3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Adrenaline - First Play!

18/2/2023

0 Comments

 
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?
  • Game board: Adrenaline use a 'split' 2-part, double-sided board. This can be configured in various manners to provide 4 different board setups or 'arenas'. In practice this means there are arenas of different size for differing player counts.
    Regardless of configuration, the board will always contain several rooms of varying size (And spaces.) and doors that link them.
    There will be 'spawn points' in some rooms as well adjacent spaces outside the arena to place 'spawned weapon cards'.
    Along the edge of the board will be a row of skulls, this is the 'killshot' track that determines both bonus victory points and when the endgame triggered.
    Finally, around the outside of the arena will be spaces to place decks of cards.
Picture
Board has been setup for 4 or 5 players.
  • Player board: There a copy of this rectangular board in every player colour.
    Centrally, it contains a 12 space track to record wounds and running above is the 'adrenaline' track. As the players takes more damage, move action become available as per the adrenaline track.
    Above the adrenaline track is a space labelled 'marked'. More on this later
    Below the wound track are a row of numbers, these are used to calculate victory points (VPs.) when that character is 'killed'.
    On the right is a portrait of the model/character the board represents. It is also used to place 'ammo cubes'.
    This board is also double-sided, with the other side being used with the 'final frenzy' rules.
Picture
Player board with its various tracks.
  • Model: Each character has their own 3d model matching the colour and portrait on their player board.
  • Action tile: This smallish rectangle is positioned alongside their player board and displays which actions are available to the player.
    This tile is double-sided and also used with the final frenzy rules.
  • Damage tokens: I guess these plastic tokens are shaped like drops of blood and come in each player colour.
Picture
Damage tokens, action tile and model.
  • Weapon cards: For a game based on first person shooters (FPS) there better be lots of weapons, Adrenaline doesn't disappoint and provides a wide variety of weapons that have differing ways to deliver damage.
    The top of a weapon card will have a illustration of the weapon while in the top left corner, each weapon card shows the ammo cost to pick up/reload the weapon.
    In the bottom half of the card it shows how the weapon attacks (Range etc.) and what damage it does. Frequently, weapons will have alternative or bonus attacks which cost ammo cubes.
Picture
Sledge hammer does 2 damage or for an extra red ammo dies 3 damage and pushes the target back. Lightning from T.H.O.R. hits a target for 2 damage and be chained to more targets for additional ammo.
  • Powerup cards: These cards have 3 uses.
    Firstly, they show one of the game's 3 spawn points, which is important as explained later on.
    Secondly, they each contain a special move of some type,
    Next, at the bottom of the card is displayed the ammo cube cost for using the card. However, in certain circumstances, upgrade cards can be discarded to gain that type of ammo.
Picture
Tagback grenade; when the owner of the card is wounded, they can spend a blur ammo cube to 'mark' the attacker.
  • Ammo cubes: These little translucent acrylic tokens come in red, yellow & blue and used to track the game's 3 types of ammo.
Picture
Ammo cubes in primary colours.
  • Skulls: These translucent acrylic red skulls are used to track kills and deaths.
Picture
Skulls mean... death!
  • Ammo tiles: These smallish square card tiles each display images of  up to 3 ammo cubes in various combinations. Some ammo tiles will display powerup cards.
  • Victory points: These large and usually shaped tokens are used to VPs.

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
  • Game board: Set up the game board as per player count or as desired.
    Ammo tiles: Shuffle the ammo tiles into a face-down stack. Deal 1 face-up into each space that does not have a spawn point.
    Powerup cards: Shuffle the powerup cards into a face-down deck and place them on their allotted space on the board.
    Weapon cards: Shuffle the weapon cards into a face-down deck and place them in their allotted space. Then deal a total of 9 cards face-up into the spaces adjacent to each of the spawn points.
    Killshot track: Place the skulls on to their spaces on the killshot track. A normal game uses 8 skulls, but less can be used for a shorter game.
  • Players: Give each player the board, action tile, damage tokens and model in their colour.
    Put out the player board on the 'normal' side and position the action tile (Also on the normal side.) alongside the board.
    Each player should then add 1 ammo cube in each colour to their player board.
  • First player: Determine a starting player.

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
  • Move: The basic move action allows the active player to move up to 3 spaces on the board.
    All movement is orthogonally, players may move through doors but obviously not through walls.
  • Pick up: Before picking up an item, the active player may optionally move 1 space. Then the active player may pick up an item in their current space. There are 2 types of object that can be picked up.
    Weapon: If the active player is in the same space as a spawn point, they may pick up one of that spawn point's 3 available weapon card and add it to their hand.
    Generally, there's a cost to picking up a weapon - the cost shown in the top left corner. However, when picking up a weapon, the first cost (In brackets, SIC!) is not paid.
    Players may have at most 3 weapon cards in hand.
    Ammo tiles: If there is a ammo tile in the active player's square they can collect the respective ammo cubes/powerup card and discard the tile.
    Players can have a maximum of 3 of each type of ammo cube on their player board and 3 powerup cards in their hand.
  • Shoot: Now this what I'm talking about.
    The active player may attack any opposing character in range and line of sight. Generally anyone in the same room or in a room on the other side of a door is in sight. Specific weapons may have range limitations or other special rules.
    Many weapons may allow the active player to spend ammo cubes to have additional effects or damage.
    Once a weapon card has been used, the active player plays it down in front them, it is not discarded.
    • Damage, kills and VPs: The rules for how damage occurs and VPs are earned are fairly elaborate.
      • Damage: Each player board has 12 spaces for damage. When the active player inflicts damage on an opponent, then the active player adds damage tokens of their colour to their targets wound track with the following effects.​
        Marking:  Characters may acquire marks from opposing players during the course of the game. These take the form of damage tokens placed in the marked spot on their player board.
        When a character takes damage from an opponent who has marked them, all that player's damage tokens in the marked space are moved to the wound track!
        First Blood: Whoever first puts a damage token on an opponent's player board immediately earns a VP.
        Adrenaline: As a player's board becomes filled with damage tokens, the associated adrenaline moves become available.
        Kill: When the 11th space on a player's board is filled, their character been killed and points are immediately scored.
        Whoever inflicted the most damage (That is, put the most damage tokens on that player's board.) on the killed player immediately earns VPs equal to the highest visible VP number shown along the bottom row of the killed character's board. 2nd highest token count earns the 2nd highest VP and so on.
        ​Multikills: It is possible to kill multiple enemies in a single action. In this case, the active player earns a bonus VP for each multikill.
        Overkill: If the active player managed to also put a damage token in the 12th and final place, they 'overkilled' the character. This means the target of the attack can 'mark' the active player's character.
        Skull token: Whoever was killed should take a red skull and place it on the highest VP value on their player board. Thus when they are killed again, it will earn other players less VP.
        Once the skull has been taken, whoever got the kill puts one of their damage tokens on the vacated killshot space - this will earn VPs at the game end.
        Respawn: The player who was killed now has to respawn. They remove all damage tokens from their wound track and draw a powerup card. Then they discard any powerup card to respawn at the spawn point indicated on the spawn card they played. All other tokens are unaffected.
Picture
Having been killed once, I've now taken 6 damage from the purple player and 2 from green.
  • Adrenaline moves: As the player takes more and more damage, some move actions become available.
    Move 2 spaces and pick up.
    Move 1 space and shoot/attack.
    In both instances, the usual rules as explained above apply.
  • Reload: Reloading only occurs after the active player has resolved their 2 actions. This is done by spending ammo cubes as per the weapon card's cost. After the cubes are spent, they may take the weapon card back into their hand.
    You will note that since reloading occurs after a player's actions, a weapon cannot be used twice in a single turn.
  • Power up: These may be used as described or discarded for the displayed ammo cube, this can only be done when that type of ammo cube cost needs to be paid. Thus a powerup card cannot simply be discarded to gain an ammo cube.
  • Next player: Once the active player has completed their actions and reloading, play progresses to the player on their left.

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.
  • VPs: All the VPs players accumulated throughout the game for killing other players.
  • Living characters: Remaining, unresolved damage tokens on player boards for characters that are still alive. This is calculated as if they had been killed.
  • Killshots: Players also earn points for their killshots, whoever has the most damage tokens on the killshot track gains the most bonus VPs, 2nd most tokens gets 2nd highest bonus VPs and so on.

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.
0 Comments



Leave a Reply.

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    March 2025
    March 2024
    June 2023
    May 2023
    April 2023
    March 2023
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Bidding/gambling
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Memory
    Merry Outlaws
    One Vs Many
    Oubliette
    Party Game
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll And Write
    Route Builder
    RPG
    Sand Box
    Savage Worlds
    Set Collecting
    Storytelling
    Tableau Builder
    Team Based
    The Month In Gaming
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Voting
    Wargame
    Wasted Hack
    WFRP
    Wogglecon
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact