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I Didn’t See That Coming!

Box Cover

An Epic Spell Wars of The Battle Wizards: Duel on Mt. Skullzfyre Review

So, you like being a wizard? Of course beside the deathly spells pointed at you and those crazy creatures sprawling towards your face. Me like being a wizard, because I can punish and torment others with my weird, tricky and sometimes devastating spells. As long that ‘others’ aren’t also wizards, who could spell back at you.

But, in this game you will face seriously hilarious wizards, exchange spells with them and be the last wizard standing. So, looks like an easy task right? Nothing vicious, no one gets harm and we’d shake hands after that? Hold your thought, it’s hilarious alright but it’s way far off easy. You’ll be dead before you know it.

This game was designed by Cory Jones and Rob Heinsoo, published under the Cryptozoic Entertainment. Originated from a card game, this one little bad-ass came out strong and surprisingly outstanding. The game designers created a simple yet unique and innovative from card component and combined with dice rolling mechanic.

Did you know that magical wizards are battling to the death … and beyond … right now!? “Why battle?” you might ask. “What have I got to prove, magic man?” Only who’s the most awesomely powerful battle wizard in the entire realm, that’s what! As a Battle Wizard, you’ll put together up to three spell components to craft millions (okay, not really) of spell combos. Your spells might kick ass, or they could totally blow – it’s up to you to master the magic. You will unleash massive damage on the faces of your wizard rivals in a no-holds-barred, all-out burn-down to be the last Battle Wizard standing. And it doesn’t stop there! Powerful magic items bring on a whole new level of bloody carnage as you and your mighty wizard opponents tear each other limb from limb in an orgy of killing! Do you have what it takes to use epic spells in a war at Mt. Skullzfyre? Will YOU be the Ultimate Battle Wizard!?!

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a humorous card game depicting a vicious, over-the-top battle between a variety of comically illustrated wizards. The game focuses primarily on creating three-part spell combos to blast your foes into the afterlife. The unique Dead Wizard cards allow players to stay in the game even after their wizards have been defeated.

So, what made me pick-up this awesome gem? Well, the first thing was the artworks. When I got my eyes on that comical and hilarious illustrations, I just knew that I must have this one. And when I got my hands into this baby, got it through several plays and hell it’s just too goddamn worth it. It’s quick, simple to learn, easy to understand and the rules are exemplary easy to understand. Had it played with 2,5 and 7 players. Yeah I know, over the limit, but who cares since we had fun out of the roof. So, after several plays, here is my review on the game.

1. Theme

Fantasy theme with shallow background story. It’s okay, since this game is just a filler and people just want to have some fun. So, here goes the theme. So, there’s a battle, epic they said. Battle between wizards, which usually they cast spells all over the place. The last wizard standing is the winner (oh yes it’s a player elimination game), but that’s not it, you need to be that twice. Now you don’t say, twice? Do you mean all the dead wizards come back to life to fight with you again? Yeah, kinda. We are wizards who seek supremacy and being the last wizard standing somewhat meet that criteria.

One of the 8 Over-sized Hero Cards

2. Artworks

This aspect was the first thing caught my attention. The artwork is superb, it has the feeling of cartoonish with violence theme and somewhat strong explicit images. This may not very suitable for underage children and proven to be harsh and negative influence for them. But for me, it’s hilarious and worth collecting. The cheesy bright and contrast color combinations with spectacular arts from the gruesome characters with ridiculous spell names really lighten up your day. The good part is with the unique mechanic of a spell that consist of a set of cards, which the illustrations are joined together to make a single illustrations with different combination through the cards. This is creative way of visualization. One illustration can connect to another illustration to form an illustrative spell with catchy and super unique name. This one rocks and deserve my thumbs all the way up. Nick Edwards, the artist really did a great job.

Artworks on some of the cards

3. Game Components

The game comes up with awesome components, the cards are smooth and nicely finished. It consist of 178 cards, 8 Over-sized Wizard cards, 6 Skull life counters, 7 Last Wizard Standing tokens, 4 six-sided dice, 1 Rulebook and there is one standing card board to picture Mount Skullzfyre as a theme flavor only function. The Cards are divided into 3 different basic types (Source, Quality and Delivery) which each has it’s own effect. The other cards are Wild Magic Cards (kinda more like a joker type of card), Treasure cards and Dead Wizard Cards.

The other components are simply in good quality, such as the tokens, the Over-sized Wizard Cards and also the dice. Sometimes the dice just not enough, you’ll need 2 more (for every player may required to roll a die in the same time or a player may rolled more than 4 dice during his turn), but this could be solved by rolling the dice in several groups.

The box comes in a small size and also with a nice insert (there is an illustration on the insert, which is a plus) but that almost not fit all the components, and forget the insert if you want to sleeve all the cards. It won’t fit into the insert. Si I decided not to sleeve the cards and keep the awesome insert.

Game Components

4. Game Play

The game is simple, all you need to do is understand all the card types and read the text for the effect. It’s one of those games that you can easily and quickly pick up an play in an instant. The cards effects are clear and easy to understand. Players simultaneously choose what spell to play from their hands. A spell can contain 1 to 3 cards contain of 3 types (Source, Quality and Delivery), in other words you cannot play more than 1 card with the same type. After all players done their selection, the cards are revealed. The player with highest initiative value in the spell goes first (or players with the fewest cards in his spell, in case of a tie, roll a die).

The player announce the spell names in such stylish fashion (this make the game more hilarious) and resolve the effects of the spell in order from Source, Quality and the last Delivery. The target of the spell are different based on the effect, it could be one of the specific players, your neighbors or even random players (by a die roll). The players whose life is diminished to 0, eliminated the game and collect a Dead Wizard card. If the game still going around, when it’s his turn, he doesn’t draw spell cards, but a Dead Wizard card instead. This Dead Wizard cards are useful for the next round. After all players cast their spells, each players refill their hands up to 8 cards. Next turn begins. There are Treasure cards, which player can usually get from the effect of the spells or from the Dead Wizard cards. These Treasure cards are useful for a player to fight against other players. When there is only 1 player left standing, the round is over, the last player gain a Last Standing Wizard token. All players discards their hands and Treasure cards and also cash in their Dead Wizards cards. Next round begins, all players draw their hands up to 8 cards again. The game ends when there is one player with 2 Last Standing Wizard tokens. There are also Wild Magic Cards, these cards give you the option to play a spell card type that you don’t have, when you are about to cast the spell, you’ll be able to draw spell cards from the deck until you found the card of that type to replace the Wild Magic Card.

A Complete Matched Spell

5. Replay Value

The key of the replay value is the cards. With it, you can have millions of combination spells. There are always different effects and combos in store for you to play. Cast them off and finish your opponents. This game shines with the perfect gaming group, which can be hilarious enough for you to laugh out loud and shout to cast the spell in ridiculous style. What more you want, it’s a party game indeed. There won’t be the same game every time you play, it’s hilariously different in each game.

The Cards

My Thought of The Game

I like the game very much, instantly bought it when I saw the arts. And after reading the rules, the game play offered me interesting points. I like the creative idea of combining 3 cards into a spell with different combinations and effects. The name of the spell also creatively made. It’s a quick filler card game with party and hilarious feel in it. Play it with your crazy group and shots laughter into the room. This game is a quick paced card game with the ‘take that’ effect that played without thinking and careful planning, so better playing it fun and do not waste your time. It’s potentially gonna hit tables often and easy to become everyone’s favorite. Though it’s luck dependent on the dice rolls but must I remind you that it’s a party game after all and do not take this game seriously. You should just concentrate on how your spell casting evil voice drive the tension or laughter to the game.

Fresh Out of The Box

 
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Posted by on May 9, 2012 in Card Games, Dice Games, Reviews

 

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Betrayal On Mecatol Rex

Session Report Twilight Imperium REX: Final Days of An Empire

Regular Meetup at B’Steak Green Ville, Friday April 13th, 2012 (6 Players Game)

Players (starting from the first player in order)

1. Madi – Emirates of Hacan

2. Willys – Barony of Letnev

3. Robert – Xxcha Kingdom

4. Chris – Lazax Empire

5. Daniel – Federation of Sol

6. Kris – Jol-Nar

During the first round, there wasn’t much happen. The Sol’s Dreadnought Fleet started at sector 1. Everyone didn’t have any target at the beginning but hunting influences. At the 2nd Round (Sol’s Dreadnought Fleet moved onto sector 4) Letnev and Sol hunting for influences. Jol-Nar didn’t move from the stronghold. Lazax generated many influences from the bidding phase, while Xxcha gained full free units in Galactic Council from others deployment. At the start of round 3, battles erupted among Lazax, Letnev, Hacan, Sol and Jol-Nar. Xxcha still maintained peace as long as he can. But Jol-Nar made it to sabotage Sol’s fleet and moved it 10 sectors forward. This resulted massive destruction in the fleet’s path, destroying all Lazax, Hacan and Xxcha units (more than 20 units in total) on Scholara Imperialis and Hall of Records. Nice reward for Jol-Nar.

At the fourth round, temporary ceasefire was occurred. 2 Alliances were made between Hacan, Letnev, Jol-Nar and Sol, Lazax, Xxcha. At this round the target of the game became more clearer. The Hacan, Letnev and Jol-Nar alliance controlled 3 strongholds while The Sol, Lazax and Xxcha alliance control 2 strongholds. But that was change in the next round. The Lazax, Sol and Xxcha alliance rapidly mobilized and deployed all their units onto the board. Their advantage of influences really gave them benefit against the other alliance, which short in influences. The condition was change drastically, The Sol, Lazax and Xxcha alliance control 4 strongholds, they need to control another one to win the game.

During the sixth round, they’re able control the other stronghold but lost a stronghold (imperial space navy) from Jol-Nar. At this point the end game possibilities rose to the occasion. The Hacan, Letnev and Jol-Nar alliance was having hard reality to win the game with alliance victory condition. They need to prolong the game into end and make sure that Sol’s special victory condition is not meet. Jol-Nar reaching the 10 influence from a location, to support his plan next round. During this round The Sol, Lazax and Xxcha alliance had ran out of influences and their hands of strategy cards were near at it’s limit. Now this decisive time brought advantages to the Hacan, Letnev and Jol-Nar alliance.At the bidding phase, the Hacan, Letnev and Jol-Nar alliance won several strategy cards with low prices. Even Jol-Nar acquired 2 fresh recruit cards in a row with the price of 1 influence each. That was a great deal and opened up chance for Jol-Nar in the recruitment and maneuver phases. With 2 cards of Fresh Recruits, Jol-Nar was able to recruit 10 free units from the game and deploy units to Imperial Navy Base, in order to reclaim the stronghold from Xxcha control.

At seventh round, the fleet was in favor to the Hacan, Letnev and Xxcha alliance, by moving into Mecatol Power South (which controlled by Hacan). This made the stronghold safe from other players attack. This round the Sol, Lazax and Xxcha alliance cannot win the game. They need to try it again in the next round. At the last round the fleet moved into sector 18, blocked the access on the Imperial Space Navy, which also restrained the Sol, Lazax and Xxcha alliance victory (again the fleet was in favor to the Hacan, Letnev and Jol-Nar alliance).

They started to think another way of victory, which was by Sol’s special victory condition (having Sol or no other player control Mecatol Power South and Imperial Palace).This was proven difficult, since Sol’s unit is on the other side of the board (Civilian Spaceport) and there was the fleet barred the road to the Imperial Palace. But, alas they found a way to made the plan work, at least they thought it would. Lazax moved all his units from Imperial Palace into Mecatol Power South (head to head with 2 Hacan units). And Sol played rapid mobilization to move all but one his units from Civilian Spaceport 8 spaces into Imperial Palace. With this move, they can win the game if during the battle for Mecatol Power South, Lazax sacrifice all his units which would resulted in no one control that stronghold.

But for whatever reason, they’re not supposed to win the game, after Sol’s turn, Jol-Nar, moved 4 units from Cultural Sector to Civilian Spaceport and deployed 4 units to it. This gave the condition 8 to 1 against Sol. While Hacan made a critical move which threw Lazax down. Hacan moved 2 of his unit out of Mecatol Power South, he evaded the battle, which broke Lazax plan to sacrifice all his unit.

The battle resolved, though with 8 units against 1, Jol-Nar could not won the battle, since Jol-Nar was unable to play Atmospheric Ionizer (because Xxcha ally advantage). The Hacan, Letnev and Jol-Nar Alliance won the game because the game end and no other players and Sol had won the game. But, Hacan was treacherous, he betrayed the alliance by revealing the Betrayal Cards (number 2, with having the least units in the casualty pool). Hacan won the game over Letnev and Jol-Nar whose did not realize Hacan’s evil and treacherous plan.

If Jol Nar had won the last battle on Civilian Spaceport, Jol-Nar would be able to override the Hacan treachery with level 7 betrayal cards. Jol-Nar, made a wrong move, he forgot that he had a spaceport, which gave his units the ability to move up to 4 spaces that round. For that reason he could recruit 1 more units and the result of the battle would be different. Great game nevertheless, tense and full of intrigues.

Game in Progress

image courtesy of Willys Octavianus a.k.a Camolatte

 
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Posted by on April 16, 2012 in Ameritrash, Board Games, Session

 

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Die Macher Rules – Special Meetup 23rd March 2012 Session Report

Friday, 23rd March 2012

This time, we held out a special meetup all day at B’Steak Green Ville. Why special? Cause it’s public holiday and some of us had the time to spend all day and there was a Die Macher special session which was planned days before. We started early at 11.00 AM and the venue wasn’t too crowded yet, just a few tables.

1. Pantheon

The first game was already playing once I got there around 12.30 AM, it was 4 players game of Pantheon with Andi Leman (owner), Jeffry, Kenneth, and Kenth (if I was not mistaken). Kenneth saith the final standings of the game were Andi in the first place, followed by Kenneth, Jeffry and Kenth. Too bad i don’t have the picture of this session.

2. Ark

I brought one of my new games, Ark. A simple (so-called one) filler and tried to play it for the first time with 4 players (Me, Marisa, Willys and Daniel). Once we played the game, it turned out the game was not that kind of simple we thought it would be. The restrictions and special abilities of the animals were not so friendly to new players. You need to keep in mind with such complicated rules of how to place an animal card legally into the ship. This could be a pain in the ass for some new players. Marisa didn’t like the first game and decided to blow it and play something else.

3. King of Siam

A rare gem, brought by Daniel, King of Siam is absolutely fantastic. A simple, quick and yet filled with deep tactic but abstract game that I had played twice before. You won’t find this game easily anywhere and it’s quite pricey because it’s already out of print. The game was played with 3 players (Andi, Sally & Brodi) with Sally as the winner, and 2 players game, Daniel vs Jeffry with Daniel’s victory.

4. Shadow Hunters

I haven’t try this game, but it seems the game has similar mechanics like The Resistance, Bang and Werewolf. The game was played by Andi, Sally, Kenneth, Billy, Kenth, Vivi & Marisa.

5. The Resistance

Kenneth asked me to brought this game, my own print and play version of the game. They played it twice I guess with 8 players. Not sure who won the game.

6. Mansion of Madness

Mansion of Madness

5 player game of madness. Billy (owner) played as keeper and Vivi, Marisa, Kenth and Sally as investigators. This is an interesting game, the stories had always been the key factor in the game, though it’s complicated and fiddly rules, you just love to see this. The keeper won the game after eliminating the investigators one by one.

7. Ultimate Werewolf

A party game with secret roles as werewolves and villagers. Played several times not sure who played it and who won.

8. Homesteaders

Daniel (owner) brought this game to the table and played it with 4 players (Daniel, Jeffry, Ivan and Erick). The game was won by Daniel the owner. I noticed something in this game, the wooden components are remarkable and to my surprise the print out boards have doff finishing unlike other TMG game such as Belfort. Quite good component quality I must say.

9. Dungeon Petz

Dungeon Petz

3 players game with Andi, Kenneth and David. Too bad it’s not finished bacause it’s getting late and David need to run. I really want to play this again, just played it once since I bought it.

10. Lancaster

Didn’t really realize who played it, but I guess Jeffry and others.

11. Die Macher

Die Macher

The pinnacle of the event. Andi Leman was begging to play this game since the last gathering (18th March 2012). We played with 5 players (Andi Leman, Yongkie, Brodi, Willys & Me). I was enthusiastic to play this game and I bet others feel the same. We started the game at 01.30 PM (Andi, explained the rules of the game to us) and finished at 20.00 PM, 6 hours and 30 minutes game time, what a game indeed. What game is played for 6 hours and more? Well, this game is surely one of the correct answers, and to be honest, this one just suddenly pop up in my top rated games along with Twilight Imperium and War of The Ring. A finesse Euro game about parliament and election on classic German’s cabinet. Complicated but as usual contained (typical euro) and at first we just stepped blindly in the earlier stages but when entering the last stages, 5-7 stages, we all already knew what to do, but it’s not that easy to acted and get what we wanted. Lots of bidding battles, wits, dirty alliance, accusing, direct conflict, decision making and many more. This is surely political and good gracious, I didn’t know that politic could be so much fun (at least in this game). The bids were ecstatic, you could feel your heart pumped up and down. A superb game with outstanding mechanics which explained that there are often times when your plans didn’t work out as you planned. In short, shit happens. Though there were some reasons that the game as the feeling of king making or leader bashing, but the fact was, it’s quite competitive in some way, this was proven by the fluctuated progress of each player (decision making really prove it’s importance here) and the result was rather not too ranged between players.

Game Board

What I don’t like (conveniently accepted) was the coalition voting terms. When under coalition, players will sum the total amount of their votes to compared with others, which when a player got himself more than 50 votes, the excesses of the votes are still counted towards his vote. Unlike players without coalition, their excesses votes are not counted, which left to the ugly fact that coalitions are surely always win in votes. This is the bad of the game according to me. But nevertheless it’s an awesome game!

The final standings were Willys, followed by Yongkie, Me, Brodi and Andi Leman in the last place.

 
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Posted by on March 26, 2012 in Board Games, Card Games, Events, Session

 

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Critical Miscalculation – REX: Final Days of An Empire

Session Report – First Play of REX: Final Days of An Empire

Last Sunday I Played REX: Final Days of An Empire for the first time with 6 players in my gaming group (in fact this was everybody’s first play of the game at our board games community gathering event (18th March 2012). I came out as the first player and chose one race to play with, the rest followed by setup in order according to the races placement on the table. The order of play were:

1. Kris (me) as Emirates of Hacan

2. Marisa as Xxcha Kingdom

3. Timothy as Barony of Letnev

4. Jopy as Lazax Empire

5. Karno as Universities of Jol-Nar

6. Ricky as Federation of Sol

Game in Setup

Everyone has already done their setup, including Xxcha (Marisa) with her prediction tokens. The first round begun with Temporary Ceasefire (early in the game). Alliances were formed and resulted as 3 alliances, Barony of Letnev with Emirates of Hacan (Timothy & Me), Lazax Empire and Universities of Jol-Nar (Jopy & Karno) and Xxcha Kingdom and Federation of Sol (Marisa & Ricky). In the bidding phase, Jol-Nar always looked at the strategy cards, which kinda annoying throughout the game, with the addition that he was in alliance with Lazax. So he know the good and bad cards and did not have any trouble with the influence cost (backed by Lazax).

So in the first round Lazax had already generate a huge pile of influences from other players bid, including me. So he had the advantage on the maneuvering phase. Deploying mass units to the board. He targeted influence generated space, Vel Terro Residential. Hacan did not move or deploy his units, since I was the first player and being one was not my advantage in this phase. Decided not to move from the setup space, Adminus Imperialis (sector 7), for Sol’s Dreadnought fleet was in sector 5, quite near. Other players were deploy and move around the board. Xxcha deployed 3 units on the Scholara Imperialis space. In the bombardment phase, Sol’s fleet moved by 2, and stopped at sector 7 (Hacan units at Adminus Imperialis were trapped inside).

"Your argument is not valid, I won't set alliance with you!"

At round 2, Xxcha was the first player. Again, Jol-Nar and Lazax enjoyed their retribution of the influence in the bidding phase. Others (Letnev & Hacan) started to realize their growing threat. Hacan pay 6 influence to Lazax for a strategy card on the bidding phase. Lazax deployed 7 units (with 1 mechanized) into Scholara Imperialis followed by a series of deployments from other players. Letnev deployed units into Vel Terro Residential to confront Lazax. Sol deployed units in Adminus Mecatol. Hacan followed Lazax into Scholara Imperialis, with massive 10 units in order to harness it’s influences (having the advantage of other deployment cost). The battle begins. Xxcha units flipped out and Hacan lost the battle against Lazax. It’s Leader, Master of Lies (3 Strength) was killed by Lazax strategy card. All units were destroyed. Lazax harnessed most of the influence. In the bombardment phase, Jol-Nar controlled the fleet by not moving the fleet in Admiral Imperialis, to blockade Hacan setup units.

Considering the odd

At round 3, Letnev begun his aggresive movement into Jol-Nar’s position, followed by Jol-Nar reactive respond by rallying into battle. Sol prying on Letnev movement in Vel Terro Residential. Hacan, still having others deployment cost, decided to hammer 10 units into Mecatol Power South, where Xxcha units resided from the beginning. The great battle begun, Between Sol and Letnev with the victory of Sol, while Letnev had his mind on Jol-Nar’s. The crucial battle of Letnev against Jol-Nar took place on Civilian Spaceport, where Jol-Nar made a critical miscalculation on the battlefield and lost. The light at last shone upon the alliance of Letnev and Hacan, which only small Xxcha units left between them and the victory. Hacan hammered Xxcha hard and control the Mecatol Power South. Which led them to victory with 3 strongholds in control. Xxcha miss her prediction slightly, for she predicted Letnev’s vicotry on round. She was unable to foresee the Hacan’s important role in the beginning.

No secrecy!

Great game, great players, great alliances!

 
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Posted by on March 22, 2012 in Ameritrash, Board Games, Session

 

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Comprehensive Components Overview of Twilight Imperium REX: Final Days of An Empire

Comprehensive Components Overview of Twilight Imperium REX: Final Days of An Empire

Unboxing

Fantasy Flight Games had just recently published it’s new game, based on the famous and out of print Frank Herbert’s Dune combined with the Twilight Imperium universe as it’s background story and theme. Still using the same mechanics and game system created by Bill Eberle, Jack Kittredge & Peter Olotka, Corey Conieczka and Christian T. Petersen tweaked the game rules and system to created more simplified, streamlined and balanced new game called Twilight Imperium REX: Final Days of An Empire.

This re-implement 6 players game has 6 different races to choose to, taken from the Twilight Imperium races which were more likely have the closest resemblance with the original Dune’s races / factions. These 6 races are Jol-Nar which represent Atreides, Letnev represent Harkonnen, Lazax represent Emperor, Sol represent Fremen, Hacan represent Guild and Xxcha represent Bene Gesserit. These races also apply one of the special powers the original races possessed.

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight’s Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy’s crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then “spent” to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol’s fleet of warships wreaks havoc on the planet’s surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol’s own ground forces have forewarning of the fleet’s wrath; all others must seek shelter in the few locations with working defensive shields…or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player’s military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction’s leaders can therefore be vitally important in combat…but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

This time I am going to do a break down overview of the component of this little baby. Start from the box and to the rules to make an easier description for other gamers who need information for getting this game. By the look of it, I would say Fantasy Flight Games did it again. Not only they created such a great game, but they also produced extraordinary components one could expect from their games.

1. The Box

A simple medium box (Mansion of Madness, Chaos in The Old World size) with great and compelling artwork (yellowish tone colors in all sides), and like their other game boxes, it’s good quality linen finished which is awesome (you can tell by the visible linen texture). It’s quite heavy, 2 kg estimated weight. In the right bottom of the cover you can notice that there is a credit to the original designers of Dune (a good way to show appreciation and also a copyright thing). The lid cover was really fit and tight, it really need effort to uncover it, which has good and bad side. The good is, the game is quite tightly covered and you don’t have to worry that the game might spilled when carried around. The bad is, it’s quite difficult to open it and need extra effort to do so. But I guess, it’s a good thing, since I don’t mind the bad side and really vote the good side of it.

Game Box

Inside the box, you can see the rules on the top with character sheets inside a zip lock bag (perfectly fit) and guess what, a piece of errata, the same one I found in Rune Age. Little bit a let down to have such an imperfect rulebook that you need to perfect it with an errata. But then again, it’s not really minor, only few corrections. Under those thing are the punch boards covered in shrink wrap the board and beneath it there laid the insert tray (thick carton) with miniatures in a baggie and set of cards with 2 sizes. The box dimension is 295x295x70mm.

2. The Punch Boards

Major components on this game are tiles. These tiles were came from the punch boards (4 punch boards with different set of tiles). The punch boards were sealed together with a shrink wrap. Good thing that they thought over this. So the tiles won’t fall apart while being transported or delivered. This [prove quite a bit annoying in some other cases, with you unboxing a game and you find out that some of the tiles were already fall out of the boards. With a shrink wrap, the tiles are safely and perfectly stay on place. The punch boards are thick enough with linen finished, easy to punch with no left over tear on the print papers. The problem with these thick punch boards, once you punch them all, what will be the fate of them? Straight on the trash can or else? Well, this create another problem with component storage. In the first place, these thick punch boards give the box, depth and perfectly fit. Once they are removed from the box, you will find a gap inside the box which lead into displacement of components inside while handled. I suggest you don't throw away the used punch boards and place it under the insert tray, to fill in the gap.

Punchboards

3. The Board

Huge board (Chaos In The Old World size) with 4×2 folds. Linen finished print out with black linen on the other side. Great quality print and artwork. The map shows the places of interest in Mecatol Rex, 28 key spaces with connectors to other spaces. The arts are stunning, but overall it’s look alike the map of Arkham Horror with circular frames around space illustrations. In the right side of the board you can find Influence Pool, Strategy Deck, Influence Deck and Casualty Pool spaces. Nice decision from Fantasy Flight Games for using a ziplock bag to store the board, so it’s stored neatly and easily and also protected from scratch and friction inside the box.

Game Board

4. Character Sheets

You can find the character sheets inside a clear transparent ziplock baggie which perfectly fit the size of the sheet. Quite neat but you need to carefully take the sheet out of the bag, cause it’s very tight. There are 6 character sheet, each represent one of the 6 races available (Lazax, Hacan. Letnex, Sol, Xxcha and Jol-Nar). The front side of the sheet consist of basic information for each race, advantages and setup. The other side contain a background story of each race, very useful to create thematic experience in the game. Players are suggested to read this first too understand their significant role in the theme and the game itself.

Character Sheets

5. The Miniature

Well, it’s not a miniature game, so you must well aware that there’s only one (kind of) miniature plastic figure on this game. It’s Sol’s Dreadnaught Fleet, which consist of 5 dreadnoughts assembled into one fleet. It’s unpainted (so you need to paint it if you want to get serious into the theme and story). It’s come with  plastic stands to create flying effect while placed on the board. The dreadnoughts were highly detailed sculpted and even though it’s the only miniature, it’s really eye catching. Guaranteed, every eyes will look at your direction just for having this miniature displayed in front of you. Need to spare my time to paint this badass.

Sol's Dreadnought Fleet Miniature

6. Battle Dials

Now, this make the components quite special. The battle dials are rather unique, by using thick card board as dial and at the right side were placed a slot for leader tiles. This is unique and cool but the downside is that the slots are kinda hard to place the tile on. Which need extra effort and pressure to make it fit right into the slots. There also a problem on how to remove it, for you need another extra effort and energy to pull of loose. This will surely wear of the slot and eventually it will loosen up. By that time, it’s gonna be such a waste of components for not working as they’re supposed to. The leader slots are used for units reinforcement during battle and also a means for using the strategy cards. When I assembled these dials, there was difficulty on applying the plastic connectors through the wheels. Since the hole aren’t the same size with the other hole on the back plates, it’s smaller. So need extra caution when apply more power to pushed it fit.

Battle Dials

7. First Player Marker

This large circular shape marker from thick board is used as a first player marker. The artwork is quite the same at the cover of the box and it is kinda over sized. But it’s good nevertheless. Though it’s not necessarily important (you can use any other component as marker) but it is a nice addition to the game.

First Player Marker

8. The Influence Tokens

Influence is the only currency in this game, and it comes in 3 denominations (1, 2 and 4) with unusual geometrical shape. Each denominations are mark by different color lines (green, yellow and blue) quite a thin line but somehow it’s easy to spot on with the color lines and big number on the center of the token and it’s also double sided.

Influence Tokens

9. The Unit Tiles

Each race has unit tiles in different colors and each logo on it (hexagonal shaped). Printed double sided to make the application easier to recognized during the game. These tiles will often come in and out the board during a game, for these unit tiles represent each race military power. While each race logo is shown, the tiles are color coded to each race, which make it easier. Hacan has yellow color tiles, Jol-Nar is purple, Lazax is red, Xxcha is green, Sol is blue and Letnev is white. Special for Lazax, there are 4 bigger unit tiles which are counted as 2 strength unit each (mechanized).

Unit Tiles

10. The Leader Tiles

Each race has 5 leader tiles with different title and strength. These tiles are shaped uniquely so they can be placed on the battle dial slots. Each tiles has it’s own name and different strength. Each race also has different set of strength leaders. This ensure variable player powers element in the game. For example, Xxcha’s leader tiles have the same amount of 5 strength, which are easier to guess but this don’t let others easily use the traitor cards on it.

Leader Tiles

11. Demolished Location Marker Tiles

This huge tiles is used only in special circumstance which is when playing with 4 or fewer players to prevent units from entering Mecatol Power South space of the game board. Very nice looking artwork.

Demolished Location Marker

12. Destroyed Shield Token

This small circular token is placed on the board by a certain strategy card. While on the board, it negates the presence of a shielded icon. The thing is, this token is so small and being the only one token that doesn’t have companion makes it a bit hard to store. You need extra small bag for storage, which still can be lost. Or if you put it with other tokens, you might also lose it during the game. But, I guess it’s still not a big deal.

13. Prediction Tokens

This tokens are used only for Xxcha to predict the game play which also as another means of stealing victory from other race if the prediction was true. There are 13 tokens, with 5 of them show the 5 race logos and the rest of 8 tokens are numbers based on the game round. Xxcha player use this tokens to predict who’s gonna win the game and in what round. When the game ends and it’s won by other race, Xxcha player can steal the victory if he’s prediction is shown to be true. What a unique idea and to be honest though it’s hard to predict anything before the game starts, it sure looks fun!

Prediction Tokens

14. Influence Cards

The size of these cards is 57.5x89mm (I used Chimera sleeves from Mayday Games) which contains 16 cards. Other than to determine where and how many new influence tokens are generated on the board, it also used to mark the game round (8 rounds). These influence cards has different type of cards, Normal Influence, Temporary Ceasefire (time to form new alliance or break alliance and trade influences) and Sol Offensive cards (while this card is played, The Sol’s Dreadnaught Fleet will move to bombard every locations on it’s route). Sol Offensive card doesn’t count as round marker, since after drawn and resolved it’s effect, the card is discarded and another Influence Card is drawn.

Influence Cards

15. Strategy Cards

With the same size of the Influence Cards, these cards (42 cards) are played during the bidding phase. Each player will want to get these, since this will help them during the game a lot (especially during battle). At the bidding phase Strategy cards drawn based on the amount of players, and start from the first player, choose the card he wants (Jol-Nar can look at this card first before the bid start due to it’s race advantage) and start the bid with influence. The winner pays the influence to Lazax (due to it’s race advantage) except Lazax must pay the cost to the influence pool. These cards has 3 types, Offensive, Defensive and also Normal Strategy cards. Offensive and Defensive cards are played during battle with the presence of a leader tile attached to one of the battle slots. The Normal cards are used situational mentioned on the texts of the card.

Defensive & Offensive Strategy Cards

16. Ally Advantage Cards

Also with the same size of the Influence Cards, these cards are used to track which players are in an alliance together and provide special abilities to the allied player. Each race has 2 Ally Advantage Cards (total 12 cards), that can be exchanged during the Temporary Ceasefire to form diplomatic relation and alliance with other races. The front side of the card is the text describing the alliance advantage achieved for being an ally to that race and the back side is the illustration of each character’s race.

Ally Advantage Cards

17. Betrayal Cards

There are 8 Betrayal Cards with the same size of Influence Cards. These cards are used to steal victory away from a player’s allies under specific condition mentioned on the card. This cards also optional during the game, which comes the variant play into the table. So different game modes to choose is always an interesting idea.

Betrayal Cards

18. Reference Cards

Same size as the Influence Cards and each player get one of this to helm them during the game. The 2 sides have different information. The first side has the game round broke down in phases, and there are leader strength list of each race at the bottom. The back side shows the list of which Offensive Strategy Cards and negated by which Defensive Strategy Cards. A very useful during the game, especially the leader strength lists and the Strategy Cards list for new players.

Reference Card

19. Traitor Cards

The traitor cards (30 cards) has the size of a Mini USA cards which is 41x63mm (Should fit with Mini USA Card Sleeves from Mayday Games). These cards are given 4 for each player randomly and they must choose one and discard the rest (except for Letnev, due to his race advantage, he keeps all the four cards). There is a leader image with it’s corresponding name, race logo and leader strength at the front side of the card. This card is used during battle against that specific race. Of course there is a gambling element to guess which leader your opponent is gonna use, but it;s better than nothing. Another innovative idea which I don’t know if this was used in Dune or not.

Traitor Cards and Corresponding Leader Tiles

20. Bombardment Cards

With the same size as the Traitor Cards, these cards (6 cards) are used only by Sol player, to determine the movement spaces of the Dreadnought Fleet during Sol Offensive. Which Sol’s race advantage is to look upon the next bombardment card before the round begins and also, Sol units are not affected by the bombardment. The value of the cards are range from +1 to +6.

Bombardment Cards

21. The Rulebook

Fantasy Flight Games always provide their games with stunning rulebook. Mostly known as Ameritrash games developer, they create comprehensive rulebook (even this mean thick rulebook and heavily barred with texts) to support the game play. And their rulebooks are great visually with stunning thematic artworks and layout designs. This one is no exception, a top notch, 32 full colored pages of rules with 210x280mm dimension, but they screwed up with the existence of the errata.

Rulebook

Overall, I valued the game components. All the components are in great quality, a benchmark for other publishers to give a chrome presentation to their games. I have one word, SATISFIED. Great job guys!

 
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Posted by on March 21, 2012 in Ameritrash, Board Games, Insight, News, Reviews

 

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Resistance is Futile

Box Cover

The Resistance Review

You’re in the middle of the room, panting while observing everyone around you. Sweats run through your forehead, set one of your eye blinked, not because the room temperature’s hot, it’s chill instead. Chill stab into your skull and deliver the shivering that slowly weigh you down. Your comrades quarreling about the mission, yet you didn’t hear any sound, only silent, the only thing you can hear is your heavy breathing that slowly required you to put efforts into it. They demand you to decide what is best for the team, something is not right. We starting to divide and conquer each other. And now, not only you cannot trust them, they also don’t trust you. They suspect you, talk behind you even you’re the leader. Dark is brooding inside the room, no one is safe, no one. You’re alone and you need to do something! You need to decide! THIS IS THE RESISTANCE!

So, in this game of The Resistance, players will play as resistance members, who try to accomplish 5 missions. But, while they try to take on the missions, there are spies among them, who want to screw the missions. This backstabbing, social deduction and secret identities game was designed by Don Eskridge under Indie Boards and Cards. A party game with serious theme and pointing fingers. It’s climbed quite really quick in BGG rank and becoming one of most favorites game among both party and casual gamers alike.

In here I will describe you the reason that this little hotshot achieved all the fame and fans.

1. The Theme

The theme in this game is about the freedom fighters /  The resistance group who try to take down the government regime of tyranny and injustice. By doing so, they need to carry out 5 missions. By achieving 3 out of 5 missions, they will be able to succeed. I found out that this serious cold gripping theme really absorbed into the game play. The designer really succeed to implement the theme into the game which resulted into a serious, thrill and deception feeling of the game. A party game indeed but, how can you party while the person right next to you is a spy? Now, that need an answer.

Character Cards - Spies (red) & Resistance (blue)

2. The Artworks

Obviously, the artwork does not influence the game play much, but considering the synergy on the game and it’s components, there would be suitable decision to make the artworks somewhat supporting the game. But personally, the artworks are far from compelling. One suitable word I might spill is ‘standard’. I even made the re-theme of the artworks using artwork from Mass Effect universe, which I like and maybe one day I’ll print those re-theme and substitute the original one.

The Resistance Character Cards - Mass Effect Retheme

Plot Cards - Mass Effect Retheme

3. The Game Components

In this kind of game, game components are not essential, though needed. So in this case, the game components, yet not really have direct impact on the game can be substitute by other components that we all can found in our daily activities. The most simple example are pen and paper. Though the publisher is just a small company, yet the quality of the components are surprisingly nice.Thick cards with linen finish made it more sturdy (you don’t need sleeve for this one and also you don’t need to worry that the cards will easily worn out). The board is not really important, since it just contains list of game setup and mission slot, which can be unused in a game. Nice wooden token, not spectacular but good enough for this game.

Game Components

4. The Game Play

The game can hold from 5 to 10 players (which is good enough if you play with 10). The more the merrier they said, but I say, the more the hectic the game is. So, get ready and observe your partners real carefully. Based on the number of players, the game will be set on different amount of spies and resistance, you must consult with the rules or the list of players from the board. At the start of the game, each player will be assign a secret character card face down. Only he can look upon the card and place it into safe place face down. After all the players look and realize their roles the fun starts. Random the starting player (leader) and he will lead the game at the beginning. The leader will announce all players to close their eyes and after that the spies can open their eyes and look at each other. This will give the spies advantage point for who’s on their side (oh yes, it’s Werewolves alright).

Game in Progress

After that the game is on. The leader consult the mission list and select a number of players which he would assign for the mission. He as a leader can also choose himself. After the team assembled, all players will enter the vote phase. They must vote either agree or disagree with the leader’s choice of team. If most of the players vote agree (being equal is not enough), the team pass the test and will carry out the mission. If not (the disagree votes are equal or more than the agree votes), the team composition is fail. If this happen, the leader will be pass into next player clockwise and black marker is placed on the first place, then the process is repeated again. If the black marker is placed in the fifth place (5 times failure composing a team in a row) the resistance is considered fail to carry out that mission (place red wooden marker on that mission slot).

Team members carry out their mission by submitting one of the two mission cards given for each member. The two mission cards consist of success card and failure card. Unlike the voting phase, in this phase when there is one (even only one) failure card in the submitted mission cards, the resistance is considered to have failed the mission. The first side who placed 3 wooden markers on the mission slots, win the game.

It’s a simple game which played quick enough. About 15-30 minutes max.

5, The Replay Value

I say the replay value is undeniably high. Maybe you can see some pattern here and there, which slowly begin to rise into the surface after lot of plays. The thing is, since you got the grip of the game and how it’s usually works, you can build your own mindset and possible cause in the behaviors and hypothetical theories. But I won’t worry about that, since the interaction between players really subdued all of them into a serious thrilling experience with sots of laughter around the room. While I still recommend to play this game with player with the same experience or enough experience to make the play at it best. So, the key point is the player interaction. Since the nature of the game is somewhat a party game which evolves around secret identity, social deduction and bluffing as the core mechanics, this really depend heavily on the group. Each players really down to contribute with the play and more perfect group means more perfect game. The game (newer version of the game) include the small expansion (The Plot Thickens) which gives not a small impact on the game play. The expansion introduce new element to the game, Plot cards. These cards really bring the game into another level of depth and frankly if your gaming group had already accustomed with the basic game play, this expansion is a must, to deliver more challenge, adding more tense and depth to the game.

My Though of The Game

Well, this is one of my jewels. The best at it’s category so far, compared to other secret role, deduction and bluffing games. The game really shine with 7-10 players but still playable with 5. At first i bought this game blind, since it didn’t cost me much. And when i read the rules, I just didn’t get it without playing it first. After first play, the rules just became quickly and crystal clear. A simple game, which need practice to understand it completely. So, even though this game is not easy to win, there are measures to be taken and this depend on the players and groups. When we divide the two roles, The Resistance and Spies, we could clearly see that they have different goals. The Resistance need to carry out missions successfully while Spies need to sabotage missions in order to take down the Resistance. Sometimes players as The Resistance tried so hard to uncover the spy’s identity and this let them to forget what their objective really are. The spies in the other hand, facing more difficult situation, since they must perform, speak, and present themselves as The Resistance while fulfilling their objectives. They must gain others trust to be able to sabotage the mission without alarm anyone. Even when they succeed to do so, their job is not done, they need to make 3 missions failed. So they must try to keep under the radar even after they sabotage a mission, since if they’re on the spotlight and others put their suspicion onto him, that’s gonna be to late. His work here is done.

This kind of game sometimes need some kind of agreement, a house rule to clearly set the game play and avoid in game misunderstanding and disagreement. The most common topic is table talk. Either the group is agree on table talk or not. Table talk let players to explicitly observe the mission and describe the situation and their hypothesis into the table. This sometimes create uneasy situation for some people, which led to think that the game essence was exposed and lost it’s interest. Other thinks that without table talk, this game has somehow lead into serious lame condition. For me, table talk is a must to make this game shine. We’re at war aren’t we…so cut the crap and be a man. Face the condition whatever it is and whatever it takes.

Though the theme is seriously serious and darkened with deception and political affairs of the government, it doesn’t keep the game out of laughter and hilarious actions from each players. This game maybe one of the game that could make me laugh out loud, sore throat and stomachache.

On A Mission

*) some of the images are courtesy of BGG Users

 
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Posted by on February 28, 2012 in Board Games, Card Games, Reviews

 

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My Recent Played #01 – And No Wonder It’s On The Top

Well, today is 21st February 2012. In the middle of Tuesday morning and just caught with all the things i had recently. Looking through my record of plays (Board Games of course), which led me to think that being a game that I played a lot, 7 Wonders did a significant effort to be placed on top, right in front of Rune Age.

7 Wonders

Come to think of it, looking at the statistic it was quite a numerable gap with 5 plays differences. They’re different games, though basically rooting from the same card game material. But mostly when you compare those two, you’ll get lot of differences, with 7 Wonders being a card game with card drafting mechanic, while Rune Age is deck building. 7 Wonders is played up to 7 players, with a civilization theme and unique game play though lack of direct confrontations / interactions. Meanwhile, Rune Age has a bit of fantasy theme and also 4 different races with special abilities and powers, 4 different scenarios for game play variant, it works well with 1-4 players. Each scenarios gives different feeling to the game and less luck than 7 Wonders.

Maybe one of the simple reason that why both of those games are in the top of my played list is they play quick (with 30-60 minutes per game). This can really boost the amount of plays. You can play 2-4 games in a row.

Rune Age

There are something to think about, I have 7 Wonders way before I have Rune Age and this make 7 Wonders has more advantage time to be played than Rune Age, but I also regard that I haven’t play 7 Wonders quite a long time, first day of the year (new year), played it 3 times. There is no doubt that 7 Wonders is easily one of the best simple, attractive and outstanding filler game, but my gaming groups might as well as kinda grow weary with it, that’s the reason it’s seldom hit the table anymore. While for Rune Age, I played it last week with 3 players and I still liked it.

But when playing with new players, I have my own considerations. Rune Age rule is simpler to teach and not really fiddly but, most common people (new players) somewhat well off unaware about the strength of the theme influence on the game, which is most likely set an unabridged gap for me to teach the game. 7 Wonders is different, though I might as well as get a bottle of water ready after the explanation, the rules is streamlined and easy to comprehend by new players. Though the only obstacle for newbie is get to know the icons. More thorough and clear explanations are needed and this means 15 minutes minimum game explanation at your doorstep exclude the questions afterwards.

Agricola

Okay, lets now look the rest of the list. Unsurprisingly Martian Dice is on the 3rd place with 17 plays. Looking by the nature of the game, it’s acceptable. Quick and easy, though has totally different feeling. Right below it, is the famous Agricola, which came to my surprise, since it’s a long and fiddly game (2-3 hours), I even played this one 4 hours long (oh that cruciating pain). 12 plays are marvelous, I didn’t even realize and remember. Agricola is one of the game that requires you to enjoy the game flow (at least for me). One does not simply over think the victory from the beginning of the game. Once you enjoy the game flow, you will realize how jewel the game is. Very suitable to play this with close friends or family, enjoy the evening and of course play through it with some snacks. Don’t you agree? Akrham Horror and Balloon Cup stay right behind with also 12 plays. What can I say, Arkham Horror is epic and though it’s leaning down to the dull curve, I still wanna play this if I have the chance (oh that memorable times). On the other hand, Balloon Cup was a black horse, never thought this kind of 2 players filler got my attention. Quick and easy with small table space gives you more reason to play this one. Now with 11 plays, If Wishes Were Fishes and Quarriors, two games that Quarriors being one of the games that I don’t have. It’s one of my friend’s and he lent me for quite a while. So what’s interesting with these two games? If Wishes Were Fishes is one of my earlier games, bought it just because of the components (quoting from my review of the game “Who doesn’t like gummy worms?”. Too bad lately it’s unfairly rarely hit the table and come to think of it, maybe I need to bring it to the table next time. Now, Quarriors is an interesting dice game, with innovative and unique mechanic which brought the game to it’s fame. Quick, simple, easy and very interesting for kids, though the theme is kinda less prowess in the stand of time. I found that to explain this game, it’s easier with a player mat which then I made custom player mats. The bad about this game is, sometimes players will be able to tell the winner just by looking at the possibility, which makes the game quite a bit anti-climax.

Ankh Morpork

After those two, Discworld: Ankh Morpork and Thunderstone are right behind with 10 plays. I am optimistic about Ankh Morpork, to climb the ladder with a serious pace, since my girl and me like this game so much. It’s chaotic and suspicious feeling really shoot you to the gut. Entertaining, full of laughter and of course this kind of game need a perfect gaming group. So, let see where this one stand in the near future. Unlike Aknh Morpork, Thunderstone has been quite a jobless game, and I am in deep concern. Since the existence of Rune Age, Thunderstone just couldn’t get out from the shadows cast by Rune Age, with similar mechanic, Thunderstone was beaten from several aspects such as the setup, the fiddly rules, the less interactions and no scenarios. Even nowadays there are lot of variants on the forum, but it seemed Rune Age won outstandingly. Plan to play it again in the near future. Just hold on Thunderstone!

Drum Roll

Drum Roll, Pickomino and The Resistance follow with 9 plays. While Pickomino is a simple mathy game of dice for kids but some of my friends and me found this game to be hilariously fun. But for some reason it’s just seasonal. Not in my collection and never play it again since it’s returned to it’s rightful owner. Drum Roll in the other hand, has the same mathy feeling though heavier with the salary aspects. Great game, a bit of overwhelming but suit me right into it, great artworks importantly. This one will surely still climbing it’s way in this list. The Resistance is kinda end up in an unfortunate situation, which most players in my central gaming group just rather feel enough of this one. To make the case worse, it really shines with lot of players and with specific gaming group. But nevertheless, always look forward for a session and resistance is futile.

The rest of the list are being end up in the bottom, though I won’t say they’re bad or not good. They just circumstantial not in the best position to begin with. Lack of times, no perfect gaming group that are willing, no chance and other hundreds of reasons. Instead some of them I am hoping to get them played more often like as Caylus, Chaos in The Old World, Troyes, War of The Ring, Brass and many others.

Dungeon Petz

By looking at my board games collection growth, I just wish that i could be able to fairly divide the playing proportion for each game. There are quite many games in my list to be seriously played for their flying time. New games like Dungeon Petz, Belfort, Panic Station, Conquest of Nerath and more of it the upcoming game of Eclipse (this should be EPIC) that I back ordered recently.

 
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Posted by on February 21, 2012 in Article, News

 

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It’s A Small, Small World After All

Cover Artwork

The Small World Underground Review

Some people says that this world is a small world. This kind of phrase usually said when people meet others in different place or situation, or when we’re connected to others via others. A friend of friends or a colleague of colleagues and so on. Network, a web of relationship that intertwined each other which driven by fate or decisions. In this game, God created the world small, with of course, big problems. Now what kind of small and what kind of big? It’s small because sharing is not an option, and big because conflict lead us to war against each other. This game is a stand alone sequel from the famous game Small World from the same game designer, Phillip Keyaerts and Publisher, Days of Wonder.

I chose Small World Underground instead the original Small World for this review because Underground was my first official game of Small World, which led to series of play with it. But I am gonna explain the differences between the original and the Underground for comparison.

1. The Theme

The theme of the game is about land conquest with different special races and different various abilities. Each player will choose one of the available races and the ability attached to them and conquest the land to gain points at the end of his turn. Small World Underground has the same theme like the original game, the only difference is just in Underground, like the title says it, the map is on underground, with underground river and volcanoes, muddy fields, mines, mushroom fields and crystal mines.

2. The Artworks

The artworks, undeniably are awesome. The cartoon illustrations of the characters, detailed maps which brought contrast and crisp look of the game. You won’t be disappointed with this one from artwork aspect and in my opinion and personal taste, i prefer this one compare with the original one way better. The original one is kinda bit standard and light on the eyes with lighter tones while Underground is really in the opposite with darker tones (being mostly black as the majority color) but full of contrast collision with other colors. For most of the character illustrations, this one has managed to fully grasp the general audience interest. Who doesn’t like fantasy characters with funny and cute illustrations? Even girls like those, and when girls like it, how could you not like it, boys? It’s battle alright, but cute ones. Maybe you can even pick your favorite races by only judging the illustrations. So, this game is a plus for the artworks alone. And guess what, the artist is Miguel Coimbra, the man behind the wonder arts of 7 Wonders.

3. The Game Components

Now, what component lies for this kind of game? Well, this game use tiles instead of tokens or minis.Lot of tiles. Let start with the map. A beautiful map mounted in board (double sided). Wait, you’re not only get 1 board, but 2 boards. Wait, 2 boards? Yes 2 boards, one for 4-5 players game and smaller one for 2-3 players game. The reason, well for compatibility I guess. A good thing, for this easily create perfect game without hurdling with fiddly setup to adjust the game balance. 15 race banners, also in double sided, active and decline version. 179 race tiles (compiled from the 15 races). 21 special power badges also in double sided. There are also lots of game pieces like mountain tiles, popular place tiles, relics and other special tiles. 106 Victory coin tiles in 1/3/5/10 denominations, a 6 sided wooden reinforcement die and round marker tile, great quality print rulebook and 6 summary sheets (5 sheets for players and one for the whole group).

Game Components

The tiles are perfectly made, with distinguished colors for different races to make them easier to be recognized on the board. A good and innovative idea with the badges and banners, which are in perfectly attachable shape between those two. A great component game indeed and to add more, the game comes with an insert tray to contain all the components (which are hundreds of tiles) in a neat and organized way. It even has plastic cover on top of it, to make sure the tiles don’t go spilling all over the place. But it doesn’t end here, the insert tray also has double function as an easy display rack for the tiles during game play. So you need to get the tray out and you’re ready to play. Every time you need race tiles, you can easily pick those from the tray (easy to find also). What a convenience, right?

Insert Tray

4. The Game Play

Though by the theme presentation of the game, it directs you to assume it’s somewhat has an Ameritrash smell but I must say it’s not, not even close. It is an Euro game and using Tile Placement and Area Control mechanics as it’s core. The goal of the game, like most Euros, is Victory Points, which called Victory Coins. The player with most Victory Coins by the end of the game win the game. So, how you collect all the coins? The game last for several turns / rounds (call whatever you like) depending the number of players. During these turns, players take turns to deploy their selected race into the map and conquer regions with their previous selected race. The last reqion to conquer can be reinforced with 1 reinforcement die. Once a player deploy all his available race tiles, he can allocate his tile distribution (leaving at least 1 tile in a region is possible) and then he score some Victory Coins based on how many regions he control at that time plus other bonus based on his race special ability and advantage. The Victory Coins are kept hidden / secret, other players don’t know how many coins a player has. After that his turn ends and next player moves.

Game in Progress

The play of the tiles are simple, to conquer a region (empty regions), normally using 2 race tiles (check the region types and the race ability and advantage, sometimes there are modifiers for this). In other cases, if there is another tile (enemy race tile, mountain, monster / neutral unit) in the selected region, a player needs 2 tiles and plus the same equal amount of available tiles in that region to conquer it. For example, if there are 2 neutral unit tiles in a region that a player want’s to conquer, he need to place his 4 race tiles instead of 2 tiles.

Sometimes during the game, a player may have a specific consideration or condition to decline his selected race, This means, he pass his turn (conquering regions) and remove all his race tiles except one tile in each controlling region. The rest of the tiles are flipped out as an in decline sign same with his race banner and badge. After that, he score normally based on his controlled regions (please note that while in decline most of the abilities and advantages are not active). In the next turn, that player can choose a new race available by paying the cost of Victory Coins. The amount of cost are different based on the position of the races drawn. What I mean by position is, in the beginning of a game, there are 6 visible races opened on the table. The rest are still closed. To achieve one of the races, player must pay coins, with the bottom level is free, and 1 coin for each level above. In the beginning of the game, each player will be given 5 coins to purchase his first race. This 5 coins can get you the most top of the race by spending all of the 5 coins, so the races available still a balance, though generally often considered as a luck element of the draw and timing.

Available Races

A player can have 1 in decline and 1 active race during the game (unless stated otherwise). If he wants to acquire new race, he must remove his in decline race first, before getting new one.

5. The Replay Value

This game is very interesting, fun, highly interactive, direct confrontation yet simple. The Underground version though very similar like the base game (from game play point of view), it has different races and special abilities from the base game. But all of these races can be combined, mix or replaced between these two games. So you can play the races from the base game in Underground version or vice versa. This open the games to a wide range of selection, which you can combine, mix and match all the races and abilities. From this, players can feel new races and abilities interaction, new kind of combos and other stuff. The game is supposed to be played quick, around 60-90 minutes. But, sometimes players interaction prolong the game much longer.

Not satisfied by the various different races and abilities? Underground version gives you new elements and components like Popular Place and Relics which can be brought into play by conquering regions with neutral units. Popular Place and Relics are drawn random and can be activated by a player that own them (these new elements change the game play quite a bit. You can add more fun and variants from the expansions. Event cards, new special race that allows 6 players game and also others.There is new expansion (Tunnel) which can connect the 2 maps from the base game and the Underground version (so now you can play 2 maps in one game), or the latest expansion of Small World Realms, which players can assembly puzzle maps in different scenarios. So I would say the game has high replay value and to add more of it, each game has different feel by playing with different groups.

Other Special Tiles

My Thought of The Game

At first I don’t like Small World (base game), had tried the iOS game apps and didn’t like it very much. Maybe it’s mostly because the apps interface. But, when my friend brought The Underground version to the table, I gave it a try and instantly interested. This led into another several plays and like the game. I had great time playing this with my group and they’re hilarious. We let table talk in our plays and this might be the key to outstanding and fun experiences of the game. And yes, we usually makes this 60-90 minutes game into 120 minutes game only because the table talk. Worth having in your collection, and the reason I don’t have this jewel is because most of my friends in my gaming group has already own it.

Victory Coins

*) some of the images are courtesy of BGG Users

 
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Posted by on February 5, 2012 in Board Games, Euro Games, Reviews

 

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Belfort Insight

Monday, 19th Dec 2011

So, Monday night we (Me, Eric and Jeffry) hit Belfort the first time. Belfort is a game of worker placement and area majority from Tasty Minstrel Games, designed by the Duo Canada Designers Sen Foong Lim and Jay Cormier. Basically it’s a hyped game of 2011.

Jeffry and I, had read the rules. So I just needed to explain the overall of the game to Eric. We start the session at 19.00 (including the explain and setup) with 3 players game. It took quite a lot of space with multiple boards and player mats. Based on our first play, the game is different, it felt unlike any other worker placement or resource management games. We played with a lot of mistakes, not ruling but wrong decisions and miscalculations. This game has different feels. The phase order of the rounds is uncommon and could results in different uptakes and miscalculations.

Main Board - 5 Districts Pentagonal Uni-Board

The key point about it is the timing of income and taxes are in the middle of the order, which sometimes, if you’re not common or used to it would potentially lead to miscalculations and wrong decisions. The money is tight, the resource aren’t cheap. We used 5 random guilds from 3 categories. Which led us to display 2 resource guilds, 1 interactive guild and 2 basic guilds. By the looked of it, 2 resource guilds (gain 4 stones; gain 4 wood) are quite essential in the game. The 5 districts formed as a pentagonal uni-board, a very unique and classy approach on the component. Though the artist (Joshua Cappel) really done a great work by putting a fine and high details on the board illustrations, i just thought it’s better if the layout of the buildings aren’t the same for each district. The symmetrical layout seemed bore me down, but i guess it’s done that way to set the balance of the game. The King’s Camp available slot is kinda odd. I think it would be better if a player wants to be the first player, he need to pay for it (for instance 1 gold), and the rest of the planks are free. This could prevent players from swaps crests easily. And more of it, i think it’s better with 4 players rather than with 3. The reason is, with 3 players the competition of swapping crests would happen mostly from the first and last player only. Property cards are important, they really tweak your condition, beside giving you buildings for majority. Property cards give you other benefits such income, hire gnome, elf or dwarf (workers). This workers also essential to the game, which like other worker placement games, having more workers always a good thing. The points also embedded by a simple tax payout, which the higher your points, the bigger the tax is. Players get points from district majority and workers majority.

In Belfort, timing is important. Players must know what to do and when to do it. Quite impressed with the game but I must agree, that this was an over-hyped game in www.boardgamegeek.com

The components are in good quality but I noticed that the box was bowed (a common issue for this game). The rest are good, but I’m not really fond of the matte finish (or whatever you call it). I still prefer linen finish, but it’s still good.

3 Players Game

 
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Posted by on December 20, 2011 in Board Games, Euro Games, Insight

 

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The Ares Project Insight

Please note that this post is not a review.

Friday, 16th Dec 2011

My friend brought this game to the meetup, he just got the game and wanted to play it, so did i. So we played it with 3 players. First he taught me and my other friend the basic game with 2 players. Since he said it’s best to get around the game and it’s complexity with 2 players game and playing it as Kahoum and Terran, then we played 3 players game with other races.

So, what’s The Ares Project anyway? It’s a new released game from Z-Man Games by Brian and Geoff Engelstein. The game’s background theme is centered on sci-fi theme of strategies. There are 4 races in the galaxy that struggles into each other for domination. The Terran, Xenos, Kahoum and Collosus. These races are similar to the races in the game of Star Craft. These races has their own variable player power and unique distinction from each other. The game itself provided closer feels from the core mechanic toward Real Time Strategy genre. This really embedded to the game play and created new feeling on the game itself. So to speak, my friend told me that this game is best with 2 players and with more players need to be played by experienced players. Cause in 1 on 1 play, the game really concentrate on 2 players conflict, but the multi player version could really distract the pure confrontation among players which can lead to one player being assaulted by others.

The game components are in good quality but one thing about the player screens. There’s no way you can screen all your private inventory with that small screen. You need big ones and also tall enough.

I played 2 games, first was 2 players basic game with Kahoum versus Terran (Terran won). And 3 players normal game with Collosus against Kahoum and Xenos (Collosus won). Great games and looking forward to play it again.

 
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Posted by on December 19, 2011 in Ameritrash, Board Games, Insight

 

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