play in Jurassic Park: Danger! Adventure Strategy Game proceeds one card at a time. The dinosaur player is at an advantage with the choice of special actions and is aiming to prevent access to the three Locations for as long as possible whilst constantly snapping at and attacking the humans. Blocking is possible because a character cannot use his Run or Climb Cards to enter a tile with a dinosaur. Conversely, a human player can use Sneak and Distract cards to get past a blocking dinosaur. A human player can also turn on the electric fences from the Maintenance Shed, which block both human and dinosaur movement. Both human and dinosaur players have limited choice of cards to play from one turn to the next, their hands being limited to just three. Because of positioning—either dinosaur or human—and because of terrain like the electric fences and the mountains that has to be climbed, the choice of card to be played can also be restricted. The humans will often find themselves running even as they get close to their intended destination.

Jurassic Park: Danger! Adventure Strategy Game is won in two ways. For the dinosaur player, all he has to do is eliminate three humans. For the human players, they have to reach all three locations and activate them, fulfil their individual goals, and only then escape from the island. If three humans escape from the island, then the humans win.

Physically, Jurassic Park: Danger! Adventure Strategy Game is well presented, with nice artwork used to illustrate the various characters from the film. The card stock for the mats and the cards feel a little thin and whilst the dinosaurs are eye-catching, the meeples for the humans are, in comparison, bland. The rulebook is well written, easy to read and understand—clearly marking the text for the human players and the dinosaur player is a very nice touch, and includes advice on how to win for both players.

Jurassic Park: Danger! Adventure Strategy Game is okay—and for a family game, especially one that embraces modern design, is also okay. It introduces co-operative play, the humans having to work together, the options are simple, and the film will be familiar to almost everyone. With ten cards to lose humans are more resilient than at first seems, but the dinosaurs are tenacious, have more options and more powerful options as to what they can do, and at best the humans can only corral them with the electric fences or sneak past them. And that, for the human players is not very interesting, because whilst Jurassic Park: Danger! Adventure Strategy Game does have plenty of theme, it feels as if the humans are avoiding the theme as much as they are the dinosaurs. The problem is that the game ignores some of the tensions in the film. For example, Dennis Nedry, the villain, is a playable character, and his special action is that he is always attacked first by the dinosaur if there are more than the one human on a tile. Which seems appropriate, because nobody likes Dennis Nedry, but he does not get to be the villain in the game. He does not betray John Hammond and you wish that he could. Robert Muldoon is not armed and cannot act against the dinosaurs in anyway. In fact, no human can do anything to to affect the dinosaurs bar turning on bar the electric fences, so the interaction between the humans and the dinosaurs is all too often one way—the dinosaurs affecting the humans. The result is a lack of tension between the humans and the dinosaurs because the dinosaurs have a human player and their actions are going to predictable. Perhaps if the game has automated to movement of the dinosaurs, it might have made their actions less predictable and so increased the tension?

Jurassic Park: Danger! Adventure Strategy Game is a serviceable, modern family game that can be enjoyed by casual or younger board gamers. For the more experienced board gamer, Jurassic Park: Danger! Adventure Strategy Game is slightly underwhelming, leaving him wishing that it had a bit more bite.

Friday, 11 March 2022

Friday Filler: Captain Sonar

Some games have table presence. They simply look good out and set up—even before anyone sits down to play. For example, the Spiele des Jahres award winning Colt Express is a fun game to play, but with its slot-together Wild West train, great artwork, and individualised Meeples, it really looks great on the table.

Similarly, Captain Sonar looks good when set up and ready to play, but its actual table presence is incredibly simple and is really down to a pair of large dividing screens and the number of players. Published by Editions du Matagot, Captain Sonar is a cat-and-mouse game of co-operative hidden movement and deduction played in real time by two teams. Each team is control of a state-of-the-art submarine-and as the Captain, the Chief Mate, the Radio Operator, and the Engineer, you work together to manoeuvre your boat, keep it from breaking down, determine where the enemy is, and then blow it out of the water by launching torpedoes and dropping depth charges. It can be an incredibly tense experience, quickly switching from barked orders to whispered responses and back again, and if a team wants to defeat their rival submarine, they must co-operate, listen to each other, and listen to their rivals to locate exactly where they are.

Captain Sonar is designed for two to eight players, aged fourteen and up, and can be played in less than an hour. The components consist of two sets role sheets, two transparent sheets, eight erasable marker pens, and two screens. The role sheets are divided between the game’s four roles, with the First Mate and Engineer receiving the same role sheet each game, and the Captain and Radio Operator using a different one depending which scenario is being played. There are five scenarios in the game. In addition, each role sheet is double-sided, the side used depending on the game’s mode. One mode is for real time play, the other is for turn-by-turn play. The two screens are large, four-panel affairs and are illustrated with a scene on the bridge aboard a submarine. They are intentionally difficult to see over and their artwork really gives the impression of being aboard a submarine. Their combination of artwork and size is one factor giving Captain Sonar its presence at the table. The other is the number of players and the number of chairs they need and a reasonably sized table. Captain Sonar can be played with just two players, each controlling their respective submarines, or played with teams of two, three, or four players. With one, two, or three players on either side, some of the game’s roles have to be combined, and with fewer players, the game played turn-by-turn rather than in real time. However many the number of players, Captain Sonar has a presence at the table—and that only increases the more players there are.

The four roles in Captain Sonar are Captain, Chief Mate, Radio Operator, and Engineer. The Captain begins each turn by announcing out loud the direction in which the submarine is going to move—north, east, south, or west—one space and plots that on the Captain’s sheet. He cannot announce another move until both the First Mate and the Engineer have given him a verbal ‘Okay’. The Radio Operator’s sheet is identical to that of the Captain—on both teams—and it is his job to listen into the directions given by the opposing Captain on the other side of the screen and map them on a transparent sheet which is placed over his role sheet. By successfully marking down the directions and adjusting this overlay so that it ignores obstacles such as islands and mines, the Radio Operator may be able to deduce where the enemy submarine is.The First Mate’s task is to monitor the submarine’s equipment—Mine, Drone, Silence, Torpedo, Sonar, and Scenario specific item—and alert the Captain when it is ready to activate or launch. Each piece of equipment has a gauge and when the Captain announces the submarine’s movement, the First Mate fills in one space on one of the gauges. When one is full, he announces it as ready. Again, this done out loud. At any time, the Captain can launch a Torpedo or drop a Mine, and then later detonate a Mine. If a Mine or Torpedo detonates adjacent to the enemy submarine, it inflicts a point of damage, two on a direct hit. He can also activate the Silence and send his submarine up to four spaces away in any direction in a straight line. This also erases the track which the Captain has been tracing on his sheet, which is important the submarine cannot cross its track. The First Mate can launch the Drone and ask the enemy Captain if his submarine is in particular sector, and he has to answer truthfully; he can activate Sonar, which will force the enemy Captain to provide him with two pieces of information about his submarine’s position (either row, column, or sector), though one of them is false; and the Scenario varies according to the map being played.

Lastly, the Engineer is in charge of keeping track of the breakdowns which occur as the Captain orders the submarine in different directions. His sheet consists of the submarine’s systems indicated by various symbols—‘Mine + Torpedo’, ‘Drone + Sonar’, and ‘Silence + Scenario’, plus ‘Radiation’—divided across four boxes corresponding to the cardinal directions in which the submarine can travel. When the Captain declares a move, the Engineer must mark off one of the symbols in the corresponding box. If any ‘Mine + Torpedo’, ‘Drone + Sonar’, or ‘Silence + Scenario’ is crossed out, then none of the corresponding systems work. If all of the symbols in a box are crossed out, the submarine suffers a point of damage, and likewise, if all of the ‘Radiation’ symbols are crossed out, the submarine suffers a point of damage. It is part of the Engineer’s role to communicate this damage back to the First Mate and Captain, since it limits the direction in which the submarine can move and what systems can be used.

Fortunately, a submarine can be repaired. When all of the symbols in a box or the ‘Radiation’ symbols are crossed out, repairs can be carried out, the damage is erased and the submarine can use all of the systems and movement directions again. The submarine still suffers a point of damage in either case. Alternatively, the Captain can command that the submarine will surface. This erases all damage, but to do that, the Captain, the Chief Mate, the Radio Operator, and the Engineer has to take in turn to draw around one of the four sections of the submarine marked on the Engineer’s role sheet, making sure to remain in the white border. Once done, the enemy Engineer must verify it has been done correctly, and if so, the damage is erased, the submarine can dive, and begin hunting for the enemy and start a new track. If not, everyone has to do it again until it is…

In the meantime, what is the enemy submarine doing? Since Captain Sonar is played in real time, the enemy submarine is steaming towards the very sector where your submarine is on the surface effecting repairs. So no hurry then… Or rather try not to panic, because that enemy submarine could be really, really close and have a mine or torpedo ready! This is when Captain Sonar gets really tense.

Play continues like this until one submarine has suffered four damage—whether from Mines, Torpedoes, or that inflicted on its various systems, and is destroyed. In which case, the other submarine and its crew (and thus the players) are the winners.

Captain Sonar can be played in two mode—turn-by-turn or real time. Both are fun, and turn-by-turn can be used as means of teaching the game if necessary, but the game comes alive when played in real time. For that, you need a minimum of five players, but really—really—Captain Sonar comes alive with the full crew complement of eight players. Not only that, it comes alive and you can really imagine yourself in a submarine, having turned the light down low and have some submarine noises playing in the background, not knowing where the enemy is, but hunting them, and knowing they are in exactly the same situation.

This though, is only the standard game, played on the basic map. Captain Sonar includes five maps of increasing complexity. Most open up the space between the islands, because having more islands restricts movement and makes it easier to track the enemy submarine, but the more advanced maps have the submarine hunt play out under the ice pack with only limited holes through which either submarine can surface, effectively restricting where a submarine can conduct repairs or lace the map with a network of mines ready to detonate.

Physically, Captain Sonar is comprised of relatively few components. All though are of good quality. The screens are sturdy, the maps and role sheets easy to use, and the rules are easy to read and come with plenty of examples to help understand the game. If there is a downside to Captain Sonar, it is that whilst both enjoyable and playable with fewer players, it really delivers its best playing experience at eight, the maximum number of players. For which of course a sizeable playing area is required.

Captain Sonar is on one level, a party game—especially given the number of players it is designed for, but that hides the sophistication of play behind its simple concept and rules. This does not mean that you could not take this game and introduce it at that level and then pull everyone into its taut little game play and the nervousness of the situations it sets up. It could also be described as a game of team Battleships and on one level it is, but it is much, much more than that. First, it is a clever development of that base idea, of hunting for enemy vessels (or vessel), but having them constantly moving and then turning it into an experience that can be shared. Second, it is a game of co-operation and in particular of communication, as the players need to listen to each other and work together in order to use their submarine effectively and find and destroy their enemy. Third, it is an amazing means of playing out and telling an incredibly tense story, just like the submarine films. Captain Sonar is a great game and a great playing experience, and short of joining the navy together, this is the closest you and your friends are going to go on a submarine hunt.

Saturday, 21 December 2019

Battling Bruce

If you are a board gamer, then 2019 is a good time to be alive. You are spoilt for choice and you are spoilt for choice in terms of good games and you spoilt for choice because games can be designed around a theme or an intellectual property and they can fit that theme or property. For there cannot be any other good reason why Ravensburger can get the licence for a nearly fifty-year-old blockbuster and turn that blockbuster into a game that is not models the blockbuster, but which is actually a good game. A game that could and would never have been designed or published in 1975, the year of the blockbuster’s release. A tense, desperate game of cat and mouse—or rather shark and mouse—for the blockbuster is none other than Jaws. In fact, it is the first summer blockbuster, in which a giant man-eating great white shark attacks beachgoers at a New England summer resort town, prompting the local police chief, marine biologist, and a professional shark hunter to hunt it down. The film is regarded as both a classic thriller and horror film, and has been selected by the United States Library of Congress for preservation in the National Film Registry.


Jaws: A Boardgame of Strategy and Suspense is an asymmetrical, two to four player semi-co-operative board game for ages twelve and over, which is played in two acts and lasts about an hour. One of the players takes the role of the Shark, whilst the other players take the roles of the hunters, Police Chief Martin Brody, marine biologist Matt Hooper, and shark hunter, Quint. (If there are fewer players, then the roles of Brody, Hooper, and Quint are shared between them, so that it is possible to play a two-player game). In the first act, ‘Amity Island’, the Shark hunts the waters off Amity island, eating swimmer after holiday swimmer as the hunters try to track its location and tag it. Once the Shark’s hunger is sated or it has been tagged twice, the Shark swims out to sea and the second act, ‘Orca’, begins. In ‘Orca’, the shark attacks the hunters aboard Quint’s boat, Orca, until they manage to kill the Shark or the Shark eats them or the boat.

Act One: ‘Amity Island’ is played out on a map of the island, which depicts the island’s four beaches—North, South, East, and West, two Docks, Shop, Mayor’s Office, and Amity P.D. on the island. Each Round is divided into three phases—Event, Shark, and Crew phases, which are played out in that order. In the Event phase, an Event card is drawn which determines on which beaches new swimmers will take to the water, plus an event and its special rules. For example, ‘The Fourth of July’ opens all beaches and they cannot be closed that Round; ‘Amity Island in the News’ grants one player an extra action that Round; and ‘Ben Gardner’s Boat’ enables the Shark to knock either Hooper or Quint from their boat and into the water if it passes through the same space as the boat, forcing their players to expend actions getting back aboard.

In the Shark phase, the Shark player has three actions he can undertake. Obviously, he can Move and he can Eat swimmers. He can also use one of four special abilities, represented by Power Tokens, like being able to swim faster or avoid the detection methods that the hunters are putting in his way. Each Power Token and its special ability can only be used once per game. All of this is done in complete secrecy, the Shark player tracking his movement on a pad included with the game and noting how many swimmers he has eaten on the Shark card. At the end of the Shark phase, all his player has to do is tell the hunter players how many swimmers he has eaten, whether he swam past a motion tracker, and whether or not a Power Token was used (but of course, not which).

In the Crew phase, Brody, Hooper, and Quint get to act, but they can act in any order and each has different things they can do. All three have four actions each and can Move, Rescue a Swimmer if at a beach, and Pick Up Barrels, though what each of them does with these Barrels is slightly different. Brody is famously afraid of the water and so runs around Amity Island, collecting Barrels from the Shop and carrying them, one at a time, to the Docks, but if at the Mayor’s Office or Amity P.D., can issue an order to Close a Beach, which temporarily prevents Swimmers entering the water there when directed to do so by an Event card, and when at a beach, can use his Binoculars to scan the water for the Shark.

Hooper spends this act on his fast boat which enables him to move further, but as well as picking up swimmers, his primary task is to ferry the Barrels from the Docks where Brody has dropped them off, to Quint aboard the Orca. He also has a Fish Finder, which he can drop into the water to determine if the Shark is in the zone he is in or an adjacent zone. Lastly, once Hopper has got one or more Barrels to him, Quint can Launch a Barrel into the water, either in the zone he is in, or an adjacent zone. If it hits the Shark, it sticks, and the Shark player has to tell the hunters where he is. If the Shark is not there, then the Barrels floats in the water and acts as a motion detector which will alert the hunters whenever the Shark passes through the zone it is in.

Act One: ‘Amity Island’ ends when the Shark swims out to sea. This will either because the Shark has eaten nine Swimmers or because the hunters have attached two Barrels to the Shark and forced it to flee. The number of Swimmers that the Shark has eaten by then is important because it determines the number of Shark Ability cards the Shark will have in Act Two: ‘The Orca’ and the number of equipment cards the Hunters have. The more Swimmers that the Shark has eaten, the more Shark Ability cards the Shark player will have and the fewer extra Equipment cards the Hunters will have—and vice versa.

Act One: ‘Amity Island’ is a game of hidden movement upon the part of the Shark and deduction upon the part of the Hunters. In this, it feels like the hidden movement of Fury of Dracula where the vampire hunters try and track down the vampire count, the trail narrowing and narrowing. In Jaws: A Boardgame of Strategy and Suspense the search area is narrowed by placement of the Barrels as Motion Trackers, but at least on one occasion the Shark will be able to avoid them with a Power Token. Doing so will probably be best used by the Shark to sneak past a Motion Tracker onto a beach and grab one or two last Swimmers which will increase the number of Power cards he will have in Act Two: ‘The Orca’. Another game which Act One: ‘Amity Island’ feels like is Pandemic with its turnover of Swimmers which will appear at beaches again and again as Event cards are drawn.

Act Two: ‘The Orca’ is more focused and fraught, taking aboard Quint’s boat as it withstands attack after attack by the Shark, as seen in the finale of the film. It is played on the reverse of the game’s board, the players flipping it over after completing Act One: ‘Amity Island’ and laying out the eight tiles which depict the deck plan of the Orca. Each of these tiles is also double-sided. On one is the undamaged section of the Orca’s deck plan, on the other the section after it has been damaged by the Shark. The Shark can further damage each section of the deck plan to actually destroy it and dump any of the Crew into the water. The aim of the Shark is to chew the Orca into splinters and eat the Crew, whilst they must accurately determine where the Shark will attack again and again and kill it.

In comparison to Act One: ‘Amity Island’ in which each Round has three phases, Act Two: ‘The Orca’ each Round has six phases and is consequently more complex. These phases are Resurface Options, Shark Chooses, Crew Prepares, Shark Reveals, Crew Attacks, and Shark Attacks. In Resurface Options, the Shark player draws three Resurface cards which give him the three Resurface Zones where he can attack the Orca on that Round. In addition, each Resurface Card will determine how many dice the Shark player will roll to attack that Round, how many hits the Shark can absorb that Round before it takes damage, and whether or not it can shake free of a hook, such as that from a fishing pole or the gas canister, that one of the hunters may have attached from it. All three of these factors will influence the Shark player’s decision as to where he will attack, as will how much damage the boat may have taken in those Resurface Zones. Then in the Shark Chooses, the Shark player decides which Resurface Zone to attack from the three Resurface cards and whether or not he will play a Shark Ability card, which for example, enable to completely destroy a section of the Orca if it attacks it or even take a second attack. Both of the choice of Resurface card and Shark Ability card are kept secret.

In Crew Prepares, each Crew Member decides which of the three Resurface Zones he will move to and which weapon he will use. Melee weapons have to be used in the same Resurface Zone where the Shark attacks, whilst ranged weapons can be used at a distance. Some melee weapons can be attached to the Shark which will hinder the marauder. Accessories like Ammo enable firearms to be used again, Chum can be thrown into the water to attract the Shark to a particular Resurface Zone, and the Shark Cage will protect one of the crew members. Every Crew member has his own weapons and items of equipment and will have access to more, the amount depending on the number of Swimmers the Shark ate in Act One: ‘Amity Island’. 

In Shark Reveals, the Shark player reveals which Resurface Zone the Shark is attacking followed by the Crew Attacks phase, and lastly, the Shark Attacks phase. In the former, the players take it in turns to roll the dice and inflict as much damage on the Shark as possible, or if they can, automatically attach a weapon to the Shark. In the Shark Attacks phase, the Shark player will attack the boat and if the Shark damages or destroys a section, then it is flipped or removed and any Crew Member on that section of the Orca is knocked into the water. They will have to spend their movement on the next round getting back onto the boat. The Shark can also attack a Crew Member who is in the water  and may get a bonus attack against them as well. Play continues like this until the Shark is killed and the Crew Member players win, or the Shark either destroys all of the boat or kills all three Crew Members, in which case, the Shark player wins.

Just like Act One: ‘Amity Island’, Act Two: ‘The Orca’ feels a little like another game and that is Forbidden Island with its sinking tiles. In Jaws: A Boardgame of Strategy and Suspense it is the parts of the Orca which are being attacked and damaged and then forced to sink, reducing the size of the boat and thus the play area. That said, the use of the Resurface Cards to determine where Shark comes to the surface and attacks the boat does feel new. LikeAct One: ‘Amity Island’, this has the effect of narrowing the choices in terms of where the Shark will go next, but this is fairly fraught it also increases the likelihood of the boat and potentially the Crew Members in that area being attacked.

Act One: ‘Amity Island’ and Act Two: ‘The Orca’ do feel different to each other. The first is more strategic with more planning involved as the hunters search for the Shark and the primary way of knowing where it is, is from the number of disappearing Swimmers. The second is more immediate, more tactical, the Crew Members reacting because the Shark is all but on top of them. Which is very much like the film.

Physically, Jaws: A Boardgame of Strategy and Suspense has excellent productions. The look of the game and the graphics draw very much from the look of the film and its famous poster. Where possible, stills from the film are used on the Event Cards in Act One: ‘Amity Island’, but the artwork is excellent throughout. The Meeples for Brody, Hooper, and Quint are what you would expect, but a nice touch is that the boats for both Hooper and Quint are also of wood, as is the piece for the Shark. Lastly, it should be noted that the rule is also well presented with every effort made to make it possible to learn and play the game as the players read through the rulebook on opening the box. It is not wholly perfect, but is nevertheless, very well done.

Now if you have wide experience of playing board games, then with Jaws: A Boardgame of Strategy and Suspense it is possible to spot some of the mechanics seen in other games, but this does not mean that the game is immatitive, just as it means that the game is neither radical or groundbreaking. Indeed, the mechanics have been adjusted where necessary to match both the source material and the game play. What you have in Jaws: A Boardgame of Strategy and Suspense then, is a well oiled, well tooled, design, one that really does take the source material and build a good game around it whilst being true to the source material. In fact, as a design, it transcends any novelty factor that the game might have had for being based on as famous a thriller as Jaws. Put that all together and it should be noted that the game is surprisingly inexpensive for a design of its nature and the quality of its components.

Jaws: A Boardgame of Strategy and Suspense is not absolutely perfect. It may well be too good an emulation of its source material to play more than a few times, because it does not offer a lot of variety in terms of game play. This is not to say that game is not fun—it is, how much after a few plays is another matter. In addition, you need to have seen Jaws to get the most out of the game and since Jaws is a somewhat gruesome thriller, neither film nor game may necessarily be suitable for its younger suggested age limit of twelve. 

Yet beyond those issues, Jaws: A Boardgame of Strategy and Suspense delivers exactly what you would want in a game based on Jaws the film. It is fraught and it is frantic, you do feel desperate as more and more Swimmers are eaten in Act One: ‘Amity Island’ and then the Shark comes after you in Act Two: ‘The Orca’, but that feeling can turn around as you close in on the Shark… Plus if you are a fan, you get to play out the film and see what you would have done in their place and you get to roleplay the characters, quoting all of the famous lines, and so on. If you are a Jaws fan, then Jaws: A Boardgame of Strategy and Suspense is a game you will definitely want, and if you are a board game player, then it offers semi-co-operative, heavily themed play in well-presented, solidly designed, and inexpensive package.

Saturday, 24 March 2012

Aliens & Infection

In the last five years, the co-operative board game has become a familiar design, one that has regularly made it onto the tables of many gaming groups. Pandemic from Z-Man Games is perhaps the best known design, exemplifying the need for the players to work together in order to prevent the game’s mechanics from defeating them, and titles such as Fantasy Flight’s Red November and the more recent Flash Point: Fire Rescue from Indie Boards & Cards. Another type of the co-operative board game is the semi-co-operative design, one that adds the element of treachery by having player take the role of a traitor trying to undermine the efforts of the other players. It is best typified by Battlestar Galactica: The Board Game and Shadows Over Camelot, both from Fantasy Flight Games, both games that begin with randomly determining which of the players is trying to betray the others. These are now joined by another design, one that goes a step further by having the treacherous player not only working to undermine the efforts of the others, but also attempting to infect them too! The design is Panic Station.

Published by Stronghold Games, Panic Station is set in the year 2220. Contact has been lost with the mining station, Recon-6, and also with the platoon of soldiers that was sent into investigate. Now a special unit of heavily trained Troopers from the Extermination Corps has been assigned to determine what happened, each Trooper being assigned a bio-mechanical Android that only he can control through telepathic means. Despite their training and their equipment, the Troopers were unprepared for what they found – a parasite impervious to their bullets and capable of infecting both themselves and their accompanying Androids. Fortunately, the research staff at Recon-6 had developed ammunition that would the parasite bugs and discovered that the Hive is vulnerable to heat. Now all the Troopers and Androids have to do is scavenge enough bullets to hold off the bugs and enough gasoline to fuel the flamethrowers that will burn out the Hive. Standing against them though, is not only the ever present threat of the bugs, but also the fact that one of their number has already been infected and both he and his Android plans to infect everyone else in order to stop the Hive from being burned!

Designed for between four and six players, Panic Station is a semi-co-operative paranoia-driven board game that can be played through in about an hour. Each player controls one Trooper, armed with a flamethrower, and an Android, armed with a handgun. Both are telepathically linked. Play will see them progressing through the Recon-6 base, its layout randomly determined each time the game is played, scavenging for equipment and swapping equipment, whilst also fighting and avoiding the parasite bugs that scurry around in the darkness. If the Hive can be located and an Android can burn it out with three cans of gasoline, then the players will have won the game.

Unfortunately, one of the players begins the game having been infected by the Hive and as the Host he must keep his status a secret whilst trying to infect or kill the other Troopers and Androids. Infect enough of them and he can prevent the Hive from being burnt out, and so win the game. Only by keeping a careful watch on his fellow players can a player determine which of them of them is the Host or has become infected, although with a heat scan later in the game, it is possible to ascertain the number of players who have been infected.

Coming in sturdy tin, Panic Station consists of two decks of cards – the forty-six card Search Deck and the twenty card Exploration Deck; twelve Character Cards, two for each player, consisting of a Trooper and an Android in matching colours; twelve Check Cards, one positive and one negative, for each player; twelve Wooden Character Discs, two for each player, consisting of a Trooper and an Android in matching colours; ten Wooden Parasite Discs, consisting of five grey Parasites and five black Parasites; eighteen Infect Cards, consisting of six sets of three cards, a set for each player; a Heat-Check Board, a four-sided die, and a full colour rulebook. Of these, the Search Deck contains all of the items that can be found during searches, these include Heavy Guns, Bullets, Armour, Grenades, Fuel Canisters, Keycards (for getting through locked doors), Body Scanners to determine if another player is infected, Energy Boosts to give a player more Action Points, First Aid Kits for healing, Target Scopes that can be fitted to guns to allow attacks into adjacent rooms, and Combat Knives that allow close up attacks. The Exploration Deck forms the locations that the Troopers and Androids will explore. The Check Cards are used during heat scans to detect the presence of infected individuals in conjunction with the Heat-Check Board. All of these components are of a high quality and very attractive.

At game’s start, each player receives the Character Discs and the Character Cards for his Trooper and his Android; two Check Cards, one positive and one negative; and three Infection Cards. All in the same colour. The top of the Search Deck is seeded with a mix of Fuel Canister cards and random Search Cards as well as the Host Card, and each player receives two cards from the Search Deck. Together with his Infect Cards, these two Search Cards make up a player’s hand. It is possible that one of the drawn Search Cards is the Host Card, which would indicate that the player is the treacherous Host and now has the aim of stopping the other players. If the Host Card is not drawn, then it will probably be drawn within a turn or two. The Exploration Deck is also seeded with the Hive card in the bottom three cards of the deck and the Terminal Room in the lower half of the deck. This ensures that one of the last rooms to be found is the players’ objective. Lastly, the Reactor Room card is placed at the centre of the table. It is marked by the numbers one to four to indicate the cardinal directions, these are the directions that the Parasites will randomly move in at the beginning of each round. The Reactor Room is where the Troopers and the Androids will enter Recon-6 to begin their search for the Hive.

Panic Station is played as a series of rounds each consisting of two phases. The first of these is the Parasite Phase in which all of the Parasites on the board attempt to move and then attack any Troopers or Androids in the same room after they have attempted to move. The direction moved is determined by a throw of the die and consulting the numbers on the Reaction Room card. Attacks by the Grey Parasites inflict a point of damage and two points if they are Black Parasites. This damage cannot be prevented unless a character is wearing Armour. At the end of the Parasite Phase, a marker, known as the Parasite Marker, is passed to the next player on the left to indicate when the next Parasite Phase starts.

The Parasite Phase is followed by the Team Phase. Beginning by the player who just passed the Parasite Phase to the left, each player can have his Trooper and his Android act using their combined Action Points. This actually means that the player who just passed the Parasite Phase acts twice before there is another Parasite Phase. The number of Action Points that a player starts with between his Trooper and Android starts at four, but will go down if either is wounded or killed. He can spend these to Explore – add a single location drawn from the Exploration Deck next to his location; Move to an adjacent location if he can – some locations have Security Doors that need to be unlocked, but do have viewports that allow him to look into an adjacent room, whilst others contain two locations instead of one; Fire Guns, either to kill a Parasite or a possibly infected Trooper or Android; Search a location to draw from the Search Deck; Activate Computer Terminal for various effects; Heal in the Sick Bay – up to two Wounds per turn between a player’s Trooper and Android; or to Use Item.

A player can Search, Move, Fire Guns, or Use Item as many times per turn as he has Action Points, but can only Explore, Activate Computer Terminal, or Heal in the Sick Bay once per turn. Of these actions, Fire Guns requires the use of Ammunition and this must be found using a Search action. It takes a single bullet to kill a Grey Parasite and two to kill a Black Parasite. Use Item allows a player to use any of the items he has found with a Search and has in his hand. A Search action allows a player to draw a card from the Search Deck. When a player does an Activate Computer Terminal, he can perform a Perform Heat Scan to see how many of his fellow players are infected; Open All Security Doors until the beginning of the next Parasite Phase; or to Reveal Location, adding a new location anywhere on the map of Recon-6.

Each location card is doubled-sided, and the same on both sides. When first placed, a location card is placed so that the black icon on it is face up. When it is searched or the ability of the room is used, like the Activate Computer Terminal, the location card is flipped so that its red icon is face up. This means that when the room is searched again or its ability used again, a Parasite is attracted by the activity and appears in an adjacent location, ready to move on the next Parasite Phase. There are only five Grey Parasites, and once they are all out on the map, the Black Parasites appear. They take two bullets or two attacks with the Knife to kill, and inflict two Wounds when they attack during the Parasite Phase.

A Heat Scan, performed either with an Activate Computer Terminal action or as soon as the Hive Card is drawn from the Exploration Deck, involves everyone submitting their Check Cards into the correct slot on the Heat-Check Board. One slot is for the players’ true infection statuses, the other is not. This is done with the Check Cards face down and the cards in each slot are then shuffled, all so that it is not clear who played what Check Card into what slot. Then the Check Cards in the actual status slot are revealed, allowing all of the players to know how many of their number is infected, but not who… Afterwards, everyone gets their Check Cards back.

The question is, how does the Host infect another player? It comes down to fact that whenever one player moves either his Trooper or his Android into a location – though not the Reactor Room where everyone starts from – and there is a Trooper or Android already there under the control of another player, he must either attack him or trade with him. The former requires a weapon and ammunition – or the knife, but a trade can be done with any item. Each trade though, is done closed, in that neither participant knows what he is going to receive in return. This means that if the Host or another player who has already been infected can pass another player one of his Infect Cards, then the receiving player is now infected and can attempt to infect others using his Infect Cards. When a Trooper is infected, it also means that the Android he controls is infected, and vice versa. An infected player can only infect others using his Infect Cards, the ones that match the colour of his Trooper and Android. A player cannot use his Infect Cards in a Trade until he is infected, and then only three times because he begins the game with three Infect Cards.

It possible to block an infect attempt in a Trade. This is done by trading away of his Fuel Canisters, which burns away the incoming infection. It also means that the player one less Fuel Canister in the knowledge that he needs three for his Trooper to burn out the Hive. In process though, he finds out who is infected and there is nothing to stop him from denouncing the infected loudly and accusingly.

The humans win if an uninfected Trooper can enter the Hive and use three Fuel Canisters to burn it out. The Parasite wins if all of the Troopers and Androids are infected, as revealed by a Heat Scan, except that is, for the last Trooper and Android infected. They lose… The Parasite also wins if there is only one human player left and there are no Fuel Canisters to use on the Hive, or if all of the Troopers are killed, as the Androids cannot use the flamethrowers on the Hive. Dead players always lose…

Panic Station is a cleverly designed game. It has a great theme, essentially, a combination of John Carpenter’s The Thing with Pandemic. In fact, the theme is effectively implemented, and it does get very tense as the humans try and locate the Hive whilst also searching for enough resources to have sufficient Fuel Canisters to burn it out. All this and the Parasites are coming out of the ducting attracted by the humans’ frantic efforts to find the Fuel Canisters. Of course, the Parasites are the least of the humans’ worries. One of them is a Host and is trying to infect them! And the only way to get infected is through trading, which is also the main means of acquiring Fuel Canisters. The other way, of course, is searching rooms, and that attracts the attention of the Parasite bugs.

Yet Panic Station is game with a few problems. The first one is that the game is hard to teach as the rules in the tin are not as clear as they could be. This has been fixed in part with the free release of a second edition of the rules that anyone can download, but this still does not wholly fix the problem. The Trade rules are particularly awkward to teach, not just in terms of the how, but also the why. This is true of the game in general and there is a lot to explain in order to get the game’s theme across.

The second problem is how the theme has implemented in terms of the rules. It feels counter intuitive to have the Troopers and the Androids use different weapons and not be allowed to use both. Similarly, it feels counter intuitive to have a Trooper be infected by the Host and then have his accompanied Android also be infected at the same time, no matter how far they are apart on the board. It feels counter intuitive to have a Trooper and an Android pairing share the same equipment, no matter how far they are apart on the board. The presence of these limitations seems to be there to enforce the rules and the tension, and not the theme. To some they will get in the way of the play of the game.

Get past these problems though, and it will probably take more than a single play to do so, and then Panic Station sets everything up for an hour’s tense game play. Tense because of the paranoia of not knowing who to trust, but knowing that you have to co-operate in order to defeat a foe that is trying to betray you and eat you! The game’s theme should also encourage plenty of table talk – especially if the players have seen the right movies and can quote from them, Aliens being as good as the aforementioned John Carpenter’s The Thing – and if played right, this should only enhance both the paranoia and the play. If you are in the right mood and enjoy roleplaying the theme, then Panic Station is a welcome addition to the semi-co-operative family of board games.