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Showing posts with label The Op Games. Show all posts
Showing posts with label The Op Games. Show all posts

Thursday, 1 January 2026

Reviews from R’lyeh Post-Christmas Dozen 2025

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

—oOo—

Darrington Press ($59.99/£59.99)
2025 was the year of the fantasy heartbreaker seeing the release of several roleplaying games written in wake of the Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Designed to appeal to players of Dungeons & Dragons, Fifth Edition, there can be no doubt that Daggerheart was the most prominent of these. It offers similar heroic fantasy roleplaying, but with an emphasis on the narrative as much as the action with its Hope die and Fear die mechanics. Both are rolled together, and when the Hope die is higher, it generates Hope that can be used to activate various character abilities, whilst when the Fear die is higher, it generates Fear for the Game Master who can use it to power up her NPCs and make things more challenging for the Player Characters. Actual Player Character creation is made easy by the roleplaying game’s cards that detail its Ancestry and Community cards that define background and culture, and Domain cards that define abilities and spells. These come with the core rulebook in their own box and enable easy reference in play as well. Daggerheart makes heroic fantasy roleplaying easy and fun once again.

Tales of the Old West
Effekt Publishing ($60/£48)
Tales of the Old West brings capital and community—as well as faith—to the American frontier of 1873, in a treatment of classic Cowboys & Indians that is more history than Hollywood. It uses the Year Zero engine and a simple lifepath system to create interesting and fully rounded Player Characters who can do all of the things that you expect of a Wild West roleplaying game. Duels, gambling, chases, cattle rustling, bank robberies, and more. However, where it really begins to shine is in its support and capacity for long term play, because it wants the Player Characters to generate Capital and then invest it in their community. The players get to choose the type of community, where their character invest, and how it grows. The community becomes the Player Characters’ home, somewhere to protect, and somewhere for the Game Master to build stories and hooks around, whether in the community or from outside it. Tales of the Old West can do one-shot scenarios, but is really designed for long term play where the Player Characters can live and die on the American frontier, so can their communities.

Since it was first published in 2008, there have been numerous themes and threats applied to the classic co-operative mechanics against the game itself of Pandemic. In 2025, it has to face the biggest theme and biggest threat of them all—J.R.R. Tolkien’s The Lord of the Rings. In previous board games set in Middle-earth, one player has to control Sauron and the forces of Mordor’s shadow. In The Lord of the Rings: Fate of the Fellowship, the forces of Sauron, the nine Nazgûl and the seemingly endless armies of Orcs, as well as his baleful, lidless eye, are controlled by the game itself. Just as in the trilogy, Frodo and Sam must set for Mount Doom and there, drop the One Ring into the volcano, returning to where it was forged, but the others of the Fellowship must set out hither and thither, essentially to run interference on Sauron’s efforts to find Frodo and Sam and invade Middle-earth. While someone always has to play Frodo and Sam, the other members of the Fellowship are not set in stone and further, every player controls two members of the Fellowship, giving everyone more options and greater ability to cover the threats posed by Sauron. As with other Pandemic titles, the same threats will keep appearing again and again over the course of play, but a mix of careful play and luck on the dice rolls—yes, this is a Pandemic game that involves dice rolls—careful play can thwart them. The best bit about the dice rolls is that you get to use the dice tower shaped like Barad-dûr that looms over the board, to roll the dice. There is a lot of depth and detail to this co-operative version of Middle-earth, along with the replay value of new attempts by Sauron and playing different versions of The Fellowship of the Ring.

Mythic Bastionland – Before Into the Odd
Bastionland Press ($69.99/£49.99)
Mythic Bastionland combines brutality and folklore in an Arthurian Age when knights, each knighted by a different seer, seek Glory, explore the Realm, and confront Myths. In a world of brutal and bloody medievalism, they must prove themselves worthy of their status, but that can only be done by resolving Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember. By proving themselves worthy of their rank, they be ready to prove themselves ready for greater duties, of taking a seat in Council or at Court, ruling a Holding, and even a Seat of Power. First, they will search their realm for its greatest myths and resolve them, perhaps at the point of a sword, by negotiating, or simply doing nothing, facing other situations and perhaps, brutal, bloody combat along the way. Mythic Bastionland details some seventy-two knights, including The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight. Mythic Bastionland details seventy-two Myths for the Game Master to populate the Realm with, including The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each includes a simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. This gives Mythic Bastionland plenty of replay value in an age of glorious myth and brutality.

Ace/Michael Joseph ($30/£22)
The LitRPG—or ‘Literary Role Playing Game’—comes of age in this first of this eight book series that asks the question, “What would you do if aliens had flattened everything on Earth and turned the inside of the planet into an eighteen-level dungeon, and the only way to save the planet is to fight your way all the way the down?” Fortunately, Carl the protagonist is not totally un-nerdy, so has played a few roleplaying games—both tabletop and computer—and so knows his way around the format. Unfortunately, it is not as simple as it sounds, because the dungeon-that-was-once-Earth is also a reality television series watched across the galaxy and so Carl has to play the fame game as well literally kicking dungeon denizen butt. However, although Carl is the main protagonist of the book, for the watchers of the reality television series, the real hero is Princess Donut the Queen Anne Chonk, the prize-winning show cat belonging to Beatrice, Carl’s late girlfriend, who has been magically uplifted from a pet into a Dungeon Crawler and an ace wizard! This is definitely a novel for the roleplayer and player of Dungeons & Dragons, who will get the most out of this knowing poke at traditional roleplaying.

Exalted Funeral ($150/£110)
To be blunt, Land of Eem had the best elevator pitch of 2025—“The Lord of the Rings meets The Muppets”—and if that does not get your roleplaying juices going, then the question is, what will? This is a game of light-hearted fantasy based on the graphic novel series Rickety Stitch and the Gelatinous Goo, and the book series Dungeoneer Adventures, that is both family friendly and fun enough for the experienced roleplayer to play too. It offers the brave adventurers the opportunity to explore the Mucklands, a region once under the heel of the Gloom King, but barely had time to recover before the corporations moved in and began exploiting it and so giving the name it has today. There are opportunities to delve into dungeons and strike it rich, even find Magnificent magical items of yesteryore and become filthy rich. Alternatively, being heroes, the Player Characters could keep such items safe from those that would exploit them, or indeed, put them to good use and help the people of the Mucklands from being oppressed by the tycoons and perhaps save them if the rumours are true about the return of the Gloom King. Land of Eem is illustrated with delightfully whimsical artwork, has simple mechanics, fun character types, and a richly detailed hexcrawl to explore.

The Op Games ($14.99/£14.99)
TACTA is a simple card game that simply looks great. Strong neon colours in dots, rectangles, squares, and triangles on jet black divided into six decks. It can be played on any flat surface and all a player has to do is place a card on the table so that one of its features, whether a triangle, square, or rectangle, covers up a feature on a card belonging to another player. Ideally this should with the dots showing and if it covers up another player’s feature with dots, then all the better, but a blank feature will still cover another player’s feature with dots and prevent them from being adding to that player’s final score. A player will also be thinking about how he can protect the features with dots on his cards from being covered over by the other players, so that there is defensive element to placement as well. There are few limits on card placement, the primary being that a card cannot cover another card when played and cannot connect to features that do not perfectly match. And that it is it to TACTA. Short, simple, and elegant, it is easy to teach and suitable for all ages.

Dolmenwood: Adventure and Peril in Fairytale Woods
Dolmenwood—consisting of the Dolmenwood Player’s Book, Dolmenwood Monster Book, and Dolmenwood Campaign Book—is another consequence of Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Previously seen in the Wormskin fanzine and scenarios from the publisher, brings the setting together and presents it as a weird fairy tale adventure game, conjuring the wonder, horror, whimsy, and strangeness of British folklore in a land of standing stones, ley lines, lost shrines, fairy roads, Wood Gods, fairy nobles, and ancient history. All of this is brought together in a three volume set that presents this expansive woodlands in a style that William Morris, Aubrey Beardsley, and the ‘Arts & Crafts’ movement of the Victorian era with a shot of Lord Dunsay.



Dungeons & Kittens: Starter Set
Edge Studio ($39.99/£29.99)
Dungeons & Kittens: Starter Set is yet one more great starter set from 2025, this time perfect for introducing younger players to the hobby. Some time in the future, humans have disappeared following an apocalypse that has let nature grow back in its wake. In time, animals have evolved, including cats, rats, and dogs, who are beginning to explore the world, scavenge the technology left behind by humanity, and for the cats, command meowgic! The Player Characters are kittens exiled from the Kingdom of Cats who have set out to find their way and explore the world. The starter set includes lots of maps and dice and game accessories, as well as a total of five adventures. Three of these are learning adventures, each designed to be played in a single session or less, whilst the other two are full length adventures. The result is a light-hearted, even whimsical roleplaying game that can be run for the family or younger players, but also enjoyed by veteran players too. Plus it even came with its own colouring book!

Caesar Ink. ($65/£50)
The world of Painmye cries out in pain and screams for absolution as the Last Day draws near. Death has already closed the First Gate to Heall and turned the dead away, leaving the unquiet dead to wander… A crusade has been declared against the Traitor Gods and the Templars have already killed their first Traitor God. Day by day, more and more heretics give themselves up to or are thrown on the Pyre, but even those who have been given a chance for absolution for their heresies upon joining a guild by the Church of the Divine Corpse are being tempted once again by the gifts that Traitor Gods promise. Just as those who seek absolution join guilds for the safety in numbers they offer, so too do those who accept such gifts join cults for the protection they offer. This is Doomsong, an eschatological, pre-apocalyptic ‘Roleplay Macabre’ of heretical temptation and divine punishment and survival horror. It is a great looking book and like the best looking books makes the reader want to play on the art alone. The random character generation creates interesting, if desperate Player Characters that you want to find what happens to them. Doomsong does lack a scenario, so the Lord Have Mercy Upon Us campaign is a must.

DeadFellas
Chaosium, Inc. ($4.69/£3.48)
New York, winter, 1982. A black Cadillac, northbound. Four mafiosi inside. A body in the trunk. Their job? Get rid of the body and be home in time for Christmas. One wants to survive. One wants out. One wants to kill. One wants to avoid doing any crimes. One wants a victim. All have secrets. Highly atmospheric four-hander that plays out mostly within the confines of a car as something prods and pulls at the minds of the occupants and secrets and motivations are revealed and their consequences play out. A cracking one-shot scenario for Call of Cthulhu, Seventh Edition, this is best run in LARP fashion, with players sat in chairs placed in the same positions as their mafiosi are in the car to impart the claustrophobia and physical space in which they can act as the Keeper moderates the interplay and moves between them, whispering secrets and memories into their ears. Tense and unnerving, and perfect for a single evening’s worth of play, this scenario that showcases the creativity of the Miskatonic Repository community content programme.

The Imago Cult ($45/£33)
Another late trend in 2025 was the release of starter sets, the biggest and most of which were the Dungeons & Dragons Heroes of The Borderlands Starter Set and the Stranger Things: Welcome to The Hellfire Club set, both from Wizards of the Coast, whilst elsewhere the Dungeons & Kittens Starter Set from EDGE looked the most fun and Free League Publishing’s Vaesen – Starter Set provided utility in the long term as well as a solid introduction. The starter set that outdid them all in 2025 was Archeterica: The Invitation from Ukrainian publisher, The Imago Cult. Described as The X-Files in an alternate Napoleonic era of magic and conspiracies and revolution, it comes with the means to create Player Characters, an introduction to the setting, and three scenarios, what really sets it apart are its production values. Archeterica: The Invitation is simply beautiful, an alabaster artefact that you are going to want to own for its looks alone, let alone the intriguing setting.

Friday, 26 September 2025

Friday Filler: Flip 7

Flip 7 is a simple, push your luck card game. It is easy to learn and easy to teach and it plays fast. It also suitable for families, and if truth be told, it is really simple. Yet there is a tension to the game play that really can keep the players on the edge of their seat from one turn to the next. Published by The Op Games—responsible for the highly pleasurable Tacta—it is a designed for play by three to seven players, aged eight and up, and a game can be played though in roughly fifteen to twenty-five minutes. The aim of the game is to be the first person to score two hundred points. Points are scored based on the total value of the cards a player has in front of him. Each turn, a player receives a card from the Dealer and turns it over, adding it to the cards he has in front of him. If he receives a card with the same value as a card he already has, he is bust and out of the round, scoring nothing, but if a player receives seven cards that do not match, he scores a ‘Flip 7’, and is awarded bonus points.

Flip 7 comes in a bright and breezy box which contains just ninety-four cards and a rules leaflet. Eighty-one of these cards consist of numbers ranging from zero to twelve. The number of cards with each value is equal to value on the cards. Thus, there are ten cards marked with ten, seven cards marked with seven, three cards marked with three, and so on. The exception to this is, of course, the card marked with zero, of which there is just the one.

The other cards are Action cards and Modifier cards. There are three types of Action card. ‘Flip Three!’ forces a player accept and flip three more cards, whilst ‘Freeze!’ forces a player to end his participation in the round and bank the total score. When he receives a ‘Flip Three!’ or ‘Freeze!’ Action card, a player can play them on himself, but he can also play them on another player. A ‘Second Chance!’ Action card must be kept by the player who receives it and comes into play when he receives a duplicate value card, in which case both the ‘Second Chance!’ card and the duplicate value are discarded. A player can only use one ‘Second Chance!’ per round and if he receives a second, must give it to another player. The Modifier cards range in value from ‘+2’ to ‘+10’ and also include a ‘×2’ card. These do not count to the ‘Flip 7’ bonus, but will alter a player’s score for the round.

Set-up and play are simple. The cards are shuffled, and one person is designated the dealer, who in turn deals out a single card to each player and they place the cards in front of them or resolve any Action card. Each turn a player can decide to ‘Hit’ and receive another card or ‘Stay’ and not receive any further cards, ending his participation in the round. If a player receives a card whose value is equal to a card that he already he has, he is ‘bust’, which ends the round for him with no score. Play continues until all of the players have either gone ‘bust’ or decided to ‘Stay’, which ends the round. A round will end if a player achieves a ‘Flip 7’. The game continues until a player has scored two hundred points.

The risk and the push-your-luck aspect of Flip 7 lies in both the value of the cards and the number of them in the deck. Higher value cards score more points, of course, but there are more of them the higher the value, and thus there is a greater chance of a player receiving a duplicate card and being forced to go ‘bust’. So, a player wants the higher value cards for their scoring value, but is constantly wary of receiving duplicate cards and scoring no points at all. Conversely, the lower value cards will score fewer points, but there are fewer of them and the chance of a duplicate is lower. From the start of a round the player is aware of the number and values of the cards in the deck and as a round progresses, the cards his rival players have in front of them will also indicate how many cards there are left in the deck and what their values are going to be.

The tension between the desire to score points and the increasing possibility of going ‘bust’ and scoring no points is made that much more sharper because everyone can see what cards everyone else has in play. So, they can see how close they are to going ‘bust’ and feel that tension too. Is that player going to go ‘bust’ or is he going to be lucky and receive another card that pushes him one step further closer to a ‘Flip 7’? The luck of the draw can go the other way, of course, and a player might find himself going ‘bust’ after receiving just two or three cards! Further, as the rounds progress and the total scores rise, the tension also goes up as players attempt to catch up with their rivals—and the thing is, with the right cards and perhaps a Modifier card to two, it is entirely possible.

Physically, Flip 7 is nicely put together. The cards are big, bright, and easy to understand, whatever the age of the player. The rules are also clearly written and include scoring examples for the Modifier cards as well.

Flip 7 is really no more complex than Vingt-et-un or Blackjack, though of course, without the gambling aspect. It is a really simple game to play and understand, one that constantly asks a player to push his luck and wonder if another card is worth the risk. Flip 7 is a real filler of a game that just sometimes can be a real thriller of a game.

Friday, 5 September 2025

Friday Filler: Tacta

Tacta, published by The Op Games, is a game of connecting cards and covering them up, of twisting them and flipping to make the right connections, and ultimately, trying to be the one with most dots visible. The game play is incredibly simple to play and teach, but it can get slightly complex when trying to find the right place to place the cards. The playing time is about twenty minutes, it can be played on any size surface—even odd ones if there is other stuff on the table, and it is designed to be played by two to six players, aged seven and over. Quite simply, Tacta is a great filler game with decent replay value because of its simplicity.

What really stands out about Tacta are its cards. There are one-hundred-and-eight of these, double-sided and matt black except for the neon markings that line the edge of the cards and the various shapes that appear to be cut into the blackness of the cards—triangles, squares, and rectangles. Some of these are marked with dots and some are simple outlines. The look of the cards is simple, but amazing, almost as if they have burst out of the film, Tron. The cards are divided into six decks—coloured blue, green, orange, pink, purple, and red—of eighteen cards each and each deck is identical.

The aim of the game is simple and that is to have the most dots visible from your colour cards. Do that and a player wins. To do that, each player will be placing one card on his turn. This can be from the top or bottom of the deck—the cards are double-sided, and the card drawn must be placed so that one of its features, whether a triangle, square, or rectangle, covers up a feature on a card belonging to another player. Ideally this should with the dots showing and if it covers up another player’s feature with dots, then all the better, but a blank feature will still cover another player’s feature with dots and prevent them from being adding to that player’s final score. A player will also be thinking about how he can protect the features with dots on his cards from being covered over by the other players, so that there is defensive element to placement as well. There are few limits on card placement, the primary being that a card cannot cover another card when played and cannot connect to features that do not perfectly match.

Set-up itself is simple. Each player receives a deck and shuffles it, holding it in hand so that card can be drawn from the top and bottom of the deck rather being fanned out. The starting card is placed in the middle of the table. It has a simple white grid on it that allows any shape to be played onto it. After that, the players take it in turns to draw and play cards, the play area quickly filling with the cards in a tightly packed and connected sprawl. At the end of the game, everyone counts up the number of dots that are visible on their cards and the player with the highest total wins.

The core game play of Tacta is simple and easy to explain. However, this is not the only way to play and the game includes five alternate ways. There is an option for shorter playing time by removing cards from each player’s deck, playing as teams—dividing each deck between two players, and even a real time version in which everyone tries to empty their deck first and trigger scoring before anyone else can. This works well for larger groups. There is also a version where players share decks, but only score from their own colour, so they are trying to sabotage the player holding the other half of their deck, whilst still trying to score with what they have their own. The team play, free play, and sabotage play are the most out of the alternatives given.

Physically, Tacta is very black, from the box to the rulebook, all highlighted in the game’s neon colours. The rulebook is very easy to read and the cards simple to use, each deck also being marked with a symbol for the colour blind.

Tacta is a great filler. It is simple and easy to learn and teach, so is family friendly, but it can get cutthroat too as players aggressively hunt for their opponents’ dots to cover. Lastly, its stark neon on black design really gives it a presence on the table.

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.