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Gaming Blog

Campy Creatures

31/10/2019

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5th October 2019

Gaming night at Matakishi's is underway.

The third game of the night was 'Campy Creatures'.

Put yourselves in the shoes of a 'mad scientist'. Misunderstood, never trusted and unloved. But there's a reason why the mad scientist is the way they are and why they kidnap innocent people. It's to stop those other pesky mad scientist from doing it first!!

Campy Creatures is a blind bidding game where you bid to capture teenagers and other hapless victims and put them into sets in order to score points.

What's in a game?
All of the cards in this game are nicely illustrated with art that wouldn't look out of place on posters for the 'creature feature' movies that this game is emulating.
  • Bidding decks: These decks consist of monster cards with a value of 0-8. There is a deck for each player
  • Victim cards: These are the hapless victims that your monsters will kidnap... err liberate. There are 3 types of victim and also 'assistant' cards.
  • Location cards: These will confer some sort of bonus on to whoever acquires them 
  • Game board: Used to tally scores, store location cards and break ties.

Picture
Picture
How's it play?
As always we begin with set up.
  • A bidding deck is given to each player.
  • The location deck is created by randomly using 3 location cards. A number of assistant cards will be added in as 2 small stacks between the 3 location cards. all of these are kept in a deck face-down on the game board.
  • Finally the victim deck is created and shuffled. Then a number of cards are turned face up.
Then play can begin.
Campy Creatures uses blind bidding. The highest bid gets to go first and pick the victim card of their choice.
  • Players keep all of their individual deck in their hand at all times.
  • Players can choose any one of their monsters to play. The card is played face down. Once all players have put a card down, all cards are revealed and then resolved.
  • Generally, the card with the highest number goes first. However, there are special abilities that can change things. Some special abilities a triggered when cards are revealed, some when a victim is captured.
  • Thus the highest score gets 1st pick, 2nd highest score gets 2nd pick and so on until the lowest score has to take the last card.
  • A new turn begins and new cards from the victim deck are dealt.
  • Any cards used for bidding remain face-up on the table, they cannot be used again in this round.
  • When the victim deck is depleted, the round is over. The 1st location card is revealed and will have a specific symbol on it. The player who has acquired cards with the most of the matching symbol will acquire the location card (And whatever bonus it entails.).
  • The round is scored, all victims (Except assistants.) are returned to form a new victim deck, the extra assistants from location deck is added to the victim deck.
  • The next round begins.

Endgame​
Campy Creatures is played over a total of 3 rounds. After the final round, final scores are tallied, highest score wins.
Picture
Picture

Overall
Campy Creatures is a quick and interesting game to play.
This is down to the special abilities on the monster cards. They can really throw a spanner into the works (And player's plans.). Special abilities include cancelling other cards special abilities, acquiring 2 cards instead of 1, forcing someone to discard a card they captured etc.

Learning to watch other players is important. Looking at what cards they have collected gives you the chance to anticipate what other cards they will want. This means you have the opportunity to mess with them! It gives the game an extra level of depth, which without the game would be too simple.

Even so, with so few special abilities (That are identical for all players.), after prolonged play, the game could become 'samey'. But as a occasional filler game, Campy Creatures is a good game.
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Hit Z Road

22/8/2019

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11th June 2019.

Gaming Tuesday continues at 'The Sovereign'

Next up is 'Hit Z Road'.

Have you ever thought about what you would do during a zombie apocalypse?
If your first thought was. "Well, I'd design a game about being in a zombie apocalypse!". Then this might be the game for you.

Hit Z Road is designed to look like a game made by a child during an apocalypse, made from bits and pieces of other games etc. Some of these are other actual real games.
So Hit Z Road is a game set inside the game you are playing. Omg! There goes the 4th wall!

In Hit Z Road you play a small band of survivors travelling through a zombie infested apocalyptic landscape towards a safe haven.

What's in a game?

In particular the art direction of this game is superb. Many of the components are designed to look like they came from other games (some real games and some fake). The rulebook looks handwritten. There also human and zombie meeples.

There are 3 different types of currency/resource in the game, (Ammo, petrol and adrenaline. These will be explained below.). The game plays homage to Fallout by using bottle caps as the different currencies and they look cool. 

You can't fault the production values here.
Picture
Picture
How's it play?

Hit Z Road is a relatively simple game.

Your band of survivors travel from left to right dealing with the obstacles encountered.

There are basically 3 phases in a round.

Routes
  • ​Each turn begins with several different routes being laid out in the playing area. Each route takes the form of 2 cards.
  • Each card represents a potential encounter that a band of survivors may come across in the order they are laid.

Auctioning
  • Now that the different routes are visible to all players, the auctioning can begin.
  • The auctioning process differs to most auctioning games in one very important way. Everyone who participates in the auction has to pay for their finishing bid, even if they are last. This is very important as the order of play is determined by finishing positions in the auction. This also has a profound affect on game play and is explained in further detail below.
  • Players bid with their bottle caps. When paying the auction, players can choose which types of repirces they want to use - a bottle caps have the same value for an auction.
  • Whoever wins the auction can choose which route they want to take, who comes second then gets to choose their route next and so on until everyone has a route to take.
Picture
Travel
  • Now that the routes are chosen, each player must deal with the encounters ahead as indicated in the cards.
  • Cards are dealt with one at a time, going from left to right.
  • Most cards will contain zombies, some cards will give you victory points. Some force you to spend resources or grant additional resources.
  • This is where resources become very important.
  • A player can spend 2 petrol bottle caps to bypass the encounter - which is discarded.
  • Once an encounter begins, the active player collects any available resources. If there are zombies present the player may choose to spend ammo bottle caps to attack the zombies at range. The player gets 2 combat dice for each ammo token spent. Ranged combat is resolved by rolling the combat dice. Any kill results will kill a zombie. Any bite results are ignored - as are adrenaline related results. Thus ranged combat consumes resources, but represents the safer way to deal with zombies.
  • If zombies are still standing after ranged combat, (Or there was no ranged combat.) then plays proceeds to melee combat. For melee, the active player rolls a number of combat dice equal to the number of survivors they control. Adrenaline bottle caps can be used to alter combat here. Some of the dice results allow you spend adrenaline to avoid having a survivor bitten, (And thus killed.). Some allow you to spend adrenaline to dispatch additional zombies and so on. This is how you use adrenaline. If there are still zombies or survivors standing after the affects of the dice have been resolved. The active player rolls the combat dice again.
  • The encounters on the cards get harder as you progress. You can even encounter harder zombies to fight. These take the form or other dice that have less beneficial odds for the players.

And that's pretty much it for the rules. The game continues until all the encounters have been played and dealt with. Upon which any remaining survivors reach their destination and points are 
Points are earned in a few ways.
  • Points on cards beaten are scored.
  • The player with the most survivors earns bonus points.
  • The player with the most of each of the 3 resources scores points for those resources.

The player with the most points wins. ​

Overall

Hit Z Road is a fairly simply game (Which is not necessarily a bad thing.) that will give players a couple of meaningful choices to make every turn - which is a good thing. A bad choice of route can cost a lot of resources.

But the game's problem is the auctioning mechanic, to reiterate:

During the auctioning phase, players bid to create a turn order in which to choose which route to take.
Everybody who make a bid, must pay for the bid they made. Thus it's not a good idea to to try and 'run up' another player's bid, (because your own bid and cost would almost be as high.).
The problem here is 2-fold.
Firstly, the player with the most resources can always go first. This means that they can always have the choice of the most optimal route which will gain them the the most (Or lose them the least.) resources. The remaining players will be bidding (And spending resources.) over the remaining sub-optimal routes which are less beneficial. Essentially, they'll end bidding over the scraps.
​
Secondly, when most of the players have either spend too many resources or realised they can't bid against the player with the most resources. Then they'll stop bidding. And when no one bids, the turn order does not change. This means that the dominant player doesn't even need to spend any resources to stay first or continue dominating.

The results of this is that all the players bar one will be put on to the back foot and will find it very hard to get off it.

This ruins the game. I know why it was done - they didn't want auctioning reduced to 'Auction winner goes first, play proceeds to the left'. But still, it ruins the game.

I've looked online and found I'm not the only person who thinks so. I've seen that this is called a 'Runaway Leader' problem.

This is the harshest I've been about a game in this blog. I've played games I didn't like or care for. But I consider this to be a bad game, no two ways about it.

In the end I look at the game's excellent production values and can't help but think. 'Maybe the designers got their priorities mixed up.'.
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Loot

10/2/2019

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5th February.

2nd game of the night at 'The Sovereigns'.

Loot is a little card game by Reiner Knizia about chasing wealthy merchant ships with your pirate boats.
Perhaps this game should be combined with Century Spice Road which we had just finished playing!

Loot is a fairly simple looking game with some hidden depth.
Loot has different 4 types of card.
  • Merchant Ships, valued from 2 to 8 'gold'
  • Pirate Ships, their strength ranges from 1-4 'skull & crossbones and they come in 4 colours.
  • 4 Pirate Captains, in the same 4 colours as the pirate ships.
  • 1 Admiral.

​Everyone starts with a hand of 6 cards.
During your turn you check for winning battles, (more on this below). Then you draw a card or play a card.
What cards you can play depend on what's already been played.
  • You can always play a merchant ship.
  • You can only play a pirate ship if there's a merchant ship for them to plunder. If there's more than 1 merchant ship in play, you can choose which to attack, you can even attack a merchant ship you played yourself. If someone else is attacking a particular merchant ship that you want to attack, you cannot play a pirate of a colour they have already played, (so if someone else is attacking a merchant with a blue pirate ship, you can't attack the same merchant ship with a blue pirate). If you've already played a pirate ship, you can another of the same colour to reinforce your attack.
  • You can only play a captain on a pirate ship you've played, the captain's colour must match the colour of the pirate it is being played.
  • You can only play the Admiral on a merchant ship that you played.
If you can't play a card, you must draw or discard a card, you can never discard a merchant ship.

Right at the start of your turn, you check for winning battles. This involves looking at all the merchant ships in play, if your pirate attack against a merchant is stronger than any other pirate's (or is uncontested), then you claim the merchant ship - all other cards are discarded. If the attack strength of 2 or more players is identical, then there's a stalemate and the merchant has not been captured by anyone.
Pirate captains and the Admiral act as a trump cards and win a battle, regardless of the attacks strength of other players.

Play continues until the deck is depleted. The player that captured merchant ships with the highest combined value of gold wins (any merchant ships in your hand at the end of the game are deducted from your final score).

And that's pretty much it. Good, clean, wholesome, pirating fun. A great little filler game, quick to play and easy to learn. With enough strategy to keep it interesting.
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