I was not able to make it to Lone Star Gaming
Fest (again!), but I have played several new boardgames recently, so I’m
reviewing them as my semi-regular boardgaming review.
Aye,
Dark Overlord (4-6 players)
I played this at Jon Con 1, a memorial
convention/wake for a friend of mine who died very unexpectedly this year.
Aye, Dark Overlord is a game where the players take turns being the Dark Overlord while the rest
of the table are the Dark Overlord’s goblin minions. The Dark Overlord’s latest Evil Plan has
failed and the minions have to explain why it wasn’t their fault, deflecting
blame to the other minions until one of them is finally executed.
This game is all about spontaneous storytelling
and blame deflection. The Dark Overlord
gives a sentence about what the Evil Plan was and then starts accusing the minions
of making it fail. The Minions have to
come up with plausible (and entertaining) explanations of how it wasn’t their
fault, it was the fault of one of the other minions. There are cards that assist in shifting the
blame, but the real fun is in the spontaneous stories of why you can’t be the
reason the Evil Plan failed.
Also, it is NEVER the Dark Overlord’s fault, even
when it is his fault. Pointing out it
was the boss’s fault to the boss is a fast ticket to being executed.
I enjoyed playing this a lot. The first game was a bit stiff as the players
learned the game. In the follow-up games
things loosened up and we all had great fun playing. We played about 4-5 games in a row before I moved
on to get snacks and a soda.
The
Stars Are Right (2-4 players)
I played this for the first time at Jon Con 1
this year. The Stars Are Right is a board manipulation game to make patterns of stars on the board to summon
Cthulhu Mythos servitors. First to 10
points of servitor creatures wins the game as the stars are now right to summon
a Great Old One!
Each player has a hand of cards, each being a
servitor of three levels of power. The “board”
is a grid of cards, each showing a number of stars, a phase of the moon, an
eclipse, or a comet. The servitors allow
you to manipulate the board tiles in several ways. If you get the stars on the board to match
the configuration shown on a card, you “summon” that servitor into play, which
grants you more abilities to manipulate the board each turn. Servitors are also worth points each, which
are necessary to win the game.
I liked the puzzle solving aspect of this game –
how do I manipulate the board so I can summon one of the servitors in my hand,
preferably one worth many points or providing a needed board manipulation
capability. As every player is
manipulating the board on their turn, planning ahead is limited as the board can
be completely different than when it was your turn last. This means you need to think on your toes and
be good at pattern recognition to spot possibilities on the board.
Splendor
(2-4 players)
My wife hosts a tea on the second Sunday of each
month, which tends towards board gaming with up to 7 different kinds of tea
available to drink. This game was brought by a couple who irregularly attends.
Splendor is a game of first to 15 points being the winner. Points come from gem cards purchased by chips
representing different gem colors or having enough gems to garner a
patron(s). On your turn you pick up
additional chips, buy a gem card, or reserve a card and get a gold chip (which
is wild, color-wise). Gem cards also
supply chip equivalents each turn, allowing you to buy more expensive cards
with fewer chips. There is a fixed
number of chips in the game and the colors can run out if multiple players want
a particular color.
This one is a lot of fun and, while it may sound
complicated, can be taught to non-gamers quickly. It is on my list to acquire myself now that
Christmas has passed.
Cyclades
(2-5 players)
I played Cyclades during my Christmas holiday and everyone at the table enjoyed it. Control of islands on the board gives you
gold pieces (I wished they had called them obols, but that’s my Classics degree
speaking up), gold pieces are used to give offerings to the gods, the gods let
you do things on the map.
There are 5 deities, four of which get shuffled
each turn into a different turn order (Ares, Poseidon, Zeus, and Athena) and
one that is always last and helps keep you in the game (Apollo). Bidding is like bidding for genes in Evo – each
player in turn order places a bid on the deity of their choice. If a later player overbids them, the earlier
player either bids on a different deity or ups their bid on this one until each
player has an uncontested bid.
The deities let you do multiple things: Ares
allows the builder to build armies, move armies across an previously existing
bridge of ships to another island, and/or build a fortress to defend an
island. The overall goal is to control
two metropolises by either building them or conquering them. They are built by either having a set of
buildings that the different deities grant access to or have 4 philosopher
cards (from Athena). There are also
classic Greek monsters available as cards that can be purchased and that grant
different one-shot abilities.
I very much look forward to playing this again
Mission:
Red Planet (2nd Ed.) (2-4 players)
I bought Mission: Red Planet after looking at it several
times over several visits to my FLGS. Sending Victorian
astronauts to Mars and fighting for control over the resources? Sounds good to me, but will it be fun? Then some Christmas money found its way into my
pocket and quietly burned a hole large enough for this game.
Each turn each player chooses one of nine roles
in their starting hand. Each role adds
1-2 astronauts to waiting rockets and does something else. Once the role is used, it goes to a discard
pile, but one of the roles recycles the discard pile back into your hand. When to do this is a critical choice that has
to be made – the game is 10 turns long and you have to play a role each turn.
The roles are also numbered from 1 to 9 and each
turn after roles are secretly picked, a count-down starts and when it reaches
the number of the picked role, that player takes their turn. In case of tie, the player who is closest in
line to the first player goes and then the next and so on. First player moves each turn to the person
who went last the previous turn.
Mixed into the turn clock are three production
rounds. In the first round, each mine
pays out 1 token to the player with the most astronauts in that region. The second and third production rounds
generate 2 and 3 tokens per mine, respectively.
These tokens are the victory points of the game. There are also secret missions that score
points, but I’m not going into much more detail to keep this review short (-ish).
A good game with multiple levels of strategy and
a beautiful set of components - well worth the price.
Tokaido
(2-5 players)
Tokaido looks beautiful game and follows its
theme very well. Players are traveling the
Tokaido Road following different goals.
There are multiple ways to gain points and each traveler had a different
power, so there is no one perfect way to play.
Movement is based on who is furthest behind going
next. Each stop on the road allows the
player to do a specific thing, from getting money to giving offerings at a
temple, to stopping to paint (gaining a piece in one of three painting sets to
be collected). Villages allow you to
collect sets of tchotchke souvenirs.
I’m not certain how I feel about this game. I’ve played it twice and there are two things
that seem to grant too much favor to lucky players. The first is which two travelers you get to
choose between and the second is starting position. Initial turn order is random and some of the
most desirable stops in the first stretch of the road are the first ones. Those fill up by player 3, so players 4 and 5
have to go further down the road to less desirable locations and wait for the
other players to pass them before going again.
Some of the travelers have abilities that will always happen during the
game, others have to land on specific locations to use theirs and go the entire
game without being able to land on one of those spots.
This is a game I’m willing to play again, but I’m
not certain I’ll ever buy my own copy.
Zombicide:
Black Plague (2-6 players)
Zombicide: Black Plague is Zombicide with a fantasy re-skin, so
I won’t go over how it’s played – you either know already or you just need to
know it emulates zombie movies very well and is worth the price tag. I recommend Zombicide: Rue Morgue for your modern day zombie apocalypse needs.
What I’m going to cover are the differences between the modern and the fantasy versions.
Players play one of six peasant survivors after
the zombie plague swept over the kingdom.
The player cards are smaller and fit onto a tray that makes it easier to
display what is in your hand(s) and what is in your backpack. Pegs show what powers are active and the
experience track is integral to the tray with a built in slider. This is all good stuff. Players also can take three hits before going
down under a pile of zombies and can carry up to 5 items in their backpack, both
of which are improvements from the 2 hits and 3 items in the modern game.
There are no cars, so this version inserts vault
rooms with two entrance/exits on the board and vault rooms each hold an
advanced weapon: either the Orc’s Crossbow or the Inferno spell (I might be
wrong on the spell name). In most quests
(read: scenarios) you will need to find the blue objective to get the key to
the vault(s), but not in the Tutorial.
The addition of necromancers to the zombie mix adds an additional sense of urgency. They appear at one spawn point (bringing an additional spawn point with them) and try to leave the board by the next nearest one. If they escape, that new spawn point becomes permanent - kill him and you get to remove any spawn point on the board. Get six permanent spawn points on the board and you lose.
I like that they kept the starting equipment
rules from Zombicide: Rue Morgue. Being
able to select who gets what from the starting items avoids early frustration
in the game.
I’m interested in seeing what expansion material
comes out for this version of Zombicide.
The 6 starting characters are good, but I’m used to playing with a wide
range of characters to choose from. I’m
also used to playing with sets of Zombicide that have multiple add-on packs of
zombies. The second game of Black Plague
I played we died due to walkers getting extra actions three times in a row
because we weren’t killing them fast enough and ran out.
Worth the cost (once the retail copies make it into the shops - only Kickstarter versions available right now).
Tokaido is 2-5 players
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