Cards Against Humanity...

Over the weekend I had a chance to play Cards Against Humanity, essentially a new adult themed take on Apples to Apples with sick and twisted phrases thrown into the mix as well as some interesting category options including pick two and build a haiku.

The game is very bar bones sticking to black and white print with a simple helvetica typeface there's not a whole lot to review. The printed cards are of good quality with the box being pretty solid. Checking on their website you can download a pdf and make your own set if you choose to, although just buying the printed version seems like a better idea.

I played this at a bachelor party and the level of depravity for the wining answers was quite absurd. We had about 11 guys around the table so the game did take a little while to wrap up, however it was a good time and much like Apples to Apples the game passes quickly and is usually a ton of fun. It suffers from the same problem as other games in this genre in that if you get a shitty hand of lame answers there's not much you can do except to throw off crappy answers and hope for something better.

This is a party game I feel I should have in my stable to play with most of my groups of friends. Not exactly family friendly but in the right group tons of fun. Of course I suppose you could bust it out to play with grandma and Aunt Mable if you're a horrible person looking for awkward moments.

Not quite Football ... Dreadball Review

Boardgames – Last night I had the opportunity to try out Dreadball, Mantics latest fantasy sport game. I've never been a big fan of Bloodbowl and never really got the whole concept of reenacting a sport on the table top. I honestly always just assumed a video game would provide a better translation of sports to simulation. As such Dreadball never made my radar and I passed it off as a "cheap" version of the GW original. (Which to be fair is essentially how Mantic started, sure they have their own rulesets now but most people use them as the generic to GW's name brand)

Now that my baggage is out of the way, lets talk about the game. Essentially Dreadball is like Lacrosse mixed with Basketball. You have three scoring zones per side and can throw the ball into the scoring slot. The game lasts 14 rounds (7 per player) unless there is a tie at the end then you go to sudden death and cannot replace players, first to score wins. 

Each player gets 5 tokens that can be spent to activate players or buy special cards. You can only ever spend two tokens on one player and a card if you have it. When you activate a player you can move, run, slam, pick up the ball or attempt to score. If you attempt to pick up the ball or score and fail your turn ends. 

My friend who ran the demo for me picked up just the base set with some acrylic tokens from the kickstarter. In the base box you get two teams, a board, deck, rule book, roster sheets and cardboard chits. This is more than enough to play a few one on one games and have some fun. The minis are on the small side similar to what comes with Zombicide so you can't really mix and match with the rest of the Mantic line. The sculpts are clean and fairly well detailed for the size they are.

I enjoyed the demo and from what I can gather this game "fixes" any of the oddities that cause issues in Bloodbowl. Not being a fan of Bloodbowl I can't really go into details about those issues other than the fact that Dreadball encourages you to play the sport as opposed to creating a team designed to injury your opponents. The card system also introduces some fun elements to the game without being overpowering to the core rules. Apparently there are a ton of reference sheets on Boardgame Geek that simplify them game which we had on hand for the demo.

If you're looking for a two player game that can support league play for a reasonable price Dreadball might just fill that niche. It's not something I have a strong desire to own but if I were to pick it up I can see it getting a decent amount of table time. I'm going to wait until more teams are released to make up my mind as none of the existing teams really draw me in.

Game Night Review ...

During my regular weekday game night I had a chance to try out two very different games, Star Fluxx and Zombiecide. What follows is a short review of each.

Star Fluxx, yet another installment of the popular card game franchise. Star Fluxx has a Sci-fy skin applied to what I believe is essentially the same game as ever other version. Essentially Fluxx is a card game where almost every card played changes the rules of the game. You begin with the starter card that states "draw one, play one" from there players take turns drawing cards and playing them each of these cards played is either a rule, goal, keeper or creeper. The goals state what you must have in front of you to win, creepers prevent you from winning (unless otherwise stated by the goals), and rules change the game.

For example at one point we were drawing five cards, playing four, discarding to draw three and hand a hand size of one. The next turn we drew one, played four and three cards hand size. As you can see the name Fluxx comes from the constantly shifting goals and rules. 

The game is fun, can be very fast or drag on all night. More or less it comes down to luck. You can have all the parts you need to win in hand but only be able to play one per turn and then the rules change and you have to discard and someone plays a new goal. Overall it becomes very random as any strategy quickly gets thrown out the window because the rules change with each player. I'd play it again but don't have any desire to own it.

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Next up is Zombicide, this game was a huge hit on Kickstarter and is in the process of wrapping up its campaign for season two and some other expansion packs. I missed the boat on this the first time it came around, partially because I was skeptical of Kickstarter at the time and partially because there were several similar games being kicked at the same time and I had my doubts about which would be better. While I missed out on the extra stuff and if I want to get the cool add on figures from ebay will pay a hefty premium; I'm happy I waited. I was able to pick up the core game for $67 off amazon and there are enough components in that box to keep me busy for a good long while.

Since it was getting late we decided to just play through the tutorial (which we did twice because the first time around one player killed everyone before we got past the door). The mechanics are pretty smooth and are easy to remember after two play thoroughs. Essentially each survivor gets three actions, which allow them to search, fight etc. After all the survivors activate the zombies go using autopilot. They move towards survivors and attack if they're in the same zone. Rinse and repeat til the survivors are dead or accomplish the mission objective.

I really like this game based off the tutorial and I'm looking forward to playing through a full mission or linked campaign. If you don't already own this and like zombies or like true co-op games then you should run out and pick it up. 

Super Munchkin ... Quick Review

Review – Last night I had a chance to play a game of Super Munchkin. For those familiar with the myriad of versions out their the game play is essentially the same. Kick in the door fight what pops out, gain a level, collect loot. Try and get to level 10 before anybody else.

What makes this version fun is all the ridiculous jibs and jabs it throws at the super hero mythos. Crazy powers like Stunning Cleavage and gear ranging from Evil Detectors to Boots the Shoot are quite funny the first few times you play through. 

I believe my friend also had one of the expansions that adds origins to the mix. These allow you to gain more powers than your current level and are hilarious. Last night I had a fat flying alien who gained his powers from dropping the toaster in the bathtub. (later in the game he had a sex change...) 

Most of the fun comes from the crazy combinations that you wind up with over the course of the game. There's a little strategy when it comes to helping your fellow heroes and negotiating the rewards as well as when to play "screw your neighbor" cards to mess with the combat. Other than that this is a pretty mindless game. Fun yes, deeply strategic ... no. I can see playing this every once in a while but not as a go to game.

I feel like all the Munchkin properties get old fairly quickly after you've seen all the jokes. The game play is fun and easy to teach anyone to play which is why it's been so successful. However the speed at which the game gets stale necessitates the dearth of expansions and settings. If you only play once in a while this is a 4 star game ... if you group insists on playing this all the time it quickly deteriates to a 2 or 3 star game.

 

Evil Babies Unite – A quick review

Evil Baby Orphanage – I recently received my Kickstarter version of Evil Baby Orphanage, and thought it'd be a good time to post up a review. Of course I only got the base version of the game at the moment with the rest of the rewards due in January. 

Upon opening the box I'm pretty happy with the quality of the cards. Not quite Magic card or casino quality but a nice heavy cardstock with a glossy coating. These should stand up to the rigors of play nicely. Of course I'll probably pick up some sleeves just to be sure they stay in perfect condition but it's not necessary.

The box itself leaves a little to be desired. It's the same quality cardboard Wyrd packs their Malifaux minis in which won't stand up to much in the way of openig and closing the box often. Speaking of opening the box, that was tricky. The tuck box flaps are almost the same size as the box so the flap doesn't release easily and if you're not EXTREMELY careful it will rip. I had to take a small rod to fish our the tuck flap to open the box without damaging it. Not a big deal since I'll have a special box come January, but still annoying.

The rules are simple and take up two pages on a nicely printed color sheet included in the box. Essentially you're trying to collect 10 points worth of evil baby in your orphanage. You do this by placating the little buggers with good toys which you draw from the deck. If you don't keep them happy with good toys they do bad things which typically pushes babies to your opponent.

Gameplay is pretty fast, and fun. The game is labeled as semi-educational as there are some brief notes about each of the historical characters on their card. My daughter got a kick out of reading each one and asking questions about who they are. History buffs will get a kick out of the babies presented.

If you're looking for a quick game you can play with the family or non hardcore gamers this fits the bill. With my first few playthroughs I didn't find and super deep strategy to the game other then playing the correct "screw you neighbor cards" at the right point to push babies out of their orphanage.

To be honest I didn't think I'd enjoy this as much as I did and Kickstarter it for the minis. I'm pleasantly surprised with the quality of the game and would suggest picking it up for a change of pace.

Paid in Full: Commissions - How much is your time worth?

Random – Lately the number of inquires I've recieved about commission work has dramatically increased. Many of these questions have been about how to determine a price when doing commission work. So in an effort to answer these questions for the larger population, here's the basic principles I use when putting together a quote.

1. How much is your time worth? When considering doing "craft" projects that you intend to sell to others the first thing you need to consider is how much is your time worth. For the most part you're not going to make $16-$30 an hour painting models or building terrain. Even when painting to a Golden Daemon or Crystal Brush winning level the amount of time you put in usually won't equate to "real job" money. Most gamer's won't pay more to have a model painted then it cost them to purchase so keep that in mind when putting together a price. Also remember if you have a wife and kids or girlfriend your hobby time is probably limited. When I started this site I was between jobs and had much more time to build and paint stuff. Now my time is limited so it's important I enjoy every project I take on and be as efficient as possible so I'm not working for pennies an hour during my free time.

2. What are your material costs and how do you recoup them? Paint, primer, glue, sand all cost money. Good paint brushes and glue cost more. While it can take a while to burn through a pot of paint, you have to consider the costs when figuring your price. One thing I've instituted is buying new pots for army scale projects and billing them as a line item. Once you're done with the project your can give the remainder to your client in case they need touch up or add models they don't need or want you to paint.

Terrain Projects can get tricky as sometimes you use found materials and other times you need to buy foam and other raw materials. Most of the time you're going to buy in bulk and have a bunch of stuff you need to store. If you have limited room you might need to invest in space to store that stuff. Right now I'm not quite at that point but it's getting close.

3. What are your customers expectations? This is a big one. Some customers just want a three color minimum. While other might ask for table top quality expecting to be able to enter them in a juried contest. Managing those expectations and delivering as promised is huge. I've heard many horror stories from painters about unreasonable clients that make requests well beyond what the initial request was and then want to pay less because the quality is what was expected. On the flip side I've also heard numerous stories of painters that send over a quick shot of the base coated model only to have the client "love it and want to know how quick it will ship." That second one is rare but important to remember as some clients dont' want you best work. They just want some color on the models. Knowing this you can save yourself a ton of time.

4. How are you going to get it to the client? Nobody considers shipping costs. One more then one occasion I've  had to deal with customers complaining about shipping, "DUDE the flat rate box is only $5, why does it cost $20 to ship to me in Antarctica? You're trying to RIP ME OFF!" You also see this all over several companies forums. The reality is shipping is expensive, foam and packing materials are expensive. Tracking and insuring packages is expensive. And even it you do everything right the post office, UPS or Fed Ex will inevitably screw up on a one-of-a-kind rare product. It happens, sending boxes across the country or world has risks. Most of the time it's not an issue but when it is will be the one time you didn't insure or track a package. C.Y.A. 

While the post office and FedEx provide free boxes the packing material is not free. Even cheap foam is a $1-$5 a yard minimum. If you're shipping painted models wrap them in foam and pack them well. Otherwise it's likely to be damaged during shipping. For an order of several models you can quickly burn through a large amount of foam and tape. So figure in the cost of shipping and add a few dollars to cover packing materials otherwise it will eat into your already tight bottom line.

5. Don't get burned. When painting models this isn't as big a deal as if you don't get paid keep the model and resell it. So long as it's nothing to obscure you should be able to get at least 40-50% of the retail cost, more if you're willing to wait. But terrain projects are another beast entirely. Custom terrain is hard to sell once its built. Particularly if it's custom to specific client. After getting burned a few times I put forth a 50% nonrefundable deposit. That way if I have to go buy a bunch of supplies for a project I'm not going to be out of pocket if the client changes their mind or "is broke this month bro."

6. Be transparent. Have examples of your work and the various levels of quality and pricing tiers available. Put them out there for the work to see. Eventually people will start to connect with your work and ask about pricing. For example for a table top quality miniature from a skirmish game I typical charge by model size: 30mm - $8-$12; 40mm - $10-$15; 50mm - $15-$30. This gives a good starting point. But for an army level game it's unlikely you'll get that much per model. At this point most people want a "lower table top quality" which falls more in line with the 25mm- $2-$3, and goes up from there.

For terrain projects it helps to come up with some designs you can quickly replicate and make a bunch of them at once. Assembly lines are good for managing time and if you make something that can be used for several systems you diversify your client base. For example the swamps I sell in the online store I typically make 6-10 of them at a time. Since they use water effects it's better to mix a larger pot of it and pour all at once than to make small pot and have a bunch of waste. Having an existing stock also lets you focus on other projects and have a reference point for custom orders.

Being consistent helps you to manage your time and be able to quickly quote a price to a potential customer. I hope this answers any questions for aspiring painters and potential clients.

 

What a Big Box You Have - Super Dungeon Explore

Super Dungeon Explore – So I broke down and ordered Super Dungeon Explore, I was able to find a 2nd printing for $68 on ebay which seemed like a really good price. I haven't had a chance to play it yet but first impressions are favorable.

The box is huge and contains everything you need to play. With the second printing the printing issues from the first run were corrected. From what I've read online the first run of the game has the tokens all miscut, that's not the case with the box I picked up.

I had read that the card quality was improved in the second run as well, however if that's the case I'd hate to see what they were with the first run. I need to pick up some dragon shields to protect these as there's no way they'd hold up for more then a dozen or so games before being damaged.

The rule book is printed on a pretty light weight stock which is slightly annoying given how nice the printing is. If they would have went with a 80# cover stock instead of what feels like 60# text the book would feel more substantial and hold up better over time. Minor grip I know but skimping on paper stock is one of my pet peeves.

The tokens and boards are printed on a decent quality card. Nothing high end here but given most people who really get into the game build 3D tiles it's understandable. Again a minor grip, but something that should be taken into account.

With this run instructions are included for assembling the miniatures. Big improvement as most of these models are in several pieces that look similar. The minis are all really cool looking and of a high quality, which is really the draw of this game they make up for where the other components are lacking.

The rules are a little confusing on the first read through but after a second look they make sense are should be easy to teach players unfamiliar with the concept. I really like the mechanics and special dice. Not having played it yet it seems like the game with go fast and the increasing toughness of the spawned monsters is fun. I hope with future releases they include some alternate scenarios as the smash and grab style of the game is fun and quick but I don't think it takes full advantage of the property. 

Once I get these models assembled I'll post up a post play review. But my initial impressions with the box are really positive. 

On the modeling table ...

Incursion – Having finished the base sculpts I was working on I've assembled the German Starter box of models for Incursion. The models went together easily and there was very little flash and mold lines to clean up on the models in my box.

Hans was probably the most difficult of the models. The pipes require some bending to get them to fit properly, and a rather delicate. Also the ball joint on his harpoon arm didn't really have an obvious attachment point so it took a bit of trial and error to get the arm properly mounted. 

Both Greta and Ilsa have extremely delicate legs so removing the tabs from them took some time and patience. I was impressed with the join for Ilsa's arm as it fit perfectly in the hole and required no additional drilling. 

I'm looking forward to painting these models up. I need to prime them and the weather has been uncooporative as of late. usually I'd just go to the garage to prime them but with a baby in the house I'm concerned about the fumes wafting in. 

Family Game Night

Boardgames – Over the weekend I brought back our regular family game day. This time around in an effort to reduce arguments about what we should play I came up with a system. To start each family member writes their name on two slips of paper and puts them in a hat (or any other vessel). The person whose name is drawn throws out their slip and gets to pick the game. The winner of that game puts an additional slip of paper with their name into the hat. My hope is that by using this system we'll be able to play more games and and improve the variety of the games we do play.

This week my daughter won the first pick, so we played Master Detective Clue. This was the shortest game of Clue I've ever played, as my wife got lucky with her first guess and solved it after only 3 turns. Because the game was so short we decided to draw again to play another game.

This time around my wife won the draw and spent a while at the shelves. Eventually she came back with a game called Titanic. I didn't even know we owned this game and was surprised to see that the components were still in the original sealed baggies. Looking it over I wasn't thrilled with the components and the idea of a game based on Titanic from 1998, made me cringe.

I was however pleasantly surprised, the game has some interesting mechanics. The beginning of the game forces players to run around collecting their belongings before they can move on to the next area of the board. It's somewhat frustrating as you have to have an exact die roll to enter any of the areas where you can purchase your items (passport, room key, life vest, health card, and belongings). If a player lands on the same space as another player they have to give up a gossip card (similar to Chance cards in Monopoly) and if one player has a health card and the other doesn't they get infected and lose the card. I liked the attempt at simulating passengers bustling about on the lower decks.

Once you've collected all your stuff you move on to first class. This part of the game is a bit of a depature as it plays just like Life from this point on. Roll the dice, move do what the space says, repeat. Interestingly their are plenty of spaces that force you back to the begining unless you have a bellhop token (basically a get out of jail card). Eventually you make it to the lifeboats and win the game.

While it wasn't ground breaking or super innovative the game was fun to play. It probably helped that the trailers for Titanic 3D started over the weekend. As the 100 year anniversary of the tragedy is next month.

 

On the modeling table ....

Incursion – Over the weekend I finally made it out to pick up some miliput (similar to greanstuff but cheaper and not as easy to use). I had run out a few weeks ago an stopped at a model train store to pick some up. They didn't have any but the clerk insisted that squadron putty would do the same thing. Never having used it I picked it up to give it a try. No mixing must be easier right? To be brief and get back to the point, this stuff is crap, it might work great to fill smooth line line on model tanks and what not, but for miniture modeling it's far to soft. The stuff is the consistency of snot and smells like nail polish remover. In short I'm not a fan.

Back to the point having picked up some two part epoxy I spent the weekend sculpting bases for my Incursion models. After looking at all the squares on the gameboard I decided to stick with a simple tile pattern. After mixing up a blob of the epoxy I pressed and smoothed it onto the bases. To eliminate the finger prints I smoothed them over with a bit of water, setting them aside to set up for a minute or two I dug out my scuplting kit. The tools I have are labeled for wax scuplting but they work really great on the epoxy. The key is to keep your tool moist so it doesn't stick and tear (insert life lesson here).

Using the flat edge I carved the basic shape of the tiles into the base. After that I used the flat edge to give some texture to the base. I used a dental pick to add some hairline cracks. After the putty cured I went back in with a blade to add more cracks and chips.

To mount the models I removed the tabs from their feet with a pair of clippers and filed them flat. Using a pin vise I drilled a hole in their feet to insert a brass rod and glue them to the base with Gorilla Super Glue.

 

Settling up - Trying something new

Boardgames – Over the weekend, I had a chance to play Settlers of Catan with some friends from out of town. I'm slightly embarassed to say this was the first time I've ever played this iconic game. I'm not sure if I held out because of the theme or because I mistakenly thought it was about farming, but having now played the game I can see what the fuss is about.

For those of you who have never played Settlers of Catan is a reasource management style game. You collect cards to build roads and cities which in turn randomly generate reasources. The game ends when a player has 10 victory points which are accquired by having settlements, cities and/or some special event cards.

At first blush the game seems more luck based than anything else as you're hoping someone rolls your number to gain reasources. Many times you'll be sitting on a ton of the same reasource, which you can trade to other players for what you need. The bartering system is interesting and adds a layer of strategy to the game. 

I'm looking forward to playing more games of Settlers and will probably pick this one up for our family game night.

Incursion, first impressions

Incursion – This is one of those games that had been on my radar for a long time, but the 2-player limitation always prevented me from picking it up. Last year Grindhouse Games had a sale on the box set for $15, a price that could be justified even if I only played the game once in a while. Once the box arrived I was really impressed with the quality of the card board components and the art is amazing (Keith Lowe is the artist that does the art for MERCS). Reading through the rules it seemed pretty simple and quick to play.

Players alternate turns based on a bidding system which also regulates the number of actions they can preform during a turn. Within the main rulebook are multiple scenarios that provide plenty of replayability. Combined with the ability to chose a different force each time you'll be able to get plenty of use out of the basic box. There is an expansion available for players that need more models and missions.

I did receive the German model set and hope to get them assembled soon. While the models are really cool and well detailed they aren't necessary to enjoy the game. They are a bit pricey if you can't find them on sale but, I feel like they will add to the overall experience and I've seen a few examples online of 3-dimensional boards that bring the game to a whole 'nother level. 

Essentially this plays very similar to a Weird War II version of Space Hulk, with the option of keeping the cost down by leaving the models out of the core game box. 

Zooleretto ... what does it mean

Board Game Review – Last Christmas my daughter received Zooleretto as a gift. For some reason it sat on the shelf unplayed until recently. The premise of the game is each player is building a zoo and the goal is to finish your zoo before the other players. Basically it's a worker placement type of game with a few interesting twists.

To start all the tiles are placed in the center of the table (subtract all animals of a type for smaller games) and players take turns drawing tiles and placing them face up on the delivery trucks. During a players turn they can do one of the following: draw a tile, spend coins to remodel or buy animals, or take a truck. Once a player takes a truck they can not do anything else until all the trucks are taken and than play continues as before. 

Once all the tiles are gone players total up their score based on how complete their zoo is and the winner is determined by the highest point total.

Sounds really simple right?

The basic mechanics of this game could be re-skinned with any type of theme and they'd still work just fine and provide an entertainingly simple yet challenging game. What makes this an entertaining family game is the colorful zoo animal art and universally appealing nature of cute animals to children of most any age.

We've played several times with various numbers of players and each time the game is very different. The first few times my daughter focused on collecting the animals she liked rather than what would fill her zoo and therefore lost. Soon she figured out the basic strategy and can be really hard to beat. Zooleretto has become her go to game when friends are over.

If you're looking for a family-friendly game that involves a bit of strategy I recommend picking this one up.

Review – Call of Cthulhu Card Game

Recently I had a chance to sit down and give the Call of Cthulhu Card Game a test drive (well not really a test drive since I own it, just got around to reading the rules and playing it). This is a Fantasy Flight game so of course there's some cool cardboard bits and some amazing plastic statues. The core game comes with everything you need to play and try out the various combinations of the seven factions.

Opening the box we find:

155 Customizable Deck Cards (split between each of the seven factions)

10 Story Cards

24 double sided Story markers (One side for wounds and the other side for success)

6 Plastic Cthulhu Domain Markers

1 Game Board

1 Rulebook

The rulebook seems to be a bit daunting at first but once you get through the 12 pages of rules it becomes easier to just explain how things work to another play. Each player choses two of the factions to build a deck, some combinations work better than others as a player can't have evil and heroic characters in play at the same time. I really liked pairing cthulhu with the syndicate, but any combination can work well. You start the game with 8 cards and play three of them as resources, each turn you can then play another resource. The system is similar to mana in magic, but rather than counting on drawing a specific card you can play any card as a resource. This leads to some hard decisions, as once a card is played as a resource you can't use it for anything else. After playing your resource you drain it by placing the nifty statue on the cards. The odd thing here is regardless of how many cards are under the domain you can only drain it once. For example I want to play a green card that costs 2, but my only green resource is on the domain in which I have 5 resources (cards), if I drain it I don't get to do anything with those left over resources. I like this as it forces you to plan ahead as well as the fact that some cards give an additional effect if you overpay for them.

After you've played your characters and whatnot you move into the story portion of the game. In order to win you must collect three story cards. During a players turn they can dedicate characters to a story and your opponent than can respond by doing the same. Each story goes through several phases and a player wins the phase by having more cards with the appropriate symbol on it for a phase. If you get to the final phase without your characters going crazy or dying you gain a token for the story. Once you have 5 tokens on a story you win it and have the option of triggering the event on the story card. Your opponent than gets their turn and does the same the response mechanic is interesting as it's hard to judge what you opponent will do because if they don't contest you, you'll gain two tokens, but if you totally dedicate yourself they can do the same.

I really like the game, my only real gripe is that it only works for two players, trying to modify it for multiplayer games would be a nightmare, so the amount of play it will see is fairly limited. The game does play fast enough to act as a filler between larger games so that's a bonus. The fact that it's a living card game is also cool as you know exactly what you get when you buy the game and/or expansion packs. The downside is even though it is a "living" card game some of the earlier release are very difficult to find and there isn't a concrete date set for reprints.

After doing some research it appears that there is a "official" format for events and deck building which limits you to three of any card. The sets only come with one of any card so to play competitively you'd need to buy three of any core set or expansion. That said I've never seen the game played competitively anywhere and don't find myself drawn to that aspect.

To some it up, this is a good game to bust out with a friend and have some fun. It's fairly quick to learn, yet has a depth of tactics to make it a challenging game. The components are great, the art has a pulp feel and it fits into the mythos without taking several hours to set up and play.

 

 

Product Review – Castle Ravenloft Board Game

I was recently able to try Castle Ravenloft. My first thoughts looking at the box was oh look Wizards made their own Hero Quest Game. I don't play D&D but the guys I tested this with do, and they informed me it's a really simplified version of the 4th edition rules. 

The components are very nice, in the box you get a ton of plastic miniatures, heavy card stock: dungeon tiles, character cards, tokens, and markers. The box also includes a rules manual, and adventure guide. There are also several decks of cards. My only issue with the components is the fact that the "organizer" forces you to pile everything together and there's not separators for the card decks. I've seen several good solutions on boardgamegeek.com, but it would be nice if the box came with a better way to organize all the parts. As it stands you either spend a significant amount of time sorting prior to play or interrupt the game to dig for the needed piece, marker or token.

Game play is really easy and intuitive. Each player has a card that lists the order of play. The phases consist of Hero Phase: fight, move etc; Exploration Phase: place new tile, encounter etc; Villian Phase: monters, traps etc drawn by the active player move, fight etc.

Aside from what is dictated by the adventure guide, everything that happens in the game is determined by on of several decks of cards. This means that no adventure will ever be exactly the same. The dungeon is also drawn randomly from a stack of tiles so it will also rarely be exactly the same.

Combat is simply a matter of rolling a D20, adding the total to your modifier and comparing it to the AC of whatever your attacking. You then apply the damage and if the damage exceeds the wounds you destroy the monster and draw a treasure.

This is a really fun game and I can see it popping out as a filler between larger games or playing several adventures over the course of an evening. The components are very nice and of a good quality and I imagine that expansions will be made in the future. Although because of the random generation of events it will probably take a while to grow bored with what you get in the box.

Board Game Night

Saturday we had some friends over to try out some of the new games we received for Christmas. To start out the night we played Sorry Sliders. This is a really fun dexterity game that is similar to shuffleboard. The neat thing about it is the variety of boards. Each center board has it's own rules and scoring system. Mt personal favorite is the red board, "Danger Dots," if your piece touches one of the exclamation points on the board it's removed from play. Scoring is done with a separate tracker which matches up with the slider. Just like in Sorry the goal is to get your pieces to "Home" by an exact count. Everyone seemed to enjoy the game an although it's set up for 4 players you could easily create teams for larger groups.

Next up on the list is a game called Smart Ass. This one has a very simple board that tracks a players success. After answering a question correctly the player roles a 12-sided die marked with 1, 2, 3, and 4 to see how far you move. Each turn one player reads clues and the rest of the players blurt of an answer, if you answer wrong you cannot answer again. The clues are fun and this makes a fun party game. My only complaint is the board is to short and it's fairly easy for one player to quickly run away with the game. Overall fun but not the best game design.

The third game we played is Urban Myth. I had high hopes for this game as I'm a huge fan of urban legends. The gameplay is a bit confusing. Each player has a card that says truth on one side, myth on the other. One player reads a clue and the rest the the players secretly flip their card to say truth or myth. Players that get it right advance one space around the board, the reader advance one space for each player that got it wrong. That part is simple, it gets weird when it comes to scoring. If a player is on a square that matches the category of the clue and they correctly answer the question they get the card. Each card has a letter on the back and you when the game by collecting cards to spell TRUE or MYTH. While the game is fun and lets people that are terrible at trivia have a 50/50 shot of getting it right the scoring is very random and doesn't have much strategy. Fun party game that could easily benefit from some house rules or a dice to select categories. 

We wrapped up the evening with Carcassonne: The Discovery. Allegedly this is a simplified version of Carcassonne geared to younger players. I wasn't a big fan of this game as the simplification takes a lot of the fun and strategy out of the game. Each player has 5 meeples one that is used one the score board and the others are used to denote Brigands, Explorers and Privateers. The scoring for the game is slightly confusing as its based on the geography of the board rather than cities like the original. I think the combination of playing it late in the night for the first time and the oversimplified rules led to us not enjoying this game as much. We'll give it another shot, but right now I think I prefer the original.