|
29th August 2023 It's a Tuesday evening which means we're with the Woking Gaming Club at The Sovereigns for a evening of gaming. Is this a thorough and comprehensive look into the lives of penguins.... or is it a push-your-luck game about dodging sharks and eating fish? What's in a game? Tokens: There are 160 square card tokens in Deep Dive!
Meeples: In each of the colours there are 3 differently shaped wooden penguin meeples. First player token: This oversized irregularly shaped token serves as both a first player marker and on the opposite side a game end tracker. The tokens are the standard thick card tokens found in board games today. They are study enough and will last unless treated badly. The meeples are recognisably penguin-shaped and made of wood which makes them pleasantly tactile components. Despite their small size, the tokens are well illustrated. Pretty much everything looks like what it should look like. However, I found the choice to use green and yellows colours for food tokens frustrating. While in the photos and under good light, the difference between the 2 colours is pretty obvious, in the less than idea lighting of the pub we first played in, it made differentiating between those colours tricky. Personally, I feel much better colours could have been used. There's essentially 4 self-explanatory icons and some numbers used in Deep Dive. Players should have no trouble understanding the game. How's it play? Setup Tokens: First, sort all the tokens by their depth, then add/randomly remove tokens from each depth according to player count as per the rules. Next, flip all tokens face-down, randomly shuffle them and and arrange them by depth with depth 1 at the top and going downwards to depth 5 at the bottom. Players: Give each player the 3 penguin meeples in their player colour. First player: Randomly determine a starting player. Give them the first player token which they should keep in their personal area with the 1st player side face-up. On to play In Deep Dive players take on the role of penguins diving for food while avoiding those pesky but deadly predators. This is done by flipping tokens, resolving the outcome and then if possible, choosing to continue to flip tokens at deeper depths or take what has been flipped. The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left. During the active player's turn, the following occurs: Depth: Play usually begins at the shallowest depth and as the player progresses they will go deeper and deeper. The rules below apply at all depths.
Endgame When all tokens on any depth have been flipped, the game end has been triggered. Play continues until the first player is reached, upon which they flip the 1st player token over to the last dive side. All players get one last dive and then the game goes to scoring.
Points are tallied, highest score wins. Overall
Despite its abstractness, the game fits its theme fairly well as you players take on the role of diving penguins! I've not encountered a push-your-luck game quite like Deep Dive. I've played plenty of games that use dice or cards but I can't think of any that use tokens in this way but it works very well here. Deep Dive is a good example of a push-your-luck game and there's a clear risk/reward decision mechanic at work: After flipping a token (provided it's not a predator) players will be faced with the decision of taking that token or going deeper which will potentially give them a better reward but also exposes them to the another chance of revealing a predator. The game also employs a classic element of many push-your-luck games where players will be forced to continue when they reveal 'open water. It's should be noted that mathematically the odds of encountering predators increases as the depth increases - which fits with the risk/reward gameplay. At depth 1 there are 6 predators tokens out of a total 44 which equates to 13.6% chance of revealing a predator at the game start. At depth 5 there are 11 predators out of 23 tokens which increases it to a 47.8% chance. It means that if a player gains a stone, it hasn't necessarily made their decisions easier - only changed it! A player can choose to use a stone to go to the deepest depth it they want but the risk is still very high. Having said that, as play progresses, these odds will change as tokens get revealed over time, allowing a higher level of play to occur where players can observe events and adapt or change tactics. E.g., if during the course of play 8 predator tokens have been revealed at depth 5 and there's still 9 unrevealed tokens, observant players will know that only 3 predator tokens will encountered in the 9 remaining tiles, giving lower odds of encountering them. As a result players can feel 'safer' going to that depth. The scoring system also adds some interesting decisions as at times getting a lower value food token of a required colour offers optimal point scoring. This creates asymmetrical scoring objectives between players. There's not much more to add really. Deep Dive offers both meaningful decisions to take and is a easy to learn game. The rules are very simple and at its core, there's only 4 types of token to think about (Although there are 3 types of food.) and one of those types forces players to dive deeper. The choices a player has are very clear Along with its theme and brisk playtime, I feel that Deep Dive will have crossover appeal. This can be a good game for casual or less dedicated gamers. it can also be a good filler game. If I was to be critical I would say despite its quick playtime, it has a relatively lengthy setup: Tokens need to be separated into depths, then turned face-down, then possibly have some added, then shuffled, then have some tokens removed and then play can begin. It's a minor quibble though and it's well worth it to play this tightly constructed, neat little push-your-luck game.
0 Comments
22nd August 2023 It's a Tuesday evening and we're round Simon's for an evening of games and diversions. War of the Ring: The Card Game is a bit of a mouthful it's also as the name may suggest a card game version of the War of the Ring board game. Will this game show its quality or will it be a stinker? What's in a game? Cards: Unsurprisingly, there's quite a few cards in the game and broadly speaking, they are broken down into 2 types, Faction cards and Location cards. Faction cards: These represent a mixture of personalities (such as Sam), items (such as Sting), armies and even events from the story. Most cards have some elements from the list below.
Finally, each card will have a relevant, recognisable illustration of its subject matter that takes up the top half of the card. There are quite a lot of faction cards (120 to be exact.) which in total constitute 4 decks of 30 cards each. 2 decks for each of the game's 2 opposing forces (The Free Peoples & The Shadow.). Each of the 4 decks is further subdivided into factions.
Location cards: These oversized cards are also broken down into 2 types; Battlegrounds and Paths.
Tokens: Round card tokens of varying sizes are used in the game.
Average best sums up the component quality for War of the Ring: The Card Game, which means the cards and tokens are all of a acceptable quality, nothing bad here but nothing to write home (or blog) about really. Unless the components are abused, they should be fine. However; very good best sums up the quality and style of the artwork used. Fairly colourful, yet moody and evocative of middle-earth, it presents recognisable subjects to anyone familiar with Lord of the Rings. If I were to be a harsh though, I would say that the art style looks a little 'samey' and similar to art found on a lot of other Lord of the Rings games and merchandising related to the film trilogy (Although characters look nothing like their cinematic counterparts.) but I'm not sure that it's a bad thing, - it just gives it a consistent presentation will probably appeal to fans of the films and ultimately, I can't fault the presentation. There's quite a lot of iconography used throughout the game for factions, different flavours of combat and also types of cards, etc. On top of this, a lot of information is provided via text on the card and the rulebook has a glossary on how the wording works. Players will probably find themselves referring to the glossary a few times early on but it's not a deal-breaker and I'm probably making it sound a lot worse than it is. Note: The description here is for the 4-player version of the game (Called the trilogy scenario.). 2 & 3 player count games have slightly different rules. How's it play? Setup Location cards:
Some rules Before going on to explain how the game plays, it might be an idea to explain some a few of the rules regarding faction cards, specifically, cycling, elimination & forsaking.
Right, with that out of the way, let's continue. On to play During the game, battleground and path cards will become activated. The 2 opposing sides then vie to 'win' the locations through combat (which earns VPs). This is done by players putting characters, armies and the like into play at those locations to achieve this. The game is played over a number of rounds and each round follows a specific turn order where players from opposing sides take alternating turns. A round contains the following steps. Location step: The first player activates location cards.
Actions include:
Draw step: The Free Peoples players draw 3 cards while the Shadow players draw 4! Those cheating bad guys!
Endgame Provided the game does not end during the victory check step (It's generally unlikely the game will end this way.), then it will end when combat on the 9th and final path card has been resolved. Each side scores as per follows:
Points are tallied, highest score wins. In the case of a tie, the Shadow side wins! Definitely cheating bad guys! Overall
War of the Ring: The Card Game feels very appropriate thematically. As with the books, the gameplay is split between the large events and battles while the fellowship makes it's way to Mount Doom through its paths. It's also quite challenging and at it's heart, this is a auctioning/bidding game. The cards with their attack and defence values represent bids, winning the auction means winning the battle and the card is the prize. Where it gets interesting through, is in the mechanics going on around it. Players are constantly forced into making difficult, meaningful decisions - every time a cards is played, another must be cycled. Players will need to continually assess which cards they can discard and since every card is good, it's not easy. Battles compound this, every card a player contributes to an attack will be gone from the game afterwards; more hard decisions to make! Even defending cards will invariably be eliminated. This also has the consequence of making the 'pass' action actually a powerful move. It might seem counterintuitive but the earlier a player can choose pass, the better it is for them. In many games passing means a player is out the running. Here it means a player can potentially sit back and watch what their opponents are committing to a combat before they have to do so themselves. Another element to consider is teamwork. Each deck will have its own strengths and weaknesses. Team mates will need to try and coordinate their actions to exploit their strengths and mitigate their vulnerabilities. There is no secret communication at the table here and chat is open so everyone can hear it. Anything said to a teammate is heard by all. I guess it means communication between allies will be limited to meaningful eyebrow waggles. Players must also balance the need to win current conflicts but also retain cards for future battles as over time their options are whittled away. Knowing what to keep for what comes later can be a real game changer. E.g., no matter how powerful a personality is, if can't be played on the current or upcoming path cards, its usefulness becomes somewhat limited. This ties in with a criticism I have: There were several times during the game where I felt I just could not counter or match the cards played by an opposing player. I'm not sure if this was down to my opponent(s) knowing the game better and knowing what to keep in hand or sometimes luck playing a bit too much of a role. Either way it made for a bit of a frustrating experience. This definitely seems like a game that needs several playthroughs in order to grasp the nuances. Additionally; we played the game 4-player and the general consensus seems to be that this is the best player count for it. There's a lot of direct interaction and conflict between players in this game and some people will find that stressful or off putting which means they probably won't get on with this game but if you do like that sort of thing, then here's a lot to like in War of the Ring: The Card Game and it's definitely work a look. Especially if you've got 3 reliable friends who will play it with you several times. 21st August 2023 It's a Monday night and we're logged into Board Game Arena for some gaming goodness. Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game. Caveat: we've only ever played this game digitally. What's in a game? Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides. Well, that's it for components! While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility. There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.). How's it play? Setup Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards. Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them. The remaining cards become the draw pile. First Player: Determine a starting player. Onto to play In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour. Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left. On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit. Flip: The active player flips one of the cards in their hand to the other side. Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile. Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it. Other rules: There are some other rules that also apply.
Endgame The moment any player has cards of only 1 colour in their hand, they immediately win the game. Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics. I'm fine with this but I know some people will bounce off this. From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so. This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing. Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything! I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying. Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game. 21st August 2023 It's Monday and we're deep into a gaming weekend at Matakishi's and the game of the hour is The Pursuit of Happiness. Someone once said 'Happiness is not a goal; it is a by-product.', but in The Pursuit of Happiness, a worker placement game all about your life; it's definitely a goal! Note: The version of the game shown in the photos is the from the 'big box' which have a number of expansions incorporated into it, which add extra card tracks and actions. Also being used are the upgraded deluxe components as well as (I think) the neoprene playmat. What's in a game? Board: This is a busy looking board packed with a lot of card rows and spaces, all of which combine to display quite a lot of information.
Cards: The Pursuit of Happiness makes use of a lot of different types of cards broken up into decks which correspond with the rows on the board and are also colour coded accordingly. Thus, there are project cards, item-activity, job and partner cards. More on these later. Some of the card types are double-sided and come with a cover to keep them hidden during play. Generally, cards feature a illustration along the top and tend to feature cartoonish artwork depicting their subject matter while the middle and lower parts given over to displaying game information. As a rule, in some manner or other, cards tend to have a cost associated with acquiring or using them and there's also a reward for paying the cost. Some types of card will also require paying an upkeep to maintain - this may be in the form of resources or hourglasses. Upkeeps also generate rewards as well. Additionally, there are also Child Trait and Life Goal cards. These function differently. Tokens: The Pursuit of Happiness uses quite a few types of token, particularly with some of the expansions thrown in.
The oversized plastic components are all well made; chunky, sturdy and well shaped, they're colourful and pleasantly tactile. The hourglasses in particular are quite huge. Obviously these are the deluxe components and the base game comes with standard card tokens which are also fairly colourful and uniquely shaped for their individual types. I.e., the creativity tokens are shaped like 2d light bulbs and so on. The Pursuit of Happiness uses a humorous and cartoony art style, interestingly this is further broken down into 2 further styles. The cards all feature bespoke colourful cartoony illustrations of their subject matter - e.g., a car for the car etc. However the board uses a more abstract stickman style against the brightly colour coded backgrounds to represent the game's actions. It's a bit of a curious mix of styles but it works well enough. i like it and it makes the game look good and gives it a good table presence. There's nearly a dozen icons used in the game, they are mostly self explanatory and will be able to quickly learn them. Players should not have any issues understanding the game. Note: For this game overview I'm going to limit discussion to the core game. There are numerous expansions for The Pursuit of Happiness and we've played some of them. Broadly speaking they mechanically tend to function in the same way. How's it play? Setup Board: Put the board into the central playing area.
On to play The Pursuit of Happiness is played over 8 rounds and each round represents a different stage of life, starting with being a teenager and going all the way through to old age. Each round round contains 4 phases, the bulk of gameplay takes place during the Actions phase and in this regard the game uses a typical turn structure with the active player completing their action and play then progressing to the player on their left. The core mechanic in The Pursuit of Happiness involves acquiring cards and then using them. This will generally involve paying to use but will then provide rewards. Rewards may be any of a number of things, money or the 3 other resources, short term happiness, stress or even long term happiness which equates to VPs. Slots: Before continuing to how the phases play, 'slots' need to be explained'. Each player has 3 slots in their personal area and every 'active' Project, Job or Partner cards they acquire in any combination fills 1 of those 3 slots. If a player has more than 3 of those card types active at the same time, every card in excess of the 3 slots causes the player to lose stress. That's the cost for 'burning the candle at both ends'! The phases are played out as follows:
Short term happiness: As well as determining the first player in the following round, a player's position on the short term happiness tracker will affect the costs they pay, positive happiness gives them a discount while negative does the opposite. Players may also pay short term happiness to discard any number of cards on a card row and refill them Stress: The stress track consists of 7 differently bands with several spaces in most bands and 15 spaces across all bands. This is a very important tracker. Not only does it determine how many hourglasses a player receives at the start of a round, it also dictates when they shuffle off this mortal coil! Certain actions will increase stress which moves a player's marker towards the 'red' spaces, this is bad because it will lose them hourglasses, if the marker is moved all the way off the board then the player has met their end and they are eliminated from the game. Actions that move the marker into the 'green' spaces are good, it provides the player extra hourglasses and longevity. Here's the thing though, a player cannot move bands when decreasing their stress unless they gain a specific reward called Good Health! Just like real life, Good Health is very good thing and being able to move bands is important. Remember that in old age, players automatically gain 3, then 6, then finally 9 stress. What this means is; if a player hasn't gained good health by the end of round 7, they are guaranteed dying at the start of round 8! Ouch! Right, I think that's a broad explanation for the rules. Endgame Play continues until all players have died - which is a bit of a sobering thought! This will usually occur during the preparation phase when players deal with ridiculous amounts of stress! Players then count their finishing VPs which comes from 3 sources.
Points are tallied, highest score wins. Overall The Pursuit of Happiness is all about the use of hourglasses, time and the passage of a lifetime. Players will find themselves quite figuratively spending time at work which will provide money which will allow them buy stuff. Get into a relationship? Raise a family? These require more time. Between this and having a job, half of your hourglasses will used upkeeping these two! If you ever wondered. 'Where did it all go?' Now you know! As you might have guessed, The Pursuit of Happiness is a very thematically appropriate game. While the game is I'd say 'mid-weight' mechanically (At a basic level it's a worker placement game that allows players to gain extra places to use from acquiring cards.). There's quite a lot going on and equally a lot to remember. I wouldn't call it fiddly but it probably take a couple of playthroughs to get a handle on everything. There's some unique elements of course such as the short term happiness track which something that players will need to keep an eye on and manage as well as the stress track. Both of which can significantly influence the game. One thing I will note about gameplay related to the stress track, it's how rare cards that grant 'good health' are and how infrequently they appear. I don't think we ever saw more than 1 or perhaps 2 during any single game. Whoever manages to gain that good health will find themselves in a good position gameplay wise as gaining it and consequently being able to shift into a different band on the stress tracker is a strong play, in fact an almost game winning play as it can give that player and entire extra round. I feel that cards with cards with good health perhaps could have been a bit more common and other players may well need to remember to use short term happiness to rinse through the decks looking for those cards. Gameplay wise, The Pursuit of Happiness is about the most optimal placement of hourglasses and management of resources. Things like project and item-activity cards will when fully maxed out give players VPs but they are also useful for changing 1 kind of resource into another which can be used else where. This lends the game a bit of a engine-building aspect, albeit a fleeting one, since cards can generally only be used a couple of times before being 'completed'. Players will always be looking for the next opportunity to exploit. If I were to be a bit harsh, I would say that The Pursuit of Happiness a bit overlong particularly at higher player counts and that the gameplay is little average and is pretty standard stuff mechanically. Where it excels though, is in a added storytelling angle the game creates. As a player progress through the rounds (and the years), they'll find themselves creating a bit of story during their playthrough as they acquire cards that add to that story. Did they get a job, what hobbies did they have and so on? It gives the game a great deal of charm The result of this is that The Pursuit of Happiness provides a bit of unique game experience and one to definitely give a try.
13th August 2023 It's Sunday lunchtime and that means we're at The Sovereigns in Woking for some gaming diversions. Being a brave adventurer comes with its risks and drawbacks, like for example; being trapped out at sea in a sea monster's mysterious cave lair. Luckily, being the industrious adventurers that you are, the dangerous situation you all find yourselves in won't stop any of you from trying to screw over your companions for cold hard cash in this bluffing card game. What's in a game? Captain's bottle: This is an actual message in a bottle, it's not a glass bottle and fortunately has very little chance of breaking. Since we never pulled the message out, we've go no idea what it says? Adventurer sheets: This is a bit of a misnomer to call them 'sheets' as they are fairly chunky and sturdy double sided tiles. Each 'sheet' represents a individual character on these double-sided tiles. One side has the character in a 'explorer' role, while the other shows them in the 'captain' role.
Cards: There are 7 types of cards in Oh Captain. 4 types have actions in game associated with them. These are the Grappling Hooks, Lanterns, Lizards and Pistols. Purses are worth gold while Nukha Eggs are essentially booby traps. Finally. there's a Nomads' Arrival card which triggers the game end. Tokens: Two types of card tokens are used in the game.
Card dispenser: This neat looking component is a card holder constructed out of thick card and used to hold the game's deck. Thematically, it depicts the game's mysterious but also item laden cave lair. Component quality is good throughout Oh Captain. The tiles, tokens and card dispenser are all made of suitably thick card and feel nicely robust. Arguably the gold coin tokens are typical for what you'd expect for gold coins, which means they're not bad but average and completely acceptable. The cards have a laminated feel to them while their back have gold foil finish. The bottle looks great and is transparent acrylic, it doesn't feel like it would break unless someone purposely tried to do so. Oh Captain has great presentation. Artwork displayed on the adventurer sheets and cards in particular is clear, colourful and does a good job of portraying the exotic location the game takes place in. The card dispenser, while unnecessary adds a nice touch to the game and the same is true of the captain's bottle. It all adds up to make Oh Captain a pretty looking game. There are only a handful of actions in the game, consequently there aren't too many icons to remember and the items/cards they're associated with are self explanatory, well, except for the lizard, since when do lizards steal money? anyway, other than the lizard, everything straightforward and easy to understand. How's it play? Setup Players: Players carry out the following set up.
On to play Oh Captain uses a more-or-less typical turn order with the active player resolving their action before play moves to the player on their left, except if it's the captain, the captain does not get turns! They can potentially act in other player's turns but are skipped as active player instead! The active player performs the following phases. Mutiny.... or not: If at the start their turn, the active player has more coins than the captain, they can choose to mutiny.... or not!
They must now offer to sell it to the captain for 1 coin.
Endgame Play continues until an explorer draws the Nomads' Arrival card, in which case the explorer reveals it and the game immediately ends, players now reveal all the cards in their personal area and the game goes to scoring. Majority Before final scoring, majority needs to be determined for Grappling Hooks, Lizards and Pistols. Basically; whoever has the most cards of each type (ties do not count) gains the majority token that corresponds to it. Players then total all their gold coins, this comes from:
Points are tallied, highest score wins. Overall
Thematically, Oh Captain is a bit left field; a bluffing game about shipwrecked adventurers trapped in a sea cave who decide - while exploring - to try and steal valuables from and out do each other as they wait for their possible rescue? It's definitely a bit of a stretch for a bluffing game! Minor quibble aside, how does Oh Captain fare mechanically? fairly strongly I feel albeit with a flaw. Like pretty much all games based on bluffing, this is as much about playing the players as it is about playing the game and depending on whether a player is the captain, active explorer or other explorer there's 3 sets of conundrums to consider. If an explorer doesn't mutiny, they have to draw a card and then consider their options. The mechanic that allows the explorer to potentially sell it to the captain adds an extra winkle here. When declaring what the item is (or what the explorers says it is) the active player has to try and consider whether the captain will want it or not. If the captain might want a pistol, declaring it a pistol might get the captain to buy. This can be a good or bad thing, depending on whether the active player wants to use a pistol or not and if they would prefer a gold coin for it. Generally, getting cash it good! Additionally, the active player also has to think about how they would use the card if the captain doesn't want it. Saying it's a lizard in the hope the captain doesn't want it is no god if the active has no need for it themselves. So sometimes the player will need to lie to try just to try and get the card they want or need and sometimes it'll just be dropped into their hand and of course, there's the Nukha Egg that forces players to lie. Challenging is another element to think about, when an explorer is targeted by the active player, they'll need to consider whether it's a bluff and challenge it, the outcome for getting it wrong can be costly. As there's only 5 of the Grappling Hook, Lizard and Pistol and 7 Lanterns, there's definitely a slight element of card counting that can be used but since not all cards will be revealed (And 3 have been removed from the game.), there's also some imperfect knowledge at work too, meaning there's generally always a slight gamble when challenging. The dilemma faced by the captain is a little different, since they don't get a turn, they can only act in other players' turns by buying and using their cards! This can be useful since potentially, the captain could get a lot of actions but there's a cost to this though and if another player lies, then the captain loses money for nothing. Thus the captain will need to calculate whether the card's action is worth 1 gold to use - provided it is what the active player says it is. This is where we come to what I feel is a bit of a flaw in the game: As captain, I never felt motivated to needing to buy a card offered to me and generally ended up refusing them.. Take the Lizard card for example, the captain could pay 1 gold to use it, but all it does is allow the captain to steal 1 gold from another player. So ultimately, the captain gains zero benefit from it, sure if the captain feels another player is close to mutiny, it can be employed as a denial strategy but it also gift a coin to another player. All the captain is doing is shifting coins around the other players. This is all provided, it really was a Lizard, otherwise it's just a loss of a coin. Or the Pistol; the captain could pay a coin to use it to destroy card or just let the active player use it to destroy a card instead. Why waste a coin to destroy a card? It might not be the card the captain would want destroyed but a card will be destroyed regardless unless of course it is challenged and proves to be a lie - in which case the captain was wise to not buy it. I found it quite likely I was being lied to when I bought cards which is mostly why I just stopped buying them altogether - it just wasn't worth the risk. In a 4-player game, the captain will gain 3 coins per round and if other players aren't gaining at least that many coins per round, they'll never catch up. So why should the captain spend coins for anything? This is compounded by the rule that prevents explorers targeting captains with cards, I understand why as everyone would pick on the captain but it's even more reason not to buy a card as leaving it with the explorers means they'll just end up attacking and stealing from each other! It's not entirely 100% the case that it'll go down that way as it's likely that other players will get the majority tokens which would be a 4-coin swing but I feel, unless 1 player gains 2 of them, it won't be enough. It means that it's generally a no-brainer to just not buy cards and no-brainers are bad because they are the opposite of meaningful decisions - which is bad. It's a bit of a shame as otherwise Oh Captain is a very nicely presented, fun game to play if bluffing games are your thing. 10th August 2023 Gaming night round Simon's continued with Flashpoint. So move aside make way for fireman Sam Cause he's gonna save the day fireman Sam Cause he's brave to the core Sam is the hero next door Victims to rescue, fires to extinguish, buildings to save. All in a day's work for the brave first responders in Flash Point: Fire Rescue, a cooperative board game. What's in a game? Board: Flash Point: Fire Rescue has a double-sided board and each side displays what is ostensibly an apartment. The majority of the board is given over to displaying this apartment which has a 8x6 overlaid on top of it. There are also icons which indicate where doors may be found - some doors also display '2 cubes'. Along the outside of the board are spaces to place rescued people (or not rescued people!), fire engine and ambulance tokens etc. Finally a series of fairly discrete dotted red lines separate the board's map into individual quadrants. Markers: The game comes with a lot of differing card markers, all of which are round and many of which are double sided.
Vehicle tiles: There are 3 of these rectangular double-sided tokens, 1 side shows a fire engine while the other depicts an ambulance. Damage counters: Curiously, the game uses acrylic opaque black cubes to represent damage instead of card tokens. They're also much larger than the acrylic cubes you typically might find in a game. Dice: There are 2 dice in the game, a normal six-sider and also a eight-sided die. If you noticed that the 2 dice correspond to the map's 8x6 grid; good spot! Specialist cards: There are 8 specialist cards, each one represents a different playable character which has their own unique ability and illustration.
3d firefighters: There's a plastic 3d miniature of firefighter in each player colour. With card tokens and tiles, plastic models and acrylic cubes, Flash Point: Fire Rescue is a bit of an eclectic mix of components and none of them would considered low quality. The dice are plastic but roll well enough. The standout components are probably the firefighter models. They look a little cartoony and stylised but I'm sure that's by design. They don't look like the kind of mini that is meant to be painted and meant to serve as playing pieces. The artwork and illustrations on the game boards is straightforward and uncluttered which is a good thing as the playing area will become quite busy during play. The same can be said of art that can be found on tokens and tiles. What looks like fully painted art is used on the specialist cards giving each one an individual high quality appearance. The game's iconography is all self-explanatory and easily understood. None of it should prove a problem for players. How's it play? Note: Flash Point: Fire Rescue comes with 2 modes of play, a simpler 'family game' and a more rules heavy 'experienced game' mode. furthermore, the experienced game has 3 levels of difficulty. This blog discusses the experienced game which essentially also incorporates the family version. Setup Board: Choose which side of the board to use, the 'front' side of the board is considered the easier side.
More hot spots!: Dictated by difficulty and player count, even more hot spot tokens are added the map on the board. Furthermore a number of hot spot tokens are kept to the side to be potentially added to the board during the game. Firefighters: Players now choose which spaces outside the building to place their firefighters, more than 1 firefighter may occupy the same space. Vehicles: Players now choose where the fire engine and ambulance start the game. First player: Determine a starting player. On to play Flash Point: Fire Rescue uses a fairly typical turn order for a cooperative game. The active player takes their turn (Spending their action points.) and when their turn is over, the board activates and performs its automated actions. After that, the game progresses to the player to the left of the active player. 3 phases are resolved during the active player's turn. Actions: During this phase, the active player now performs actions by spending the APs for their selected specialist. Available actions include:
There should always be 3 POI markers on the board, if for any reason, there are less than 3, roll the dice and place a POI marker face-down in the resulting space. There are some restrictions, a POI marker cannot go on a spot with for example, in this instance roll the dice again until a appropriate space is rolled. Repeat this until 3 POI markers are on the board. Next turn: Once all the required POI markers have been replenished, the turn is over and play progress to the player to the left of the active player. That's pretty much it for most of the rules, I've skipped some details that go into how some elements of the fire expanding are managed and also the special actions attributed to individual specialists but this about is the gist of it. Endgame Play progresses until 1 of the following conditions is met. Losses: If 4 or more victims are killed, the players collectively lose. Damage: If all the back cubes are placed onto the board, the building collapses and the players collectively lose. Rescued!:If the players between them manage to rescue 7+ victims from the fire, they immediately win the game. Overall
The board displays a recognisable location that firefighters move around to rescue people while it is inevitably filling with fire at a dramatic pace that causes explosions and damage in a race against time. All of this makes Flash Point: Fire Rescue thematically a strong game. On a basic level, in Flash Point: Fire Rescue characters navigate a landscape using action points having to balance the need to complete objectives - in this case rescue victims with the need to prevent or slow the spread of fire. Players of cooperative games will recognise a lot of the mechanics employed here, it presents them with a classic dilemma that can be found in a lot of cooperative games. There are a couple of unique elements here though. Hazmat markers provide an extra risk and thus, extra facet to take into account: Should characters try and remove them from the board at the cost of less focus elsewhere, or ignore them in favour of concentrating on other risks? The spreading fire also provides an unusual extra conundrum to face. While the spread of fire can be halted or even reversed, the explosions that get triggered cause damage that cannot be removed. The same is also true of hotspot markers. Ultimately, it means that this is not about trying to put out the fires, I don't think that can ever happen and characters can only hope to hold them back long to rescue victims. It makes this a game of maximising effective use of action points and trying to gauge how much risk can be taken by ignoring fires. As with many cooperative games, luck plays a not insignificant part here in the form of the dice rolls and this is just something the players will need to react and adapt to. In terms of gameplay I found Flash Point: Fire Rescue a bit of a mixed bag. The sense of being in a burning is pretty strong and the game has a genuine urgency regarding the spread of fire. It's actually pretty scary to watch as a single dice roll can lead to a series of events and explosions that wreak havoc and damage across the entire board. But while the mechanics for the fire feel fast paced, the same is not quite true of player actions. Players typically get 4AP per turn and it can seem a little plodding at times, e.g., if a character has a victim they're trying to get out of the building - they'll get to move 2 spaces in their turn and that's it! It felt a little contrary to the atmosphere. Although maybe that's the point, contrast the speed and danger of the fire with the relative slow actions of the firefighters to create tension? regardless of that, it made the gameplay feel a little 'off'. I can't fault Flash Point: Fire Rescue and think overall it's a well constructed game but having played a fair few cooperative games over the years, I found the action point system a little uninspiring but that could simply be down to overfamiliarity. It didn't help that despite being mechanically solid and providing meaningful decisions to make, the game didn't quite gel with me. At the same time though, I'm going to reserve judgement on Flash Point: Fire Rescue. I want to give it at least another go or two. 10th August 2023 It's a Thursday evening and we're round Simon's for some gaming fun. First game of the night was cooperative, tile-laying game Dorfromantik which is a board game adaptation of a computer game and translates from German as 'village romance' or possibly 'romance of the village'? What's in a game? Tiles: Well, this is a tile-laying game, so you're going to get a lot of tiles, in this case hexagonal ones that come in 2 types.
Mystery boxes: What are mystery boxes? Well, you'll just have to find out but basically, Dorfromantik has a very light sort of persistent/campaign mode where boxes become 'unlocked' and provide more content to play through in what is a gameplay loop. Suffice to say that 5 boxes numbered 1-5 come with the game. Score & campaign pads: Usually I don't bother mentioning this kind of component as it's not directly related to the game play. But in this case, how the scoring plays out is important here as it relates to the campaign. On the left is a column of objectives and targets that can be achieved by completing games, on the right are achievements which can be unlocked in certain ways while in the centre, is an advancement track which can be checked off to unlock more content. What is this extra content? That's a secret! The components in Dorfromantik as what we would consider to be average, that is nothing to write home about but the tiles, cards and tokens fell perfectly acceptable: Nothing bad here. The tiles use bright colours as well as illustrations to display differing landscapes and there's also as surprisingly detailed artwork, especially the village areas which show homes, shops, market stalls and so on. Charming little flourishes of artwork are found throughout the game. It's crisp art that's clear and easy to comprehend. Dorfromantik employs a handful of icons to represent different landscape types which are easily recognisable and that's about it. I can't imagine players having any problem here. How's it play? Setup Tiles: Sort the tiles into their 2 types, then shuffle them into face-down stacks and discard 3 landscape tiles out of play. Task markers: Sort the tokens into their types and shuffle them into face-down stacks. First player: Determine a starting player. On to play Dorfromantik is a cooperative game were players are collectively creating a landscape with an eye towards typically maximising the victory points (VPs) they earn. Although they may have other objectives/achievements they might be working towards. The game follows a typical turn order with the active player taking their action which essentially involves drawing and placing a tile before play progresses to the player on their left. Draw tile: On their turn, the active player will draw a single tile and place it into the central playing area according to the following rules.
E.g., if a forest task marker has a value of 5 and the players create a forest across exactly 5 tiles, then the task has been completed. When a task is completed, the marker should be immediately removed and added to a scoring area. It is possible to immediately complete a task marker on a task tile if that task tile is played in the into a location which matches is requirements. It's theoretically possible to complete more then one task in turn.
Endgame The game immediately ends if any player has to play a landscape tile and there are none available. The game then goes to scoring and VPs can come from 3 sources.
The end is the beginning! Now that players have achieved a final score, it's time to look at the campaign pad. On the left side is the column of objectives which can be completed at the game end and these go from score up to 99 VPs all the way score 400 VPs! Every objective that is completed can be crossed off and earns the players a 'X'. X's can be used to cross off spaces on the advancement track. As more spaces are crossed off, players will gain access to the boxes of extra content that come with the game. This content provides new tiles and new ways to score VPs as well as more achievements to work towards. Furthermore, on the right are achievements that can be ticked off which contributes to the overall completion of the game. Overall
Dorfromantik is a game about creating a beautiful village and the tile-laying mechanic does match up with the theme, albeit a little abstractly. It's also quite a light game rules-wise, the challenge comes from optimising VPs earned from tile placement and this comes from planning ahead. There seems to be a basic tactic of creating bunches of 3 of each landscape type so that if a 4 point task marker is drawn, it can potentially be used to immediately close and score a landscape - provided the right type and value of task marker is drawn. Although it can backfire if players calculate size 3 landscape types incorrectly. As with pretty much all cooperative games, luck can play a big part here and players may be forced to make tricky decisions when things don't go their way. There's also some tricky, meaningful decisions to be made regarding the rails and streams because players will be faced with conflicting scoring objectives: As well as trying to complete tasks related to those landscape types, players will also be looking to score points for the longest rail/stream. Dorfromantik includes what loosely is described as a campaign mode. As the game is completed multiple times, players will acquire the means to score higher and higher VPs through unlocks but also will need to score higher to unlock more content in order to score even more VPs. It's a classic gameplay loop. This brings me to another thing, one of the players bounced hard off Dorfromantik. They just did not like how there was no overt way to 'fail' a game. While this is 'technically' true, a game can still be kind of failed by not achieving any objectives and getting no crosses, but for them it wasn't enough of a 'failure' for them. Consequently, we didn't really get to give the campaign mode a good try. I feel this could be a bit of divisive issue that could put people off what is otherwise a fairly solid tile-placement game. Another curious aspect is that while Dorfromantik can play with a large player count it feels a bit like a solo game. - That is; a solo game where everybody can potentially contribute to the placement every turn! The choices and options players face do not change with player count or different players. Players do not have hidden hands of tiles or anything like that which could alter their priorities and the dilemma of where to place a tile never alters from player to player. The same information is open and available to all players at all times which essentially means players are free to confer during a individual's turn or not. I guess that many minds working on optimal moves can make for some strong decisions - or probably more likely, lead to more bickering! It's also not a game for single occasional plays and I think it would also definitely benefit from repeated plays as unlockable content changes the game. Dorfromantik is at the lightweight end of games and could appeal to casual or less dedicated gamers and be used as a crossover game. If a undemanding, cooperative game is what your looking for, then this could be one for you provided you can find some players to dedicate time to it. Alternatively, you could just play it solo as the game experience is identical but quieter. 8th August 2023 Tuesday is here again which means we're with the Woking Gaming Club at The Sovereigns for some gaming entertainment. Kingdomino Origins is a prehistorically themed follow up to the most excellent Kingdomino. Is Kingdomino Origins a Neanderthal of a game of something more civilised. What's in a game? Tiles: If you've played Kingdomino, then you'll be on very familiar ground. The rectangular tiles resemble dominos in that they display 2 halves (Or tile spaces.) and each half will display 1 of several types of terrain - although some dominos will contain the same terrain twice.
Starter tiles: These are half the size of the dominos. Standees: These are card standees depicting tents that go with the starter tiles. Totem tiles: Kingdomino Origins are introduces 2 slightly different ways to play and one method uses totem tiles which provide bonus victory points (VPs) at the game end. Caveman tiles: Also new to Kingdomino Origins are caveman tiles which are used in the other method to play the game and provide extra scoring opportunities. They are slightly smaller than starter tiles and each one depicts a caveman of sorts as well as icons related to their scoring. Cave board: More of a large tile than a board, this is used in conjunction with the caveman tiles to display the market of caveman tokens available to be drafted and has space for the caveman tile stack as well for 4 of face-up tiles. Below that are icons which relate to the cost of drafting tiles. Tokens: Kingdomino Origins uses 2 types of token:
Caveman meeples: There are 2 of these in each player colour. The component quality here is comparable to the original Kingdomino, which is to say they're pretty good quality and the game has the same chunky plastic coated tiles and standees tokens found there. The new tokens are also good quality The new tiles are equally sturdy feeling and plastic coated. The resource tokens and caveman meeples are wooden and display screen printed artwork, they look excellent: Although arguably, the resource tokens are on the small side, making them a bit too fiddly to handle for their own good. Only the fire tokens are what would be considered average being a pretty standard card tokens but even so, they're still perfectly acceptable. Kingdomino Origins is a bright and colourful game which is something I always like. The art style used on the tiles and fire tokens has a cheerful cartoony look to it and makes it easy to distinguish between the different landscapes. The illustrations used on the wooden components are essentially monochrome but the effect is good and it adds to the appearances the resources and meeples. There isn't too much iconography that appears in the game. Some of it's pretty self-explanatory as it refers to the flame tokens or resources. However, the icons for resources are outlined in white which can make it a little tricky to see against the background of the icy landscape. The most complicated iconography appears on the caveman tiles as it shows what can be scored off the tile and how it is scored. It's not overly complicated but will probably result in instances of turning to the rule book - nothing too bad though. How's it play? Kingdomino Origins is a follow up to Kingdomino and for the most part shares very similar rules. I'm only going to briefly detail those rules and will list differences. Having said that, it does also introduce 2 new game modes - Totem and Tribal which respectively add the totem and tribal tiles to the game. Setup Discovery mode This is basically what this game calls the classic Kingdomino game. Kingdomino Origins can be played like classic Kingdomino and features the same drafting and tile-laying mechanics to create a 5x5 grid in order to score points. Read about classic Kingdomino here first. The only difference between the two being the addition of 'Volcanos'.
Totem mode Setup for this mode is almost identical to discovery mode except it uses the resource tokens and totem tiles for extra scoring.
Tribe mode The 3rd and final game mode add a little more complexity with a whole new 'layer' of scoring added to the mix.
Onto play Discovery Mode This mode plays almost identically to the original Kingdomino. It features the same gameplay of drafting tiles and selecting a new one, then adding them to a personal playing area to create landscapes and score those landscapes according to their size and the multipliers they contain. Volcanos simply add extra multipliers which players can add to their personal area. Totem mode This mode introduces a couple of extra concepts to the game.
Tribe mode This mode introduces a touch more complexity to the game (Although there's not much complexity to begin with!).
Overall
A prehistoric caveman setting is as good a theme for a game of Kingdomino as any. The landscapes have been suitably 'reskinned' and the resources are appropriate (Who knew mushrooms were so important to cavemen....). I like how Kingdomino Origins keeps the original game in here along with the other modes. Mechanically, the base game here is almost identical to the classic Kingdomino so there's not much I can add here in that regard. The 2 other modes (particularly the tribe mode) provide something slightly different to the game. Namely, alternative avenues to VPs and this is done without changing or impacting the game or to it's detriment - which is good. Often these additions don't actually add anything to a game. Why are these extra scoring methods good? Typically in Kingdomino, the best way to score VPs is to create the biggest possible piece of a single landscape type then add as many multipliers to it as possible. The challenge essentially comes from doing this as effectively or efficiently as possible. The new modes reward players for having more diverse landscapes and gives them scoring alternatives. Totem mode gives players the opportunity to gain totem tiles which score extra VPs. Sure if a player gets a lot of tiles of a single landscape they'll probably get the totem for it but at the cost of allowing their opponents to get the other ones. Tribe mode is where this is most apparent because in order to gain caveman tiles, players need 2 different resources which can only come from different tiles and if they want to go through the stack, they'll need 1 each of all 4 resources! Then when placing cavemen tiles on to their playing area, they'll need to consider the positioning to maximise the scoring opportunity. While I admire the elegance of classic Kingdomino, I think this is an excellent iteration of the rules which results in an alternative way to score VPs that provides players with more meaningful decisions to make and only a negligible increase in complexity. If you've already got some version of Kingdomino or other, I'm not sure I could recommend this unless you're a completist or you really like it and want to see how the gameplay has evolved. However, if you've never played Kingdomino before, this is definitely a good version to give a go. 6th August 2023 It's a Sunday and we're logged into Board Game Arena for some gaming fun. Time to set things up in Setup, an abstract tile-laying, set-collecting game Caveat: We have only ever played this game digitally. What's in a game? Board: Setup features a board within an almost Octagonal shape and which contains 12 interconnected square spaces. At each of the 4 orthogonal edges of the board are 2 spaces which are both 'coloured' in 1 of the 4 player colours. Thus, each player 'controls' the 2 spaces in their player colour.
Card tiles: Setup makes use of tiles which are a bit like cards; hence the name! Unlike a normal deck of cards, there's an extra suit here - Star. Additionally, each suit goes from 1-10 with no 'picture' tiles. With one of each tile, there's a total of 50 tiles. Bag: In the physical game, there's a bag that comes with the game. Meeples: There's one each of these in the player colours Tile racks: Also only in the physical version are tile racks again in all player colours which players use to hold and hide their hand of card tiles. Setup is a pretty abstract game and there's no conventional artwork to speak of. It's a fairly colourful though with cheerfully bright compnents. There's also little to be said about the iconography - if you understand a deck of cards, you'll understand this. Nothing here would prove a problem to understand. How's it play? Setup Time for the setup for Setup! Card tiles: Put all the card tiles into the bag and give it a good shake! Board: Put the board into the central playing area, blindly draw 4 cards tiles and place them into the 4 central most spaces on the board. Common hand: Draw another 4 tiles and place them face-up in a row adjacent to the board. This is the common tiles, more on that later. Players: Each player should select a colour from one of the board edges (Ideally the edge closest to the them.) and take the meeple and tile rack in the matching colour.
On to play Setup is essentially a set collecting game, although technically, player don't collect sets just score them. This is done by playing tiles to create sets which can be 2-of-a-kind, 3-of-a-kind etc or runs, e.g., 3-4-5-6 and so on. Setup uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. During their turn, the active player will have 1 of 2 basic options open to them. Play tiles: The active player may play any number of tiles from their hand and also from the common hand on to the board provided the tiles played create at least 1 set. When placing tiles on the board, the active player may place one on top of an existing tile if they so wish.
They remove any number of tiles from their hand and draw replacements from the bag. their discarded tiles are returned to the bag. End of turn: Once the active player has completed their action, play then progresses to the player on their left. Endgame Whichever player crosses the finishing line on the score tracker first, wins! Depending on the player count, the finishing line could be 23-31 spaces along the tracker. 2v2 game: I should note add there is a 2v2 team variant of the game that plays almost identically if a team based game interests you. Overall
As far as theme goes, Setup is clearly an abstract game and doesn't have or need a theme. Setup is pretty straightforward and it's core mechanic will be familiar to many players; collecting sets of matched values or numerical runs - it's a mechanic that's often been employed. Players will looking to both play their own tiles with maximum efficiency and also exploit card tiles played by their opponents but without giving them bonus points if possible. It will mean players will need to keep an eye out on the potential to score multiple sets as a time. Being able to play a card tile on top of another tile adds a interesting dynamic as it can change things up a bit. Finally, players may also want to consider exchanging tiles or not. It may be possible to create bigger sets by holding off but then there's also the risk of losing access to useful tiles on the board if they get covered. Otherwise I think that's pretty much it for mechanics and strategy This is a lightweight game that has a quick-ish play time and could be a good introductory crossover game or one for younger players except for the scoring. Yes, tiles which are played can be scored multiple times as part of multiple sets and also trigger bonus scoring but also can only be scored once per turn. It's not particularly demanding to track all of this but it's a just little fiddly for what the game delivers. While the mechanics employed are tried and tested and provides meaningful decisions to make, it's also quite unremarkable with bare bones gameplay. There's nothing wrong here but I just can't find a reason to recommend it other than to someone that might want a basic set collecting game if they didn't already got one. 4th August 2023 It's a Friday night and we're round Simon's which means it's time to welcome in the weekend with some gaming goodness. Load up the Winchester, strap on the peacemaker and head out to the west: Travel over prairies and along dusty long-dried gulches, see the monolithic sights at Monument Valley and encounter zombie hordes in.... Zombicide: Undead or Alive! A while back I played a few games of vanilla Zombicide, a cooperative survival game of dispatching zombies while completing objectives. Zombicide: Undead or Alive takes that game and moves the setting into the wild west. What's in a game? Tile boards: There are 9 of these large tiles, they're double-sided and placed out together to create the game's playing area. Each side depicts a bird's eye view of one of various old western buildings on a street. The street on each tile is broken down in 'zones' while interiors of said buildings are also displayed with different rooms also being broken down into 'zones'. Train tiles: There are 3 of the oblong tiles. They're also double-sided and one side shows a railway track while the other show a train on the track. Player board: Each player gets one of these enormous plastic player 'dashboards' with a faux wood finish and they about A5 in size! Each dashboard has indented spaces and spots to place tiles, character cards, equipment cards as well as tokens. There's even 3 grooves along the top to hold 'backpack' cards upright.
Character cards: Each of the game's named 14 playable 'survivors' has their own card with accompanying illustration.
Cards: There's essentially 2 types of mini-sized which cards are used in Zombicide: Undead or Alive.
Tokens: Lots of card tokens are used in the game.
There's an impressive number of components to Zombicide: Undead or alive and they're all of a uniformly good quality. Cards, board, tokens, they're all good but the standouts are the 3d components and the dice. The models obviously look good but also, the player dashboard with along with dynamite trackers are a nice touch and they all feel suitably sturdy. The dice are wooden, nicely rounded and the card themed numbering on them are a nice touch. A colourful and slightly cartoony style is used across the character and zombie cards, it's a humorous style that suits the game's tone well. The main board tiles seem a bit more subdued in comparison and they are perhaps a bit too busy for my liking but it's not detrimental to the game. The zombie models, being grey risk sort of merging into one dull greyish blob when on the board but wisely, the runners have been constructed in a distinctly different shade of grey that makes them easily spotted against their undead compatriots while the fatties look distinctly different. The abomination is of course, red. There's quite a lot that goes on during Zombicide: Undead or Alive, fortunately, much of the game's information is provided via text descriptions. That's not to say there isn't a fair amount of iconography - because there is but it won't be overwhelming to seasoned gamers or players of previous versions of Zombicide; although this version has some differences to the vanilla game, in this case, adding character classes. More novice players will probably find themselves referring to the rulebook early on in the game. It all shows that attention and care have been put into the components and presentation. How's it play? Setup
Onto play Zombicide: Undead or Alive is a cooperative game in which the players will be attempting to complete an objective and escape the board before becoming zombie fodder! A round takes place over 3 phases and players will take their turns using an action point system during the 'player phase', while the 'board' will run the 'zombie phase' in which zombies will spawn and chase characters in an attempt to defeat them. Player phase: During this phase the active player will act in turn order and will have 3 action points (AP) to perform 3 actions, which include the following.
If you really want to know, feel free to read the rulebook online, it's only 50 pages long. Endgame There are a couple of other lose conditions that can make the game end badly for the players and which are: If any time there are 7 active spawn points, then the players lose. If any character has their HP reduced to 0, then the players lose. Otherwise play progresses until the chosen mission's win or lose criteria are met in which case the players collectively either win or lose. Overall
With it's old western art style and equally styled components, the theme fits well within the frame of Zombicide. Although, it's tricky to think of a setting that wouldn't fit. The character classes feel right for the theme and work well to differentiate between the characters. There's quite a lot going on in the game but some of that is down to options and choices available to players. Mechanically, Zombicide: Undead or Alive isn't too complex and wisely, zombies actions are streamlined, although there may well be a lot of zombies to shuffle around the playing area. Seasoned players won't really find anything tricky to learn. The only quibble I have with the rules is the targeting priority when performing ranged attacks. I know why it's there; to stop players targeting runners and using their superior movement to keep out range of all the other types of zombie. Generally, I consider the runners the most dangerous type of zombie, they can reach characters quicker and attack more often. Tactically, players would likely target runners first if it wasn't for the priority targeting, at least that's what I'd probably do. Understandable from a game-balance perspective but nonetheless, frustrating. Because the game is so mission driven, it's hard to give a comprehensive overview of what players will face but in game like this but gameplay-wise, the game has that classic cooperative game structure of slowly, over turns threatening to overwhelm players who will be faced with balancing the need to complete objectives with the need to reduce the burgeoning zombie horde. It's a fairly common predicament in cooperatives games but it serves this game well by putting the players in situations where they have to make meaningful decisions. Luck also plays a part in games like this and players will need to adapt to manage bad luck - especially if there's a couple of bad draws from the zombie deck. While the game looks great, particularly so when there's 70 odd zombies that can be stumbling around the playing area, it can feel a little clunky to manage despite the fairly streamlined rules for the zombie phase. In fact, with it's involved set up it all feels clunky. Playing with 6 characters can also slow it down somewhat with what seemed like lengthy downtime between turns and overall play time. I don't think this makes Zombicide: Undead or Alive a bad game, there's nothing bad here and if you like the western theme, you'll probably have a fun time with it but for me, it felt like the payoff wasn't worth the effort to get there. |
AuthorI play, I paint. Categories
All
Archives
February 2026
|