17th February 2023 It's a Friday and we're at Woking for a night of gaming fun. Adrenaline, a fast paced head-to-head game inspired by first person shooters. What's in a game?
Adrenaline uses plastic damage tokens, card ammo tiles, transparent acrylic ammo cubes and skulls; it's an usual mix of materials but it works just fine. The components are all good quality, the cards are fine as are the tiles and tokens. The plastic components all feel solid. It's immediately apparent that Adrenaline makes good use of colour. This is particularly true of the game board, where bright colours are used to distinguish between different rooms - this is important for 'line of sight'. The component also look bright and colourful as well as easy distinguish. The game's art is fairly good if a little underused - illustrations on weapon cards are a little small. Other than that I think the artwork is mostly reserved for character portraits. There is quite a lot of iconography in Adrenaline, mostly on weapon and powerup cards, the game comes with a separate booklet to explain how they work - which is a little telling. Some of the iconography is intuitive and easy to comprehend, some of it not so much. Luckily, it's not a gamebreaker and not much of an issue to learn but I do feel it will slow down the game somewhat unless at least 1 person has previously played. How's it play? Setup
On to play In Adrenaline, players are trying to earn as many VPs as possible. This is done by killing and more importantly, damaging their opponents. During their turn, the active player can perform 2 actions, they can be different or the same action twice. The actions available are determined by what actions are on their action table and which actions have been unlocked on the players adrenaline track. Broadly speaking, there are 3 types of actions, several actions actually combine different actions
Endgame Once the final skull has been taken from the board, it triggers the endgame. Depending on the game mode chosen, they are 2 ways the game can end. Sudden Death The game immediately ends and goes to scoring. Final Frenzy In this game mode, each player gets one more turn. All players use flip their player board and action tile to the other sides, using those moves and scoring opportunities for the final round. Regardless of how the game end is resolved, the game then goes to scoring. Players earn points from the following sources.
Points are tallied, highest score wins. Overall
I'm always a bit suspicious when a tabletop game tries to replicate a twitch based computer game or uses it for inspiration, thematically or otherwise. Fortunately, Adrenaline does a pretty good job of abstracting this for a board game. You run, you gun and you pick up, that's about it! Line of sight and range rules are kept very simple and consequently very quick. Attacking is also quick; play a card - that's the damage it does, some extra resources can be spent to tweak it but that's about it. Some of the situational rules regarding specific weapons are definitely a bit fiddly and may well require referring to the rules, as mentioned earlier it's not to much of an issue though. Rules for scoring kills are also a bit peculiar but the payoff is that you get a balanced scoring system that rewards attacking multiple opponents and encourages the free-for-all nature of a deathmatch. As they rulebook states, there's diminishing returns in constantly attacking one opponent, since because skulls placed on killed players' boards cover the higher scores, meaning less VPs are earned off them from then on. It's also worth noting that the damage mechanic is essentially an area control mechanic and that the areas being controlled are other players' damage tracks! Rules for picking up and reloading are also straightforward and adds an extra layer of decision making to consider. Should a player burn through ammo to press the attack/do more damage or try conserve or gain more ammo. It creates these moments where attacks are followed by short lulls. I also like the rule that when a weapon is used, it doesn't come back into play until the following turn. it stops powerful weapons being overused and incentivises players to look for synergy between weapon cards. Gameplay wise, Adrenaline is very much a game of reacting to what other players are doing and the landscape will change every turn. Especially as in relative terms, the game board is quite small, players will very much be in each other's faces a lot of the time. Players will look for opportunities to exploit, such as hitting multiple enemies at once (Damage diversification is key to earning VPs.) or minimising exposure to attacks to themselves (Although this can be very hard considering how focused the game board is.). It goes without saying that Adrenaline is very much an aggressive game of direct conflict and player interaction. If this isn't your sort of thing, then you probably won't enjoy Adrenaline The game also feels a little like a miniatures wargame game albeit in a very loose way. I think that's why I found it a little unengaging. Fun and clever but not quite what I want out of a game. I can't fault Adrenaline, it does what it sets out to do and if if you're looking for a first-person shooter inspired game with lots of aggressive interactive gameplay then Adrenaline is one to consider. Personally though, if someone wanted to play it, I would do so without hesitation but it wouldn't be a first pick for me.
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