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Gaming Blog

Bandido - First play!

30/5/2023

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30th May 2023

It's a Tuesday evening again and that means it's time for some gaming goodness with the Woking Gaming Club at The Sovereigns.

Bandido is a wily one!. The sly criminal has finally been caught and sent to jail. But Bandido is never one to rest and soon has found a way to dig tunnels out of his cell.
Can the players manage to coordinate in this cooperative card-laying game to stop Bandido escaping?

What's in a game?
  • Starting tile: This thick tile is double-sided and both sides depict the titular Bandido behind bars. One side of the tile shows 5 tunnels out of Bandido's cell and the other 6 tunnels. That's one busy guy no matter which side you look at.
Picture
Here's the cheeky chappie himself.
  • Cards: The game's set of cards are a curious oblong shape.
    Each card will depict tunnel, this might be a simple straight or bend or might be a more complicated junction.
    Additionally; some cards will show a hand holding a flashlight, essentially represent a discovered tunnel that has been blocked-off, in other words; dead-ends.
Picture
A sample of cards.
There's not much to say about Bandido's minimal components.
The starting tile is notably thick and chunky in contrast to the cards which feel a touch flimsy - possibly due to their unusual proportion. This is not an issue though and unless the cards are mistreated they will be fine.

Bandido's artwork is equally minimal, there's a touch of stylised art for Bandido himself and well.... that's pretty much it other than the illustration representing dead-ends and the tunnels themselves.

You could argue that the hand holding the flashlight is an icon, otherwise there's no iconography in the game. Everything is instantly understandable.

How's it play?
Setup
  • Starting tile: Put the starting tile in the central playing area, select the side with 5 exits or for a supposedly harder game select the side with 6 exits. There didn't seem a discernible difference in difficulty as far as I could tell.
  • Cards: shuffle the cards into a face-down deck and deal 3 face-down to each player. Players should keep their hand secret from other players.
  • First player: Determine a starting player.

​On to play
In Bandido, players are cooperatively trying to stop Bandido from escaping by playing cards to block off all tunnels.
The game uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left.
A turn plays out as detailed below.
  • Play card: The active player must play a card from their hand with the following criteria.
    • Orientation: When playing a card, it can be rotated to any orientation and must be adjacent to the tunnel from at least 1 other card or starting tile.
    • Honour connections: When playing a card, it must honour all connections that it is placed adjacent to, that is, it must connect to all tunnels.
      The placed card cannot cut off a tunnel. If this would occur, then that card cannot be play in that way.
    • Cannot play: If for any reason the active player does not have a card they can legally play, then they must place their entire hand at the bottom of the deck and draw new hand of 3 cards, their turn is now over.
  • Draw card: After playing a card, the active player draws back up to a hand of 3 cards.
  • Next player:  Play now progresses to the player on the active players left.

Endgame
Play continues until 1 of the 2 following conditions are met.

If the deck becomes depleted and none of the players have any cards left to play and there is at least 1 un-blocked off tunnel, then Bandido manages to escape! The player collectively lose.

If on the other hand, the players manage to block off all tunnels at any point during the game, then Bandido is trapped. The players immediately and collectively win!


Overall
Bandido's theme is sort of stuck-on​ and perhaps a little offbeat (I mean stopping the titular character escaping!) but it fits the game well enough and will be understood by all players.

Whilst the game's rules light, don't be fooled by this simplicity. Bandido is quite a hard game to win. This is especially true when playing at a higher player count. In a solo game, the player will know exactly which cards are available but with 3 companions, it becomes much harder to predict.
(One criticism I have of Bandido is that as the tunnel network invariably grows, it may expand in unexpected ways - more than once we've had to shift the entire map because it was going off a table edge - which is a fairly fiddly affair.)

There is without a doubt also a degree of luck involved (As is the case with most cooperative games.) which may not appeal to all players but there's also a good chunk of having to think ahead and trying optimise how cards are played.
 
It's hard to resist the urge to play dead-end cards that close tunnels down in the early game but it can be vital that you don't always do this.
Management of 'moving' tunnels around the playing area is key to success.
E.g., directing tunnels towards each other and connecting them can create 'loops' which essentially closes both. Additionally looping 2 tunnels into 1 then closing it off is equally useful.
There are only a limited amount of dead-end cards and using them up too early means they won't be available to use in the late game.
It's something players must plan for.
Players must also make sure they don't create any situations with card positioning which will render a tunnel impossible to close.

Because Bandido is so straightforward, with a easily recognisable goal and accessibility, it's a great game for all the family, more causal players and younger players and can prove a lot of fun.
That this is a cooperative game is even better, many cooperative games have intricate systems that must be managed in order to make them work, which not the case here.
It's definitely worth trying.
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Legends of Hellas - First Play!

16/4/2023

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16th April 2023

It's a Sunday and we're logged into Board Game Arena for more gaming fun.

Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology.

Caveat: We've only ever played this game digitally.

What's in a game?
  • Cards: Legends of Hellas features 2 types of cards.
  • Action cards: In the top left of each action card is an icon. Each one relates to 1 of 5 different virtues or qualities that a hero might posses. They are 'arms' (As in weapons.), 'courage', 'guile', 'speed' and 'strength.
    Furthermore, cards are also colour coded to each quality.
    Action cards illustrate the kind of events that Greek heroes get involved with using those virtues.
    Divine intervention cards: A final type of card depicts that good old mythological staple; divine intervention. These cards have special uses as explained below and are considered different to 'normal' actions cards.
Picture
Cards for yellow/guile, blue/speed, green/courage & divine intervention.
  • Monster Cards: There are 10 of these oversized cards. Each one displays picture for a monster straight out classic Greek mythology.
    Each monster card also contains 1 icon on each side that match 2 of the icons displayed on the action cards. These are the qualities that must be employed to defeat that particular monster.
    ​E.g., Strength and guile are required to defeat The Griffin.
Picture
The minotaur, griffin and hydra monsters.
  • Hero discs: There are 5 hero discs in 5 player colours that represent different classic Greek heroes.
    Each of the 5 hero has a colour that matches the 5 colours associated with the 5 qualities of action cards.
    E.g., The Achilles hero disc is purple and purple is the colour associated with the 'arms' quality.
    ​This is important as explained below.

    They are double sided with a 'normal' side and a 'broken' side.
Picture
Yellow/guile for Atalanta, blue/speed for Perseus & red/strength for Hercules.
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great.

There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here.

How's it play?
Setup
Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.​
  • Monster cards: Shuffle the monster cards into a face-down deck. Then according to the mission deal a number of them face-up into a central playing area.
  • Action cards: First ensure all the divine intervention are separated from the other action cards.
    Then as per the player count (And also difficulty.) add a number of divine intervention cards to the action cards and shuffle them all into a face-down deck.
    Now deal 4 cards to each player.
  • Hero discs: Give each player a hero disc in their chosen player colour. Each player should put their disc into their personal playing area with the 'normal' side face-up.
  • First player: Determine a starting player.

On to play
Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology.
This is done by playing cards but players will also need to perform other actions to facilitate this.
Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
  • Game start: All players should place their hero disc on any monster card, more than one hero disc may be on a monster card.
  • Action: During their turn, the active player may perform 1 of the following actions.
    • Draw card: The active player may draw 1 or more cards from the action deck and may temporarily have a hand of up to 5 cards. However, after drawing cards, the active player must discard a card.
    • Fight monster: This is probably the most common action players will perform and and is required to defeat monsters. The following rules apply to fighting monsters.
      • Location: The active player may only fight the monster at their hero disc's current location.
      • Action: To fight a monster, the active player must play an action card that matches the icons on that monster card. I.e., if a monster card displays the speed and courage icons, then the active player must play a card with either the speed or courage icon.
      • Victory: A monster is only defeated when both of the following 2 conditions have been met:
        Both action types: At least 1 card of each type has been played.
        5 cards: If a total of 5 cards have been across both types has been played.
        When both conditions have been met, the monster is defeated.
      • Divine intervention: These are incredibly useful for defeating monsters and can be used in 1 of 2 ways.
        Wildcard: A divine intervention card be played as a action card of any of the 5 types.
        Instant defeat: Provided the 'both action types' condition has been met, a divine intervention card can be played to instantly defeat a monster regardless of how many cards have already been played against it.
    • Give card: The active player may give any number of their cards to any other player. That player must then discard at least 1 card and must also discard down to 4 cards if they have more.
    • Move: The active player may move their hero disc from one monster card to another by discarding a card. This is regardless of whether the monster the hero disc is currently on has been defeated or not.
    • View cards: The active player may draw 6 cards from the action deck and view them.
      Then they must discard 1 cards and return the other 5 back on top of the action deck in any order they see fit.
  • Next player: Once the active player has taken their action, play progresses to the player on their left.
  • Other rules:
    • Special action: Each player has a special action available to them that can be activated once per game and is dependant on the colour of their hero disc.
      It means a player can flip their hero disc to the 'broken' side to play any card against a monster, consequently that card is considered to have the same colour (And thus quality.) as the flipped hero disc.
      E.g., if a player has Hercules' red hero disc, they may flip it to play any card against a monster and that card is considered to be a red 'strength' action card.
    • Chimera: Once the allotted number of monsters as per the chosen mission have been defeated, the final boss monster appears - this is the Chimera!
      To form the Chimera draw 2 monster cards and places them so that one is above the other - and the one at the bottom is upside down.
      This means the Chimera will potentially need cards from 4 qualities to defeat! If the Chimera has duplicates of the one quality, then at least 1 action card for each instance of that type must be played.

Endgame
If the players manage to defeat the Chimera once it has appeared, then they collectively win the game!
If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game.


Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically.
I personally like how The Chimera will be a random amalgam of 2 other monsters.

Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving.

This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here.
Every choice and action a player takes ​- not just attacking monsters - will cost a card.
Draw cards - one of them must be discarded.
Give cards to an alley - one must be discarded.
Move or view the deck - you get the idea.
Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later

Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be.
While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck.
Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt.
Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying.
It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'.

Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! 

With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game.

If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill.
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Paint the Roses - First Play!

19/2/2023

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19th February 2023

It's Sunday evening again and we're logged into Board Game Arena for some gaming goodness.

Paint the Roses, it sounds a strange thing but that's what you do when in the kingdom of The Queen of Hearts in this 'Alice in Wonderland' themed cooperative game of deductive reasoning.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Game board: The central part of this board displays a cluster of hex-shaped spaces, each space contains a hedge or shrub.
    At the top of the board is a very picturesque palace decorated with a heart motif
    Running around the outside edge is what appears to be a scoring track and at regular points along this track are milestones or breakpoints marked out by white rabbits.
Picture
Board at game start.
  • Whim cards: Whim cards represent the ever changing demands of The Queen of Hearts. They show what shape and colour the queen wants the shrubs to be.
    Each card will feature 2 of various combinations of colours and shrub shapes adjacent to each other.
    These cards come in 3 types - easy, medium & hard.
    Easy: These cards always display 2 adjacent colours such pink to yellow or purple to purple.
    Medium: These cards will depict either a colour adjacent to another colour or a shape adjacent to a shape.
    Hard: Hard level cards will show colour to colour, shape to shape or colour to shape.
    ​In the bottom right corner of each whim card will show a number, this is a movement number, the higher the difficulty, the higher the number.
Picture
A 'medium' whim card displaying club to diamond shapes.
Picture
A 'hard' whim card showing red to yellow colours.
  • Greenhouse board: A tile styled after a greenhouse! This rectangular tile has space to hold 4 tiles.
Picture
Greenhouse board along with face-down whim cards.
  • Shrub tiles: Each of these shrub tiles depicts a colour and a shrub shape.
    There are 4 colours - pink, purple, red & yellow.
    There are also 4 shrub shapes based on the 4 suits of a normal deck of cards - clubs, diamonds, hearts & diamonds.
    Additionally, some of the shrub tiles are starter tiles.
  • Clue tokens: These are little cubes that come in each player colour.
  • Notepad: These player aids allow participants to track information that other players have provided.
Picture
A scoreboard that helps players eliminate wrong choices.
  • Models: Not pertinent to the digital version of the game but the physical copy comes with 3d models to represent The White Rabbit, The Gardeners and the The Queen of Hearts.
    Additionally, there are 4 petal tokens that are used in conjunction with The Queen of Hearts and one-by-one are slipped beneath her model's base during the game, increasing her speed - which is not a good thing!
  • Bag: This is also only part of the physical game and is used to blind draw shrub tokens.

Paint the Roses' artwork is pretty high quality, Art on whim cards and tiles look good and is easily understood but the standout art is on the game board. It's vibrant, colourful and eye catching, everything I think is good in game artwork.

Only 4 colours and 4 shapes are used in Paint the Roses, these are straightforward to comprehend and there's no other iconography.

How's it play?
Setup
  • ​Game board: Put out the game board.
    Place The Gardeners tile on the '0' space.
    Place The Queen of Hearts tile on space '44' (Actually 6 spaces behind The Gardeners.).
    Place The White Rabbit on it's first milestone.
    Place the starting shrubs into their determined starting positions.
  • Whim cards: Sort the whim cards into their 3 types and shuffle them into 3 face-down decks.
  • Shrub tiles: In the physical game, these tiles would go into the bag.
  • Greenhouse board: Randomly draw 4 shrub tiles and place them on the 4 available spaces on the greenhouse tile.
  • Clue tokens: Give each player the clue tokens in their player colour.
  • First player: Determine a starting player.
    Once this has been done, each player in turn order should draw a whim card from 1 of the 3 decks with the proviso that only 1 player can have an easy card at any time.

On to play
In Paint the Roses, the players are trying to collectively fill all 16 empty spaces on the game board while staying ahead of The Queen of Hearts model.
How is this done? By playing tiles, placing clues on them and using those clues to try and guess what is displayed on other player's whim cards.
Players must keep their whim cards hidden from other players, only revealing them when they are correctly guessed.
Paint the Roses uses a traditional turn structure with the active player completing their actions before play progresses to the player on their left. During the active player's turn, the following phases occur.
  • Place tile: The active player must take one of the 4 tiles from the greenhouse board and place on any empty space on the board.
  • Place clue tokens: All players then place clue tokens on the tile that was just placed.
    The number of clue tokens a player must place should be equal to the the number of ways the currently placed tile matches the colour/shape shown on their whim card.
    E.g., if a diamond shaped bush was just placed next to a spade shaped and any player had a whim card depicting a spade adjacent to a diamond, then that player must put a clue token on the newly placed tile.
    If the placed tile matches a whim card in more than one way, then clue tokens must be placed on the tile for each match. So if a spade was placed adjacent to 2 diamonds, 2 tokens would need to be placed on the tile
    If there are no matches, then no clue tokens are placed on the tile.
  • Guess: Once clue tokens have been placed, the players must collaboratively pick any one of the whim cards and try to guess the symbols on that card. That is they're trying to guess which colour/shapes are shown on that particular card. Obviously, players cannot guess the symbols on their own card!
    • Correct!: If the players guess correctly, the following occurs.
      Discard whim card: The whim card that was correctly guessed is discarded.
      Move The Gardeners: The Gardeners figure should be moved a number of spaces equal to the value shown in the bottom right corner of the card that was just guessed. If this moves The Gardeners past The White Rabbit model, add a petal to The Queen of Heart's base (She will move faster from now on!) and move The White Rabbit to it's next milestone.
      Remove clue tokens: All clue tokens related to the correctly guessed whim card are returned to their player's hand.
      Guess again: After making a correct guess, the players may choose to make another guess, this is not mandatory and can be risky - as explained below.
    • Incorrect!: When a incorrect guess is made, the phase immediately ends.
  • Move Queen: Once the guessing phase is over, The Queen moves and there are 2 ways this can happened.
    Correct guesses: If all guesses that were made were correct, The Queen moves her speed which is 1 space plus 1 space per petal under her base, thus she can move up to 5 spaces! That's not the worst though!
    Incorrect guess: If the players made a incorrect guess, The Queen of Hearts moves double her speed!
  • End of turn: Once the Queen's movement has been resolved and the game has not ended, the following occurs.
    Replenish whim cards: Any player who discarded a whim cad now draws one from any of the 3 decks, the rule about only 1 easy whim card still applies.
    Replenish greenhouse board: A new shrub tile is drawn and placed on the empty space on the greenhouse board.
    Next player: Play progresses to the player left of the active player, who now becomes the new active player and a new turn begins.

Endgame
If the players manage to place shrub tiles in all 16 spaces and survive to the end of the round - that is; survive The Queen's final movement, the players collectively win the game!

If any time The Queen reaches the same space as The Gardeners or overtakes them; it's off with their heads. The players collectively lose the game.

Once a game is concluded, players can record their score, i.e., where they finished on the scoring track.


Overall
Thematically I found Paint the Roses a little abstract. Having The Queen actually chase the player model around the out of the board was a bit silly (Which thinking about matches the absurdness of the source material.) but also reasonably clever.
While I understand how the theme meshes with the mechanics, it all felt a little... detached.

​Mechanically though, Paint the Roses presents players with very tricky decisions and this is twofold.

Firstly, the active player must decide which of 4 shrub tiles to draft and how they can place it on the board to convey the information on their card. I think that there's also a higher level of play here where the active player can choose to play a tile to potentially help another player to convey information.
Secondly, once a tile has been put down, the players must make a guess. It's likely that this will involve a mix of deduction and also blind guessing. Easy whim cards are well... fairly easy to guess which is why players are limited to one easy card at a time, other cards are no so easy. Its important to successfully guess harder cards because it puts more space between the players and The Queen
There's also the element of trying to guess another card after a successful guess but it's genuinely higher stakes: A successful 2nd guess will give the players more breathing room but a wrong guess means that essentially any progress made from a guess has been lost. Double or nothing really.

These mechanics for guessing feel quite unique but also a little obtuse and harder to comprehend than they should be.
I don't think it helped that we were playing the game digitally and clue tokens were added automatically which sort of distanced us from thinking about what was going on.
I also felt being forced to guess every turn was quite harsh and The Queen advanced very quickly after relatively few failures. I feel that if players make a couple of wrong guesses in the early game, they'll be on the back foot for the rest of it - however long that lasts.


This brings me to the rule with the White Rabbit that increases The Queen's speed is quite interesting - although I'm not sure how I feel about it.
If The Queen has a high speed, an incorrect guess can move her a lot of spaces. It increases the stakes as the game progresses, meaning the players can never afford to be complacent.
The drawback is that it felt frustrating and counterintuitive, like we were being punished for being successful.


Between the difficulty and somewhat frustrating way the deduction worked, I found that I did not enjoy Paint the Roses, which is a shame, I like the idea of a cooperative, logic driven game.
I would definitely be open to trying the game physically as I might chance my stance  when actually handling the game but digitally speaking, this is not a game for me.
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Horrified: American Monsters - First Play!

7/2/2023

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7th February 2023

Tuesday has come around again, that means it's time for more gaming goodness with the Woking Gaming Club at The Sovereigns in Woking.

Horrified: American Monsters is the follow up to the excellent Horrified and you can read my blog on it here.
Like the original, this is a cooperative adventure in which the heroes (In this instance investigators from the Federal Bureau of Paranormal Investigation) stop the encroachment of monsters from American folklore into a town/city.

So how does Horrified: American Monsters game stack up against the original?

Components
  • Game board: The game board has an excellent bird's eye depiction of a town/city that shows paths between well illustration locations such as the High School, Diner, Sheriff's Office, etc.
    Additionally, terror track runs along the top of the board.
Picture
A slice of Americana.
  • Investigator tiles: There are 7 card tiles in different colours to represent the game's 7 different characters who are all employed by the Federal Bureau Paranormal Investigation (FBPI!). Sounds a little X-Files to me!
    Each tile features a portrait of the investigator as well as describing their unique special move and action points. The tiles are also styled to look a little reporter's notepads.
  • Standee: Each investigator has their own standee featuring their portrait and in their colour.
Picture
Purple cryptozoologist.
  • Citizens: Horrified: American Monsters also features its fair share of hapless bystanders standees, presenting a target rich environment for the titular cryptids.
  • Dice: Horrified: American Monsters comes with 3 orange plastic six-siders, they are not normal dice and are the same as those found in Horrified and feature 'hits' and 'special actions' results. 
Picture
An attack with all dice results in 2 hits!
  • Tokens: There 3 types of token in Horrified: American Monsters in 3 colours. They display and illustration and value from 1-6. There also labelled with their 'spawning' locations.
Picture
A pig and shovel are the typical kind of thing that can be found in town centers all over America!
  • Bag: A sturdy feeling plastic bag decorated with some thematically appropriate art as well as a Velcro fastening. 
Picture
  • Cards: 2 types of cards are used in Horrified: American Monsters.
    • Monster cards: Monster behaviour is managed by these cards.
      Each card will be illustrated and in the top righthand corner it displays how many tokens are added to the board when the card is drawn. If the card has a special action The bottom half will have text describing how it's resolved.
      Finally, along the bottom are a series of icons that determine which monsters will be actived (Including the frenzied monster.), how far they move and how hard they attack.
    • Perk cards: There is a variety of perk cards and players start with a single perk card, additional cards can acquire more by saving the clueless citizens.
      Perk cards can be played and discarded at any time during any player's turn to provide some sort of bonus or special action as listed on the card.
Picture
Examples of monster and per cards.
Monster mats: As with the original game, each of the game's monsters comes with their own mat that manages how to defeat them.
Picture
Monster mat for Chupacabra. Pretty certain there's a lollipop named after this dude...
  • Models: Each monster has it's own 3d model in it's own colour.
Picture
Banshee of the Badlands.
All the components for Horrified: American Monsters are good.
The tokens and tiles feel sturdy while cards are of a normal quality. Because the monster mats are fairly large, they feel a little flimsy but unless you go out of your way to abuse them, they should be fine.
The game uses card standees for both players and citizen which means there's about 20 of them - which is a lot. They're constructed of thick card and will stand up to being handled.
While plastic, the dice with their slightly rounded corners are good quality.
As with the original, each of the game's monsters is represented by a plastic figure in their respective colour. The quality is fairly good, which is to say good enough for a board game.

The game's artwork is high quality with good portraits for the heroes, citizens and monsters. Artwork on the tokens, cards and monster mats also look good and suitably moody.
The game board contains probably the most notable artwork; a eye catching city with recognisable buildings but is importantly, also free of clutter.
Wisely, the game has a sort of mid twentieth century theme to the art which gives it a sort of timeless quality.

Most of the game's iconography can be found on the bottom of the monster cards and generally, the complexity is equal to that of the original. 

How's it play?
Like the original, Horrified: American Monsters is a cooperative game about squaring up to monsters threatening the game's town/city, There's a few differences from the original, most obviously in the interactions with the monsters the manner in which they are rendered vulnerable and defeated
The rules for frenzy work a little differently and the events on the monster cards are tailored for the game and possibly, so are the perk cards.
Otherwise, the game is pretty much identical with its predecessor. I'm not going to blog about at length about the rules or game play.
For that you can just read my original blog.


Overall
Hmm, this is a bit of a tricky one. Horrified: American Monsters is a solidly good game but is it too similar to Horrified?

From the perspective of gameplay, Horrified: American Monsters features the same well balanced cooperative action-point driven mechanics from the original which will have players moving across the map in a race against time, collecting resources, saving bystanders and contending with monsters until they complete the tasks that make them vulnerable and then hopefully, finally defeat them.

In my option, that gameplay is very good and in short; if you liked Horrified, there's a good chance you'll probably also like Horrified: American Monsters.
However, since the 2 games are so similar, it can be hard to justify having both unless you're a fan or the series/genre or a completionist, it's probably easy to justify having both. 

On a personal level, I prefer the original Horrified. Having to defeat the Universal monster like Dracula or The Invisible Man felt more compelling than having to deal with Bigfoot or The Jersey Devil.
I think in part that's due to a little bit of unfamiliarity with those American cryptids. Consequently, I don't associate them with villainy As I do with the Universal monsters. To me for example, Bigfoot feels like a shy recluse, not a threat to be overcome.
Of course your mileage may vary, it's not like Horrified: American Monsters is anything other than a very good game so you should go ahead and play it.
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The Crew: The Quest for Planet Nine - First Play!

31/8/2022

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30th August 2022

Tuesday night gaming with the Woking Gaming Club continued with The Crew: The Quest for Planet Nine.

The Crew: The Quest for Planet Nine is actually an earlier iteration of The Crew: Mission Deep Sea which I've already blogged about and the two games are more or less identical.
Read about The Crew: Mission Deep Sea here and it'll give a good idea how The Quest of Planet Nine plays.
As such I'm not going to do a full write for ​The Crew: The Quest for Planet Nine, instead I'll just note one area of difference between the two.

Task cards: These are much more straightforward in The Crew: The Quest for Planet Nine.
All the objectives are exclusively about acquiring certain numbers in certain colours, e.g., blue 7, yellow 2 and so on.
Consequently, The Quest for Planet Nine is a bit more straightforward, this makes it perhaps a little easier to play as it does not present players with having to deal with more left-field tasks like 'I can only win the first and last hands'.
The upside is that it has greater accessibility and will be easier to play with people who aren't so heavily into games.


If I had to choose between this and The Crew: Mission Deep Sea, I'd choose the latter 100% of the time.
It's not that this is a bad game (It's not.), it's just the gamer in me craves the greater variety and challenge Mission Deep Sea provides.

If (Like a friend did.) you want something to play with the family over a holiday with some non-confrontational , still challenging but more accessible gameplay, The Crew: The Quest for Planet Nine is a good choice.
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Burgle Bros - First Play!

28/8/2022

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28th August 2022

It's a Sunday evening and we're logged into Board Game Arena for some gaming goodness.

Burgle Bros is a cooperative tile based bank heist/caper game: Can you sneak through the building, dodge the guards, disarm the alarms, find and crack the safes.
Time to find out in... Burgle Bros.

Caveat: We have only played this digitally.

What's in a game?
  • Room tiles: These represent rooms/encounters players will have, there is a wide variety and some will prove useful while many will create obstacles for players. Each one features a black and white line art illustration representing its room. Tiles also have a splash of colour to indicate what kind of encounter they will be. e.g., red means a trap or alarm.
    Numbers: Finally, all room tiles except safe tiles are numbered 1-6, these are used to create the safe combination which must be cracked when trying to open a safe.
  • Cards: Burgle Bros uses several different decks of cards.
    • Character cards: There are numerous different burglar characters in the game and each one has a unique ability. Additionally, burglar cards are double sided with a basic and advanced version of each character.
    • Event cards: Certain actions (Or lack of to be precise.) can cause a event card to be drawn and resolved. Event cards can be beneficial or detrimental.
    • Loot cards: This is what the game is all about - getting loot. However, carrying loot always causes a problem of some sort kind!
    • Patrol cards: Pesky security guards patrol the building you're robbing. Patrol cards display a red space on a 4x4 grid which is used determine where guards wander to! The standard game is played of 3 floors and each floor has its own individual patrol deck.
    • Tool cards: When picked up by players, tools can be very helpful to players.
  • Tokens: Burgle Bros also makes use of several types of token to represent various situations such as alarms being triggered, door becoming unlocked. etc.
    3 types of token are a little different.
    • Alarm Tokens: There are various types of alarm and each type has their own tokens that get placed on the playing area when the respective alarm is triggered.
    • Stair tokens: These are used to indicate whether stairs go up, down or both - depending on what floor the tokens are on.
    • Stealth tokens: These are vital for players, if a player loses all of them... it's bad news.
    • Wall tokens: These long straight tokens are used to as the name suggests, represent walls on each floor, they determine how players and guards move and may also block line of sight.
  • Meeples: It wouldn't be much of a heist game without burglars and of course, guards. The physical game comes with a meeple for each burglar character and 3 guard meeples - one for each of the 3 floors.
  • Dice: Burgle Bros uses normal six-siders, which come in 2 colours and each has a different use.
    Red dice: These are used to track both guard patrol routine and the speed they move at.
    Green dice: Players will frequently be called upon to make dice rolls, especially to open safes.

The art direction for Burgle Bros has some unusual choices.
Room tiles have detailed, realistic looking line art illustrations while on the  other hand, characters are depicted with highly stylised and exaggerated cartoony art that looks like it's out of the opening titles of a sixties crime caper movie - which is appropriate.
It's a weird clash of styles but in this instance it actually works quite well.

There are a few icons that are used throughout Burgle Bros but they're all fairly easy to learn, a lot of the game's information is conveyed via text.


How's it play?
Setup
  • Playing area: The building is the main playing area of the game and in standard difficulty the building has 3 floors. This means setting out 3 sets of cards - 1 for each floor to create the building.
    Floors: Remove all the 'Safe' and 'Stairs' room tiles from the room tiles deck. Now shuffle the remaining cards and deal them into 3 face-down decks.
    Next add 1 safe and 1 stairs to each deck and then re-shuffle them into a deck again. Finally put out each deck into a face-down 4x4 grid. Thus, you should have 3 sets of 4x4 cards,
    Walls: Put out 8 wall tokens between cards to form walls for all floors as directed by the rules.
  • Patrol decks: Sort the patrols decks by floor and shuffle them into 3 face-down decks. Some cards may have to be randomly removed according to player count.
    Dice: Place 1 red die adjacent to each patrol deck. Set the value of each die to 2-4 depending for floors 1-3 respectively. This value determines how many spaces a guard moves during their action.
  • Events, tools & loot cards: Sort these into their respective types and then shuffle each into a face-down deck
  • Players: Each should randomly draw a character card and decide whether to use the standard or advanced side. give each player the corresponding meeple for that character.
    Stealth tokens: give 3 stealth tokens to each player.
  • Guard: Flip over the top card of the patrol deck for floor 1, place the guard meeple for that floor on that tile - do not reveal the tile.
  • Burglars: Flip over any 1 room tile on floor 1. This is the entry point for the burglars, a 'goes downstairs' stair token should be placed on that tile. All players should also place their meeple on the entry space.
  • Destination: Flip over a 2nd patrol cards for floor 1. It will indicate the room tile that the guard is heading for.
    Red die: Place the red dice (Showing a 2 for floor 1.) on the destination tile. This indicates the speed at which the guard moves.
  • First player: Determine a starting player.

On to play
​The objective in Burgle Bros is to find and crack all 3 safes, gain 3 loot cards, then escape to the roof, all without being caught by the security guards.
This is done by the use of action points (APs).

In Burgle Bros, the active player spends their APs to perform certain actions.
Then the security guard on their floor moves along their patrol route.
Then play progresses to the player to the left of the active player.
A turn is broadly speaking, broken down into 3 phases.
  • Player action: The active player has 4 APs they can use to perform the following actions.
    • Peek: The active player may spend 1 AP to flip a orthogonally adjacent face-down tile face-up, revealing what it is. This may seem like a waste of an AP but blundering into unknown rooms is a high risk proposition.
    • Move: An AP can be spent to move the active player's meeple to a orthogonally adjacent tile, regardless of whether it is face-down or face-up, a face-down tile is immediately flipped face-up.
      Once a meeple has entered a new tile, its action must be resolved. There are a variety of effects that can occur. Sometimes nothing will occur, or an alarm may be triggered, a meeple might be forced to stop or make a roll to enter the tile and so on.
      Alarm: This isn't a player action per se but whenever an alarm is triggered, 2 events occur.
      Firstly, the red dice is moved to the tile which triggered an alarm, secondly a alarm token is also added to that tile.
      Note: A meeple obviously may not move through a wall token.
      Going to a new floor: If the active player's meeple moves to a new floor. Flip a patrol card from that floor to reveal the starting position of that floor's security guard, then flip a 2nd patrol card to provide him a patrol route.
    • Hack: Some room tiles contain computers a which can be hacked to remove alarm tokens (More on alarm tokens below.). If the active player is in a computer room, they may spend an AP to add 1 hack token to that room. There are different hack tokens that correspond to the different alarm types.
      Later, when an alarm is triggered, a hack token can be removed to remove a matching alarm token.
    • Add dice to safe tile: If a safe tile has been revealed and the active player is standing on it, they may spend 2AP to place a die on the safe tile. A safe tile may hold up to 6 dice.
      These will be used to crack the safe - which is explained below.
    • Crack safe: If the active player is on a safe tile, they may attempt to open (Or work towards opening.) the safe. The following occurs
      Discover combination: Each safe has a 6 digit combination. Look at the 3 cards in the same row and the 3 cards in the same column to get the numbers for this combination. This may include doubles.
      Roll dice: For the cost of 1AP, the active player now rolls all the dice that have been placed on the safe tile.
      For each result on the dice that matches a number in the combination, that number is 'covered'. A single die result that matches multiple numbers in the combination, covers all of them.
      When all 6 numbers in the combination have been covered, the safe has been opened!
      Note: A safe does not need to be opened in a single roll and the assigned dice can be re-rolled at the cost of another AP.
      The following occur after a safe has been opened
      Tool: When the active player opens a safe, they draw a tool card from it's deck. Tools provide some benefit to the player that holds it.
      Loot: The active player also draws a loot card. Generally, loot cards are a hinderance to the players but are also vital to victory.
      ​Guard: Finally, increase the value on the red guard die for that floor. Thus; if the safe on floor 1 is opened, the red die goes up from 2 to 3. It also means that the guard on floor 3 will have a basic speed of 5 after that floor's safe has been opened!
  • Check for events: If the active player has only used 1 or 2 APs during their turn, then they must draw a card from the event deck and resolve it.
    Event cards may prove beneficial to players... or may prove detrimental.
  • Move guard: Once the active player has finished their actions and possibly resolved and event card, play moves over to the security guard. There are a number of factors to remember when moving the guard.
    1 guard only: Only 1 guard moves, which will be the guard on the same floor where the active player ended their turn. All other guard do not move.
    Speed: The security guard will move at least a number of spaces equal to the value for the red die for the floor.
    Alarms: Alarm tokens increase the speed of a guard, the more tokens, the more movement they have!
    Destination:​ The guard always takes the shortest route towards the red die.
    If the guard reaches their destination, they will deactivate any alarm tokens there.
    If they still have movement left after reaching their destination, flip a new patrol card, move the red die to the new location and begin moving the guard towards it.
    Catching players: If a guard moves on to the same tile as a player's meeple, that player's burglar has been spotted. The player must discard a stealth token. A player must also discard a stealth token, if they move their meeple on to a space with a guard for any reason. Essentially, this allows the burglar to somehow avoid the guard.
    What happens if a player cannot discard a stealth token? Let's just say it's bad news for that burglar!
  • Next player: Once the guard has acted, play progresses to the player on the left of the active player.

Endgame
Play continues until 1 of 2 ending conditions are met.

If a player has to discard a stealth token and they cannot because they've already used them up, then the burglar has been caught, players immediately and collectively lose the game.

If the players manage to open all 3 safes, get the loot and all of the burglars off the top of floor 3, they collectively win.


Overall
First thing to say is that we played Burgle Bros digitally and I felt there was a bit of a disconnect with the game because of this.
In the physical copy, all 3 floors are laid out next to each other but the digital copy required visually switching between them. It means the digital copy can never feel as intuitive as the physical one.

Anyway, on to the game.
Players will need to balance the need to be cautious with the need explore and turn over tiles. Avoiding or neutralising the many alarms is good but so is reaching the objective as quickly as possible.

That's because the real challenge in Burgle Bros is managing the movement and behaviour of the guard. This requires thinking ahead and I mean really thinking ahead! There's almost a puzzle-like logic to it but there's also the potential for a lot of randomness too!
Players will need to anticipate where the guard will go (And when!) and at times try to manipulate the guard by deliberately triggering an alarm and the like.


This is compounded by the fact that the more players there are on a floor; the more a guard may move.
E.g., in a 4-player game, a player may think their meeple is 'safe' but if all players'  meeples are on the same floor (And they will be in the early game.), the security guard will move at least 8 spaces before that player gets to act again, that's enough to cross an entire floor twice! It can become very hard to predict where the guard is going whenever a new patrol tile is flipped over - which can happen often when the guard moves a lot.
I guess the solution to this is for players to get their meeples to other floors ASAP and this will slow down individual guards.

From a gameplay perspective though, this feels a little counterintuitive. It turns what is meant to be a cooperative challenge into 3 sub-games with a only tenuous cooperative link between players.
From a player perspective, it also feels somewhat counterintuitive. For players, the instinct will be to cooperate; opening a safe can be hard and adding dice to it is vital but also expensive in terms if AP. Multiple players will naturally want to quickly contribute as many dice as possible dice to a single safe to help each other open it sooner rather than later.
This is certainly how we played Burgle Bros and in retrospect, that was probably a mistake, it seemed to be that the game punished players for playing this way.

Personally I found it the intricacies of having to deal with so many alarms paired with just too unpredictable guard actions a little futile and frustrating to be enjoyable.

I suspect that Burgle Bros probably plays best at a 2-player count and could be a good couples game if puzzle type gameplay interests you.
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Tranquility - First Play!

21/8/2022

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20th August 2022

It's a Saturday night and we're logged into Board Game Arena for some gaming goodness.

Cross an ocean, hop from island to island on a lonely journey to find your paradise island and tranquillity.

Tranquility is a cooperative, game about assessing risks and playing cards.
​Also, the rules state that players should not explicitly discuss their cards between them, so I guess that could be considered a form of tranquillity?

What's in a game?
Tranquility is a card game that comes packaged in a distinctive looking cubic box. All the game's cards are an unusual square shape.
  • Island cards: There are 80 of these cards and they are numbered 1-80. There are 8 pictures across the cards and each different illustration depicts a stylised picturesque island that has a reflection which curiously shows the island at night.
  • Start cards: There are 5 of these, the illustration shows a boat at an island during sunrise.
  • Finish cards: Again there are 5 of these, this time it shows the boat at an island at dusk.
  • Border cards: These cards actually have no in-game function. Tranquility uses a 6x6 grid and since the packaging is too small to include a mat, these cards are used to create the border of the grid.
  • Expansion cards: There are a number of expansion cards that add extra gameplay elements to Tranquility, although we've never made use of them.

Quality wise, the cards are pretty average. Not much more to say here.

The presentation and artwork for Tranquility is excellent. The illustrations show a series of unique and interesting islands. The colourful artwork has a bright, clean and stylised almost minimalist look to it that does a great job of conveying the subdued isolation of a sea bound journey.

There's barely any iconography in Tranquility and what there is of it is reserved for the expansion cards.


How's it play?
Set up
  • Grid: Use the border cards to create a 6x6 grid with 6 border cards per side.
  • Players:
    • Start cards: Give each player a start card.
    • Player decks: Shuffle the 5 finish cards into the island cards and shuffle all of them into a face-down deck. Then deal the entire deck out to the players as evenly as possible, thus giving each player their own personal deck.
    • Starting hand: Each player should draw a hand of 5 cards from their personal deck.
    • Add start card: Now each player should shuffle their start card into their personal deck to create a new face-down personal deck.
  • First player: Determine a starting player.

On to play
The objective in Tranquility is to cooperatively fill all 36 spaces in the 6x6 grid with island cards. Furthermore, all the cards must be positioned in numerical order (Although not necessarily placed in sequence.) going from low to high and left to right, starting in the bottom left corner and ending in the top right one.
It's worth noting that while cards are placed in a 6x6 grid, the numbers 'wrap around', this means they are essentially in a long line.

Tranquility uses a traditional turn order with the active player taking an action before player progress to the player on their left.
During their turn, the active player can do 1 of 2 possible actions.
  • Play card: The active player may place a card into the grid with the following provisos.
    • Numeric order: The card being played must be of a higher value than the cards before it and a lower value than cards ahead of it.
    • No adjacent cards: If there are no adjacent cards to the left and right of the card being placed, then it can be placed 'for free'.
    • 1 adjacent card: If there is 1 card in play that would be adjacent to the card being placed, then the active player must discard a number of cards from their hand equal to the numerical difference between the 2 cards. Thus placing a 35 next to a 37 means the player must discard 2 cards.
      Since there is always a difference of at least 1 between cards, the player must always discard at least 1 card.
      Additionally, since a player only ever has 5 cards in hand, the difference between adjacent cards can never be greater than 4.
    • 2 adjacent cards: If a card is put down into a space between 2 cards, then the active player discards cards according to the side that makes them discard the least amount of cards.
      E.g., if there is a 12, then a empty space, then a 18 and the active player puts a 17 into that space, they only discard 1 card.
  • Pass: The other action available allows the active to choose not to play a card and pass but must discard 2 cards to do so.
  • Draw cards: Regardless of whether the active player played a card or passed, they must refill their hand back up to five cards, if there are less than the required number of cards left in their deck, then they draw whatever they can.
    • Start card: If and when a player draws a start card, it must be played as their card on their next turn, unless a start has already been played, in which case it just sits in the players hand until discarded.
      When a start card is played, all players must collectively discard 8 cards, then all players immediately draw back up to 5 cards.
  • Discards: Whenever cards are discarded for any reason, they are done so face-down, players can never look through their own or other players' discard piles.
  • Next player: Once the active player has drawn cards, player progresses to the player on the left.

Endgame
Tranquility continues until 1 of the 2 following conditions are met.

Cannot play: If the active player does not have a card to play or cannot discard 2 cards to pass, then the players collectively lose.
Finish card: If all 36 spaces in the grid have been filled and the active player has a finish card in their hand, they can play it and the players collectively win.


Overall
​Tranquility feels like a puzzle orientated game with a minor element of mathematics.

The game is clearly dived into early and late game.
The early game is where players will look to put cards into play without other adjacent cards to avoid discarding cards.
The late game is where players have no choice but to discard in order to play cards and have to decide which and how many cards to discard and discarding is the crux of the game.

Discarding means getting rid of cards which may prove vital later in the game. Players will have to judge which cards are 'safer' to discard and hope alternative cards will appear. It is the chief risk that players take in Tranquility.
This is is why the start card rule can prove tricky for players, especially if it appears early in the game, having to discard 8 cards is harsh - it's nearly 10% of the deck.

Curiously though, discarding cards gets easier as the game progresses. Typically numbers will get locked out as cards are played. E.g., if a 51 is placed adjacent to a 54, then cards 52 & 53 can no longer be used and can be freely discarded. Additionally, once the first start card has been played, any others can be safely discarded. Conversely, it's always risky to discard a finish card.
All of this means that decisions in the early game are the most important and the game will 'settle down' as it progresses.


Having said all of that, there is a issue I have with the game; which is that there's definitely a formula we found that players can employ to greatly increase their chances to win.
It's not a guarantee and I never feel like we could be complacent when we played, even though we now generally win the vast majority of games we play and the game seems 'beaten'.

Tranquility is fairly easy to learn, especially considering it's a cooperative game - quite often cooperative games have complex engines to drive the gameplay but that's not the case here. 
The game provides some conundrums to face and problems to solve. Players will need to manage the risk of their discards and make decisive decisions.

If all of that sounds like some you'll like then Tranquility is definitely a game that's worth playing, just don't play it too often.

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HeroQuest - First Play!

19/8/2022

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18th August 2022

Broadsword! It's a Thursday and we're in Aldershot for some gaming fun!

According to Wikipedia, HeroQuest was originally published in 1989, which makes me feel very old.
The version that we are playing though, is the 21st iteration.

So grab your staff and pull on your loincloth as we set into vaguely generic fantasy world of HeroQuest in search of treasure.
Alternatively, take on the role of Zargon and oppose the heroes.

What's in a game?
  • ​Game board: The game board depicts was is essentially a underground dungeon. It displays rooms of varying size differentiated by colour which are boarded by a perimeter corridor, 4 more corridors go north, south, east, west and sort of divide the rooms into 4 areas along with a large central room.
  • Miniatures: HeroQuest is a miniatures heavy game and comes with several types of all plastic miniature.
    • Heroes: There is a miniature for each of the game's heroes; barbarian, elf, dwarf & wizard.
    • Monsters: Enemies abound in HeroQuest and include goblins, orcs, skeletons, zombies and more.
    • Furniture: As well as closed and open doors, there's dungeon dressing for tables, altars, bookcases and so forth.
  • Tiles: card tiles are used to represent hidden doors, traps and dead ends among other things.
  • Cards: There's also a variety of cards in the game.
    • Hero cards: Each hero has their own card that details their stats, which are
      Attack
      Defence
      Body
      Mind
      Also listed are their movement dice and starting equipment.
    • Monster cards: Each type of monster also has its own card. Monster basically have the same set of stats as the heroes.
    • Spell cards: There are 5 sets of spell cards, 1 set of 15 (Dread Spells) is for the Zargon player. The remaining 4 sets of 3 cards each (Based on fire, earth, water & air.) are for the wizard and elf players.
    • Treasure cards: This is a deck of cards that contain both treasure and booby traps such as wandering monster and the like.
    • Equipment cards: This deck contains various pieces of equipment that can be purchased with the cash the heroes acquire and will improve their abilities and stats.
    • Artefact cards: These cards represent items that are particularly powerful, they cannot be bought but only found in specific dungeons throughout the campaign.
  • Game master's screen: This is a 3-panel card panel of the kind that could be found for RPGs and is used by the Zargon player to hide their stuff.
  • Quest book: HeroQuest has a 14-part campaign that is detailed in the quest book. There's also space for industrious players to create their own quests.
  • Dice: 2 types of dice are used in HeroQuest.
    • Red dice: There are 2 red dice, these are typical six-siders.
    • Combat dice: These are not the usual six-siders. Instead 3 faces show a Skull, 2 faces show a White Shield and the remaining face shows a Black Shield.
  • Character pad: A pad of character sheets to be used by players to track the stats and wounds of their characters.

HeroQuest's components are all generally good.
The board, tiles and cards are of an acceptable quality.
The dice are also fine and in a move that pays homage to the original HeroQuest, there still aren't enough of them to split conveniently between the hero players and Zargon player! The game really could do with a few more combat dice!

Probably the biggest components are the miniatures. All the heroes and monsters miniatures come in single colour plastic according to type, heroes are red, goblinoids are green, undead are beige and so on.
I'm pretty certain the sculpts are all new as well, the games has undergone cosmetic changes due to licensing issues regarding the original.
Speaking of sculpts, I found their quality to be... OK. If I were assessing the miniatures exclusive of the game, they wouldn't be good but since they are meant to be part of a game; and in that context they're pretty cool. Especially since I feel that they're designed to hark back to the original style and design, which I think they do a good job of doing.

The scenery and dressing is also a bit of a mixed bag. The scenery in this version is all made of plastic and is much more durable than the original scenery which in part was made of cardboard.
However, that cardboard scenery with its printed artwork was a lot more colourful. The modern scenery in comparison is a just drab, monochrome, grey plastic.

HeroQuest's art is good wherever it appears, mostly on cards and has a brash, chunky cartoony aesthetic that suitably fits the style of the game.

There are a few icons in the game that are easily learned, the Zargon player has to learn a bit more due to having to comprehend the scenarios in the quest book but again, it's not an obstacle.


How's it play?
​Setup
Before any play can begin, one player must decide to take the role of Zargon who is essentially the 'Games Master' in RPG parlance and controls all the enemy forces that oppose the players. Whoever plays Zargon will probably be doing so for all 14 quests presented in the quest book.
Up to 4 other players will assume the role of heroes adventuring through the campaign. Generally, once players have chosen a hero, they will stick with that hero until the end of the campaign. Having said that, there's nothing to stop players swapping or switching around heroes if they so desire.
  • Zargon player: The Zargon player should familiarise themselves with whichever quest is being played from the quest book. It will tell them how many doors they need, how much scenery, what and how many monsters, which dread spells to use and so on.
    The Zargon player should gather all the required items and place them adjacent to the central playing area.
    Monster cards: Place these face-up adjacent to the central playing area so they are visible to all players.
    Treasure cards: These should be shuffled into a face-down deck adjacent to the central playing area.
    ​Screen: The Zargon player should keep the quest book hidden behind their screen.
  • Hero players: Players should decide which of the available heroes they are using between them.
    Copy stats: Each player should take a sheet from the character pad and copy the stats and information from the hero card for their chosen hero on to the sheet.
    Spells: Whoever is playing the wizard should take 3 sets of spell cards, that is a total of 9 spell cards. The elf player should take the final set of 3.
    The wizard and elf players are free to decide who gets what sets.
  • Game board: Place the game board in the central playing area. The Zargon player should place the stairs tile in its appropriate spot as dictated by the quest book. All players should put the miniature representing their hero on the stairs tile.
    Then the Zargon player should read out the quest's flavour text to the other players.

On to play
In HeroQuest, all the hero players will each take their individual turns and then the Zargon player will finally take their turn.
Generally this is done with the player to the left of the Zargon player going first with turns progressing to the left until eventually the Zargon player goes last.

The general flow of play will involve the heroes exploring the dungeon game board (Which is unpopulated at the game start.) and in response, Zargon revealing what the heroes encounter, be it doors, dead ends, traps or monsters and so on.
Once the heroes have had their turns, Zargon can act. This means they can move any visible monsters to attack the heroes. Thus if no monsters are visible on the board, Zargon basically does nothing.
  • Heroes: The hero players can move and perform one of the following actions.
    • Move: A hero can move before or after performing an action. They cannot split their movement.
      Roll dice: The active player rolls the 2 normal red dice and the result is how far they can choose to move in their turn. There are some limits though.
      Orthogonal movement: Heroes cannot move diagonally.
      Other heroes: A hero may move through a space containing another hero but cannot  end their movement there.
      Monsters: Heroes cannot move through spaces occupied by monsters.
      Trap: When a hero steps on to a space with a trap, their movement immediately end and the trap is triggered.
    • Actions: One of the following actions may be performed by a hero.
      • Attack: A hero may attack a monster, this can be melee or ranged.
        Melee: To engage a monster in melee, a hero must generally be orthogonally adjacent to it (No diagonals allowed!), there are some weapons such as staffs that allow heroes to attack to attack diagonally adjacent enemies.
        Ranged: A hero with a ranged weapon can pretty much attack any enemy they can see and is in line of sight. More on line of sight below.
        Roll the dice: The attacking player rolls a number of white combat dice equal to their attack score and each skull result deals 1 wound to a monster.
        Monster defends: When a monster takes 1 or more wounds, the Zargon player rolls combat dice equal to targeted monsters defence. Each black shield result blocks a wound! Any wounds which are not blocked by the defence roll are inflicted on the targeted monster and they lose an equivalent amount of body points.
        Weaker monsters tend to have only 1 body point and will be eliminated by any damage.
      • Cast spell: The wizard and elf may cast 1 spell. Depending on the spell, this can target themselves, an ally or a hostile monster. If cast on a ally or monster, line of sight rules apply.
        Each spell card will describe its effect and once it is resolved, it is discarded from player and cannot be used again in the current quest.
      • Search for treasure: When a hero is inside a room (Corridors cannot be searched for treasure.) and there are no monsters present in that room. The active player may search for treasure, this will have one of several results:
        Draw treasure card: The active player draws a card from the treasure deck. This may result in them receiving gold or potions. It may also result in encountering a wandering monster, which must be fought or triggering a trap.
        Quest treasure: As per the quest book, some rooms will contain a specific item or treasure, usually as part of the scenario.
        Artefact: Also as per the quest book, searching certain rooms will grant a specified artefact card to the active. Artefacts are generally better than mundane items.
      • Search for secret door: Provided there are no monsters in sight, the active player may search for hidden doors. This can be done when the hero is in a room or corridor and searches the entire room and in the case of a corridor all the corridor which is in line of sight.
        If there is a secret door in a room or corridor, the Zargon player must reveal it to the hero players and place a secret door tile on the relevant space on the board:
      • Search for traps: This is fundamentally identical to searching for secret doors except it reveals traps.
      • Disarm trap: If a hero has a tool kit they may attempt to disarm a trap that has been revealed by moving on to the trap space on the board.
        The dwarf hero as his special ability may disarm traps without a tool kit.
        Roll the die: A combat die is rolled, the result will determine if the trap is neutralised or trigged - in this case whoever was attempting to disarm the trap suffers whatever effect it deals out.
  • Zargon player: For a large part of the game, the Zargon player will be reacting to player actions in their turns. Revealing doors, traps, monsters and dead ends as they are encountered by the players.
    • Monsters: Monsters are only active during the Zargon player's turn and even then only revealed monsters become active.
      Movement: No dice are rolled to move monsters, instead they have a set number of squares they can move before or after acting. The fastest monsters move 10 spaces which will nearly always outpace heroes!
      Attack: Functionally, combat for monsters is identical to how it works for heroes except as far as I know, monsters do not get ranged attacks. When monsters are adjacent to heroes they can attack them. The Zargon player rolls a number of combat dice equal to the monsters attack value and each skull potentially inflicts a point of damage to a hero.
      Hero defends: Heroes can defend damage by rolling dice equal to their defence value and each white shield result blocks 1 point of damage. Any unblocked damage is dealt to the hero's body points.
      Dread spells: As per the quest book, some monsters may be equipped with dread spells which can be used against the heroes. As with all spells, the caster of a dread spell must have line of sight on their target. Once a dread spell is resolved, the card is discarded out of play.
  • Other rules: There are some other rules which also apply in HeroQuest.
    • Line of sight: Both heroes and monsters can see as far as a straight line could be drawn. Thus they can see all the way down a straight corridor but not round a corner.
      For the purpose of targeting ranged attacks, allies do not block each other's line of sight but opponents do block line of sight. Thus a hero cannot target the 2nd monster in a line of monsters and vice versa.
    • Looking: This is a free action and can be used at any time in their turn even in between moving spaces and as often as desired.
      When a hero player decides to look, the Zargon player must reveal any features, traps or monsters which are in line of sight.
    • Doors: Doors always closed when encountered and can be opened as a free action.
      Once opened, doors cannot be closed again
    • Treasure: When the heroes acquire any kind of treasure (Other than that found on a card.) it should be recorded on one player's character sheet.
      Gol coins can be collectively spent at the end of a quest,
    • Traps: Various types of traps are featured in HeroQuest, there are spike traps, pit traps and so on. Generally inflict 1 wound as well as a some other effect (Such as falling down a pit.). Triggering a trap generally ends a hero's movement.
    • Death: Monsters die when they reach 0 body points and the same is true of heroes. If a hero reaches 0 body points, they are killed and their controlling player is eliminated from the current quest.
      Fortunately, new heroes can be recruited in between quests.
    • Potions: Players can discard potion cards out of play to gain their benefits.
      Using a potion is a free action and can be done at any time. They can even be used in Zargon's turn and in fact can be used by a hero player after they reach 0 body points. Needless to say, potions can be lifesavers.

Endgame
Play continues until the hero players complete quest objective, in which case, they collectively win! Otherwise, if all the heroes are instead killed, then the Zargon player wins.
Additionally, if the hero players retreat (By returning to the stairs tile.) for whatever reason then they also lose.

That's not the end!
Once a quest has ended, players can spend their hard won loot and cash to buy equipment. Weapons can increase a hero's attack score and armour can increases defence scores, while daggers and crossbows offer ranged attacks and so on.
When buying equipment, the player who will use it takes possession of the card. Furthermore, once all copies of a certain item are bought from the equipment deck , then that item can no longer be bought. Conversely, consumable items such as potions and daggers are returned to the equipment deck when used.

End Endgame!
If the hero players manage to succeed at all 14 quests, they have won the campaign.


Overall
There's quite a lot to write about here and my thoughts will probably wander, so please indulge me - and let's get started!

HeroQuest was a pretty ground-breaking game in 1989. Published by a mainstream games producer, it offered people who had never played an RPG an accessible slice of the RPG experience and introduced some game concepts to people who had never encountered them before.
It's also a window into how games played 35 years ago and what player expectations were like back then.

For example, a modern game with similar themes to HeroQuest probably wouldn't employ a roll-and-move mechanic.
Another example are rewards and the game's equivalent of levelling up: As explained below, HeroQuest rarely rewards to players - which come in the form of equipment upgrades. These upgrades occur quite infrequently but are quite significant statistically, i.e., going from 2 combat dice to 3 is a big jump.
A modern game would try and find a way to do the opposite and drip-feed players constant but low-impact rewards in what would be called a gameplay loop or moment-to-moment engagement.

HeroQuest occasionally also trolls player, forcing them to deal with multiple traps and putting no reward on the other side.

Mechanically, HeroQuest is actually a fairly straightforward game.
While heroes have 6 actions they can perform, 3 of those are almost identical actions and 1 is very situational. Players will find themselves moving and searching, opening doors and defeating monsters behind them, searching, then moving on.
Rinse and repeat.
While there are definitely some tactics that players can adopt and repeatedly employ, the random placement of challenges - particularly monsters who form the majority of heroes' encounters - means that players will need to adapt to situations and respond effectively.
There's also some randomness to player actions - the roll-and-move mechanic means that heroes may not reach their opponent when they need to and also may not be able to escape enemies when they need to.

The combat system is also straightforward and runs smoothly enough, it does feel quite swingy and unpredictable though but that might just be me grumbling about dice rolls!
We found that the tougher monsters are very hard to wound. Once their defence is high enough, they're generally guaranteed being able to absorb 1 wound from an attack. This means the heroes will need to rely on luck to get 2 wounds in an attack or use at least 4 dice to attack and have a passable chance of getting 2 wounds.
How do the heroes get higher attack scores?

This brings me to equipment. Generally, we ended up equipping the 2 front line fighters (Primarily the barbarian but to a lesser extent also the dwarf.) with weapons above anyone else as well as providing the elf with a crossbow. Getting an attack stat up to 4  and gaining ranged attacks were real game changers.


Getting the right equipment or getting equipment and using it the right way can enhance or change tactics, improve the odds of surviving, winning fights and so on.
What's also interesting is that at the end of a quest, the hero players have the opportunity to buy equipment. However, because the cost is so high, in practice it means they will only get to buy something once after every 2 or 3 quests. It means that the heroes will get maybe 6 or 7 pieces of equipment throughout the entire campaign and will need to choose wisely. 

Some equipment such as consumables seem very expensive for what they provide. During our playthroughs, we never seriously considered buying things like throwing daggers or holy water.


Thematically, HeroQuest is a bit of a strange beast.

It has obvious elements derived from tabletop RPGs such as having a games master, combat screen, dungeons to explore, character classes and stats, scenarios, campaigns and narratives, rolling dice for combat etc but there are also some key differences.

There's no experience points or levelling, instead character improvements happen via buying better equipment.
Also, a key difference for me is the role the Zargon player has, they are part games master but also part antagonist and opponent to the heroes which is different to the majority of RPGs. Why is this significant? Let me explain.

The HeroQuest campaign has 14 quests, it took us a total of 15 attempts to complete all of them, in other words we only failed 1 of the quests, the other 13 were completed successfully at the first try.

I think that in part this is due to the fact that we're all experienced gamers and it feels the game is targeted at the early teenage market so we mostly breezed through it.
(A little more about this below.)
I also think this because the game utilises a 'one vs many' system and I've always felt that it's very hard to balance this type of game fairly, 3 or 4 human brains will always have the advantage over 1 human brain.

This is compounded by the fact that HeroQuest has a campaign.
It means that if the heroes fail a quest, they will invariably have to repeat it again, why is this significant? The purpose of a campaign is to advance through the multitude of quests until the final one can be completed and it can be tedious repeating failed quests, especially if more than once.
When the surprise of knowing what is behind a door is gone, the game can become an exercise in rolling dice over strategy.

Returning to difficulty: I read that it was originally envisioned that the hero players would behave competitively and cooperation between them would make the game too easy.
This of course contradicts the RPG nature of the game and it contradicts the rule book too, which states the players should cooperate and they will collectively win or lose.

Finally, it also contradicts player sensibilities; without cooperation, the wizard in particular for example, has a fairly low chance of surviving a dungeon.

All of this leads me to suspect that either deliberately or accidentally, the game is skewed in favour of the players.
It sort of makes sense because it gives the campaign momentum and keeps events moving forward.
The problem though, is that it can become a frustrating experience for the Zargon player, who in essence has to lose over and over.
It may have been better to do away with having a antagonistic games master role and have a more traditional games master. I get the feeling though that it was done that way to make HeroQuest seem a little more like a 'traditional' board game.
It would have been even better if the game master role could have been automated entirely. I imagine though, that it would've increased the game's difficulty significantly.

Ultimately, I found HeroQuest just about engaging enough to keep my attention, you could never afford to become complacent. Not paying attention was a sure-fire way to get your hero into trouble.
​The campaign does have a narrative, however it's fairly generic and also fairly forgettable.
For me, the pleasure I think, came from the opportunity to play a game cooperatively along with friends.

If you want a light and accessible RPG adjacent experience that's easy to manage without much prep time, you could do a lot worse than HeroQuest.

If you're a parent or adult looking for a way to introduce youngsters to some more elaborate game mechanics and concepts or introduce them to a beginner RPG, then HeroQuest is definitely worth a look in.
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Jaws - First Play!

16/8/2022

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16th August 2022

It's a Tuesday and were at The Sovereigns with the Woking Board Gaming Club for some gaming goodness.

​Have you ever watched the classic Jaws movie and decided, 'y'know I wanna be the shark going round chomping on hapless swimmers'?
Then this might be the game for you!

Jaws is a asymmetrical game of 2 halves where up to 3 players take on the roles of film's 3 protagonists and 1 player becomes the shark. 
At first the protagonists will seek to defend Amity Island from shark attacks before finally engaging it in a deadly cat-and-mouse game.

Jaws is played over 2 acts (Essentially 2 different games in reality.) and as such, has a lot of double-sided components mostly relevant to each act.
For the purposes of this blog, I'm mostly going to write about each act separately.

Act 1
What's in a game?
  • Game board: This is a double-sided board.
    Amity Island: For act 1 on one side is depicted Amity Island, the fictional setting for the film. It looks like Amity Island is modelled after Martha's Vineyard - which is cool as Martha's Vineyard was used for location filming.
    The island is divided into several different areas, Many of which are numbered 1-8 as well as beaches denominated as N,S,E & W. These areas also include features suck as the docks or mayor's office.
  • Meeples: Jaws uses quite a few meeples. They are all wooden tokens
    There are meeples not only for Brody, Hooper and Quint but also their boats which have room to hold their respective meeples! - Except for Brody, he has some binoculars to make up for it instead!
    Obviously there's a big meeple for the shark.
  • Cards: Only 1 type of card is used for Act 1.
    Event cards: Each event card will list some of the sections on the map where swimmers will appear. E.g, if an event card states NN3, 2 swimmers will in section N and 1 swimmer will appear in section 3. They may also list a special move that becomes available to the 3 crew or hero protagonists.
  • Player boards: Player boards are also double sided.
    Each of the 3 crew (Brody, Hooper & Quint.) gets their own player board. These boards list the moves and abilities of each hero, many of which are similar but some of which are unique to each hero.
  • Shark board: That's right, the shark gets their own double-sided board.
    The side used for act 1 allows the shark player to track how swimmers they've eaten. It also has spaces to track barrels attached to the shark.
  • Tokens: Jaws has several types of card tokens.
    Crew tokens: To go along with their boards, the 3 crew get tokens. Quint gets 2 barrel tokens, Hooper gets a... fish finder token and Brody gets binoculars and 'beach closed' tokens.
    Swimmers: There 16 swimmer tokens in the game, all of them can be tasty treats for the shark.
    Shark tokens: There are 4 'power tokens' that the shark player can use once per game to give them an edge during act 1.
  • Action log: This allows the shark player to secretly track their hidden movement, usage of power tokens and also track what information they have to give to the other players.
That's it for the Act 1 components, now on to...

Act 2
What's in a game?
  • Game board: The other side of the game is used for Quint's boat, 'The Orca'.
    The Orca: This side of the board shows open sea and has 8 spaces to place the 8 tiles that form Quint's boat in this act. There are also spaces to place the 'Resurface' deck, 3 cards and a discard pile. More on resurface cards below.
  • ​Orca tiles: There are 8 tiles used to represent Quint's boat which appears in act 2. They are double-sided, with one side showing the boat undamaged and the other wrecked. 
  • Meeples: Act 2 uses the meeples for the 3 crew and the shark, the boat meeples are not used.
  • Player boards: The other side of the player boards provide information on the actions that players can perform in Act 2. It also has a tracker for their hit points.
  • Shark board: The shark board for act 2 displays the moves the shark player can perform and tracks the shark's (Very High!) hit points.
  • Cards: Act 2 uses several of types of card.
    Gear cards: There are general gear cards as well as specific gear cards for each of the 3 crew. Generally they will be weapons and will show many dice are rolled to inflict damage. Although they are also attachable weapons and accessories which negatively affect the shark.
    Resurface cards: These cards will show areas where the shark might resurface to attack The Orca. It also shows how may dice the shark player rolls to attack and how hard it is for heroes to hit the shark back.
    Shark powers: The shark player will have a number of these that they can use to surprise the hero players.
  • Tokens: There are tokens for both the crew and the shark.
    Targeting tokens: There is 1 round card targeting token for each player.
    Resurface tokens: There are 2 sets of 3 resurface tokens, each token in a set is labelled A, B or C. They are also round and made of card.
  • Dice: There are 3 red six-sided dice that come with the game. They are not typical six-siders, instead of numbers they show 0, 1 or 2 'hit' icons.

Phew, I think that's it for rules!

Component quality for Jaws ranges from average to very good. Things like the cards and tokens are your pretty standard cardboard affair, which is fine.
The dice seem to be made of acrylic and although they're not as nice as wood, they feel quality with engraved icons instead of printed ones.
The wooden meeples are the standout component, particularly the wooden boats for Hooper and Quint, as well the shark meeple inspired by the films iconic artwork and I think they're cool.

As far as I can tell, the Jaws game has a relatively restrained use of photo art sourced from the film which only appears on a number of the event cards and even then it is used sparingly. It's wise decision in my opinion, as too much can make a game look cheap. The game also seems to reference artwork used for the shark from the film but because it's actually art, it looks good.
Otherwise, art used throughout the game is good, the swimmers tokens and player boards all look good.
The best artwork is found the Amity Island side of the game board though, it's an excellent illustration with lots of pretty detail.

There isn't too much iconography and what there is, is easily understood. Most of the rules information on components comes as written text.


Act 1
How's it play?
​Setup
  • Choose players: 1 player should be the playing the shark and the other players will be taking on the roles of the 3 crewmates. If there are less players than heroes, then they should split the roles between them.
    Player boards: Give all players their relevant boards, meeples and tokens.
    Brody gets his board, as well as his binocular and beach closed tokens.
    Hooper gets his board, meeple, boat and fish finder token.
    Quint get his board, meeple, boat and 2 barrels.
    The shark player gets their shark meeple, power tokens and action log.
  • Player board: Put out the player board.
    Brody: Put the Brody meeple on the Amity P.D. space.
    Hooper: Put the Hooper meeple on his boat and put the boat on the western dock.
    Quint: Put the Quint meeple on his boat and place it on the eastern dock.
    Put all the remaining barrels on the shop space.
  • Shark: The shark player should put their marker on the 0 space on their swimmer tracker. They should keep their 4 power moves face-down and hidden from the other players.
    The shark meeple IS NOT placed on the board at the game start.
  • Event cards: Shuffle the event cards into a face-down deck.

On to play
During Act 1, the shark player will be attempting to eat as many hapless swimmers as possible!
Meanwhile, the crew players will be using barrels both to try and locate the shark and to attach them to the shark. The more swimmers the shark eats, the more advantage the shark player has during Act 2.
The round is broken down into several phases and follows a more or less traditional turn order with each player having a number of action points they can spend to achieve their actions.
Phase occur as follows.
  • Event phase: 1 card is drawn from the event deck, it will distribute swimmers to various locations throughout Amity Island's beaches. It may also confer a special rule for this round
  • Shark phase: The shark player has 3 action points to spend in this phase and basically has 2 types of actions they can perform:
    • Move: All shark movement is hidden and tracked by noting it in the movement log. For 1 action point, the shark can move a space.
    • Eat: For 1 action point, the shark may eat a swimmer. This is hidden from the other players (For Now.) and also logged in the action log.
    • Power tile: The shark player may play on their power tiles, which they do by playing it face-down. Power tiles are once-only special abilities such as extra movement or extra stealth. Once used, they are removed from play.
    • Declare: Once the shark player has finished their actions, they must declare certain information to the other players. This can be done in any order the shark player sees fit.
      They must how many swimmers they've eaten and at what beaches is was at.
      They declare and name regions they passed through that contains a barrel.
      Finally, they must declare if they used a power token but not which one was used.
  • Crew phase: The hero protagonists each get 4 action points to spend in this phase and the player can choose the order in which the 3 crew act. However, a hero must complete all their actions before play progresses to another hero.
    There are a number of similar but also unique actions available to the hero protagonists.
    • Move: All the hero protagonists can spend action points to move. Brody doesn't have a boat and must stay on land, while the other 2 must stay in their boats on the sea.
    • Pick up barrels: Brody can carry and deliver 1 barrel from the shop space. Hooper and Quint can pick up multiple barrels from the sea or docks. Hooper can also deliver barrels to Quint.
    • Rescue swimmer: All the hero protagonists can spend an action to remove a swimmer at their current space from the board.
    • Use binoculars: Once per turn, the Brody player can spend an action use their binoculars while at a beach. If the shark player is at the targeted space, they must reveal their position and put the shark meeple on the board.
    • Close beach: Another Brody ability. If the Brody player is at a empty beach, they may spend an action point to put their 'Beach Closed' token on that beach.
      The next time an event card would place any number of swimmers on the closed beach, flip the token to the 'Opening Soon'. Then if a following event card would add swimmers to that beach, instead return the token to the Brody player. Thus, this action protects a beach from 2 event cards.
    • Fish finder: Once per turn and for an action point, the Hooper player may put their fish finder token into their current location.
      Then the shark player must respond in one of the following ways.
      If the shark is in the same space as the fish finder, they must put their shark meeple on the relevant space on the board.
      If the shark is on a orthogonally adjacent space, the shark player must declare 'nearby'.
      If neither of the 2 above conditions it met, then the shark player must state 'neither'.
    • Launch barrel: Once per turn and for action point, the Quint player may fire a barrel into their space or a orthogonally adjacent sea space.
      If the shark is in the space that was targeted by the Quint player, they must declare the barrel has hit them and add it to their shark board.
      If no shark was in the space, the barrel remains there and acts as a sensor to detect shark movement during the remainder of Act 1 or until it is picked up again.
  • Next turn: Once all the crew have taken all their turns, play progress to the next round, beginning with the event phase.

Act 1
​Endgame

Act 1 will immediately end if 1 of the following 2 criteria is met:
Barrels: 2 barrels are attached to the shark by the Quint player.
Swimmers: The shark player has eaten 9 swimmers.


Act 2
How's it play?
​Setup
  • Game board: Flip the game board over to the Act 2 side. Place the 8 tiles for The Orca on their spaces with the undamaged side face-up.
  • Player cards: Look at the marker on the shark board to determine how many cards the players receive.
    Gear cards: Give each crewmate their unique gear cards and targeting tokens.
    Now shuffle the generic gears into a face-down deck and deal a number of cards to the hero protagonists as indicated by the marker. The crew players should distribute these amongst themselves as they see fit. A players should put their gear cards face-up in their personal area.
    Shark ability cards: Shuffle the shark abilities cards into a face-down deck, again use the marker on the shark board to determine how many cards to deal to shark player. Shark ability cards should be kept face-down.
  • Resurface cards: Shuffle the resurface cards into a face-down deck and place them on to their allotted space on the game board.
  • Player boards: All players should flip their boards to the other side.
    All players should put a marker on the '0' space on their respective wound trackers.
  • Meeples: The crew players should put their meeples on any of the tile spaces as they wish.
    The shark player should keep their meeple off the board.
  • Tokens: Give the 3 large resurface tokens to the shark player


On to play
During Act 2, the shark player will be attempting to either totally destroy The Orca or deal enough damage to the crew to what amounts to eating them. Meanwhile, in turn, they will be attempting to deal enough damage to the shark to defeat it.
Play takes place over a number of phases.
  • Resurface options: The shark player draws 3 resurface cards and places them in their allotted spaces on the game board.
    Each card has information on the location of where the shark might attack as well how many damage dice will be rolled, how hard it will be for the crew to attack the shark and finally, if the shark will 'shake off' any attached objects.
  • Shark player choices: The shark player now decides on an action.
    Resurface token: From the 3 available resurface options, the shark player chooses which one to use and places the corresponding resurface token face-down in front of them.
    Shark abilities: The shark player may play one of their shark ability cards face-down in front of them. Each one of these cards provides the shark player with a bonus or surprise special move of some sort.
    Once played, a shark ability card is discarded out of play.
  • Crew Preparation: Now it's the turn of the crew players to make plans.
    Move: Each hero can move up to 2 tiles on The Orca unless they are in water, in which case, they must spend their entire movement to get aboard The Orca.
    Prepare gear: From their hand, each hero chooses a weapon to use, there are slightly different rules for the 3 weapon types which is explained below.
    Crew players may also use a 'chum' card that forces the shark player to reveal one of the 2 resurface tokens they didn't use which narrows the choices down for the crew.
    Use targeting token: Each crew player now puts down their targeting token on to a space, obviously choosing one of the spaces shown on the resurface cards. There are some rules for this though.
    Ranged: When using a ranged weapon, crew player can put their targeting token anywhere on The Orca.
    Melee weapon: While using a melee weapon, a crew player can only put their token on their own space or a orthogonally adjacent space.
    Attachable weapons: Targeting for these weapons is identical to melee weapons.
  • Shark reveal: The shark player now reveals the resurface token they chose and places their shark meeple there.
  • Crew attacks: Any crew players who correctly targeted the space that the shark resurfaced in, can attack it.
    The weapon that the player is using determines the number of dice used, sometimes it includes a bonus. The amount of 'hits' results rolled becomes the damage done to the shark. However, the resurface card will have a 'evade' value which is deducted from the damage dealt. If 4 damage is done and the evade value is 2, only 2 damage is done, it's possible to reduce damage to 0 this way.
    Attachable weapons are a little different, they automatically hit the shark and have a ongoing effect until the shark player manages to shake them off with a shake off action on a resurface card.
    To be honest, we found the attachable weapons to be of little value as the shark player generally managed to shake them off almost immediately.
  • Shark attack: Once the crew have had their attacks, it's the turn of the shark! 
    The shark player can attack a part of the boat that they are adjacent to or a member of the crew that is in the water.
    In a similar manner to the crew players, the shark player rolls a number of dice as shown on the resurface card they chose.
    If it is dealt to a crewmate, then that's the damage they take.
    Attacking the boat is a little more complex, each tile 2 numbers, one is the attack value needed to damage the tile and the second larger number is the value needed to outright destroy the tile. Damage does not accumulate and must be applied in a single roll to have an effect.
    Damaged tiles: These are flipped to the other side and have a new value to beat to destroy.
    Destroyed tiles: Are removed from play.
    In either case, any crewmates on a affected tile are put into the water.
    Finally, as a bonus action, the shark player gets a free attack at crewmates who are in the water adjacent to them.
  • Next turn: Once the shark player has had their attack, they remove their meeple from the water surrounding The Orca and take back any resurface tokens that were used. The resurface cards are then discarded
    The crew players take their targeting tokens.
    Then a new round begins.

​Endgame
Play continues until 1 of 3 criteria are met.

If the shark's damage exceeds its tracker, it is defeated and the crew collectively win.
If The Orca is totally destroyed, the shark player wins, or, if the damage on all the hero protagonists exceed their tracker, they are all eaten and the shark wins!


Overall
It's been a long time (And I do mean a long time!) since I watched Jaws but I feel the game does for the most part a good job of thematically emulating the movie.
Having Brody rushing around the island kicking pesky swimmers off the beaches and closing them only to have them open and fill with swimmers again felt like the movie. On the other hand, having Brody run around collecting barrels for Quint was strange.
While the shark popping up to attack swimmers before vanishing was cool, Hooper and Quint in their boats playing a cat and mouse game with the shark while trying to rescue swimmers seemed a bit strange. Especially considering the heroes are the cats and the shark is the mouse, which is a bit of a reverse of how the film plays out.
Having said all of that, Act 2 does a excellent job of emulating the protagonist's final confrontation with the shark.

So overall... This is more of a comment than a criticism on the game's theme.

Now, on to game play.
Act 1 presents an interesting cat-and-mouse challenge to the players which will change contextually according to how swimmers are distributed by event cards.
The shark player needs to eat swimmers but avoid spaces that the crew players might target and if possible, avoid the barrels that detect the shark.


Astute crew players will need to balance their efforts between trying to protect beaches with lots of swimmers and also covering lesser used areas. While the busier beaches might provide a target-rich environment for the shark, the shark player may anticipate the crew players protecting those beaches and avoid them for smaller 'quieter' targets.

I get the feeling that if the shark gets a lot of kills or very few, it will have a big influence on who will win in Act 2. Certainly, the shark getting 5 kills (Which is exactly in the middle.) led to a very close finish.

Act 2 also presents a sort of cat and mouse scenario with differing dilemmas for the shark player and the crew players.
The shark player will generally be faced with deciding whether doing damage or avoiding it, often the resurface cards will not allow the shark player to do both. The shark player will may also have the opportunity to target the crew instead of the ship. Eliminating one of the crew can be very beneficial as it lowers the number of attacks the shark may have to face but generally, it's harder and will take longer to kill a crewmate than it is to destroy one of The Orca tiles.

The crew players also face a dilemma. They know the 3 locations where the shark might resurface so with 3 protagonists could target all 3 locations, but this means spreading their firepower and it'll be a tall order defeating the shark this way. So the crew will need to try and anticipate which option the shark player will choose and this require assessing a bunch of contextual elements such as how much damage the shark will do, how high it's evade is and how damaged that part of The Orca is. 

All players will need to adapt to the random circumstances provided by the resurface cards and will probably have to trade off one strategy for another.
It presents the players will meaningful decisions to make, which is always a good thing.

However, there are somethings I definitely do not like about the game.
Firstly, Jaws is a one-vs-many game and I'm not a fan of this game type. Generally the mechanics of one-vs-many games can never balance for the fact that multiple human brains will have an advantage a single human brain. For the most part, it's fairly inherent that 3 players will see more strategies and opportunities than a single player.
Also; when someone is playing the 'one', games can be become a lonely experience since all the other players will be against them.
I can't help but wonder if the shark could have been automated and have the game be fully cooperative.

Secondly, because this is such a asymmetrical game, it means that one set of rules must be learned by the crew players and another by the shark player.
That's not the end of it!
Because there are 2 acts, it means that there are actually 4 sub-games that must be learned.
Luckily, none of the rules are particularly complex or hard to comprehend but even so, it feels like a lot of effort to play a game, then have to learn a new set of rules to continue. More effort than the entertainment the game delivers.

Normally I don't bother blogging about marketing or sales but I have to wonder who this is aimed at? Dedicated games, movie fans?

Most dedicated gamers are with good reason wary of licensed games. They tend to be quick cash-ins with lacking game.
To be clear I don't think that's the case for Jaws, while the rules are light-ish, there's depth of gameplay to found in the cat-and mouse mechanics that pits players against each other. I just didn't find it particularly compelling.

Jaws is a great, classic movie and I'm sure there are collectors of Jaws memorabilia and merchandise but will they care enough about the game to play it. I'm sure it will end up in the collections of those fans but will they be compelled enough to make make the effort to learn and play the game?

If you're really after a Jaws experience and are happy with the game's 2 act structure and cat-and-mouse gameplay. This is by no means a bad game and worth a try.
For me this didn't hit the spot and I have no desire to play it.
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Escape: The Curse of the Temple - First Play!

26/7/2022

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26th July 2022

It's Tuesday! That means it's time to meet up with the Woking Board Gaming Club at the The Sovereigns.

Time to steal the idol... and escape, Indiana Jones has nothing on this real-time, cooperative dice game, well at least until those crappy rolls inevitably turn up!

What's in a game?
  • ​Tiles: The game comes with about 20 tiles, they depict various different kinds of underground sandstone chamber from a top down view. There are several different types of tile but all of them display a number of exits and also show icons of some sort.
    Main tiles: This includes the beginning tile and the escape tile, it also includes gem tiles, more on gem tiles later.
    The backs of each of these tiles feature 2 adventurer icons, also more on icons later.
    Gem depot: This is not a game tile per se and is used to store gems and track the amount which get used.
    Basic tiles: These are the most common type of tile; as well as a pair of icons they also feature an entrance (Stairs.) and exits. They are for the most part empty but some contain 'gem spaces'.
    The backs of these tiles also feature 2 adventurer icons
  • Gems: Basic acrylic tokens in translucent green.
  • Meeples: There are 5 of these suitably fedora-wearing meeples, one each in every player colour.
  • Tokens: Circular card tokens, again in each player colour. These are used to quickly identify which meeple belongs to which player.
  • Dice: Lots of dice! 25 to be exact and enough to give each player 5.
    These are not normal six-siders and all the numbers have been replaced with symbols which match the symbols found on tiles. The symbols are:
    Adventurer X2: A green man running away (Presumably from a giant boulder?) while carrying a whip!
    2 sides on each die has the adventurer icon.
    Key: A blue key icon.
    Torch: A red torch icon.
    Gold Mask: A grinning gold icon.
    Black Mask: A leering black mask, the black mask result on dice is bad news.
  • Soundtrack: Yep! The game comes with a soundtrack, it serves as the game's countdown timers for the game's 3 rounds and it also plays atmospheric, moody ambient audio!

Escape: The Curse of the Temple has good quality components. The tiles all feel suitably thick and sturdy. The acrylic gem tokens are kind you see in a lot of games which use them to depict gems, they are a sparkly, pleasing shade of green though.
The bespoke dice and meeples are wooden which is always a nice touch.

There's not much art to speak of, the tiles show flagstones and that's about it. It's clear artwork that does not get in the way.

About half a dozen icons are used throughout the game, luckily they most relate to the dice and there's never a need to refer to the rules - which is a good thing since this is a real time game with a countdown.


How's it play?
Setup
  • Tiles: Put aside the Start and Exit tiles, then shuffle all the remaining tiles into a face-down stack. Finally shuffle the Exit tile into the bottom 4 tiles in the stack.
  • Start tile: Put the Start tile into the central playing area, since it has two doorways, reveal and place 2 tiles from the stack and place them adjacent to the starting tile with the stairs connected to the exit from the start tile.
  • Gem depot: Depending on player count, place 7-16 gems on the gem depot tile. 
    Also place 2 gems adjacent to the gem depot tile, these 2 gems can be very important later on.
  • Players: Give each player the token and meeples in their colour, then give each player 5 dice for their personal use.
    ​Each player should then place their meeple on to the starting tile.
  • Soundtrack: Prepare the soundtrack.

On to play
In Escape: The Curse of the Temple players are collectively attempting to explore a lost temple to find the exit and escape before becoming trapped.
It's not so simple though; not only must they find the exit, they'll also need to activate the gem tiles and spaces to make their escape possible.
The game is played over 3 rounds and does not use a typical turn structure. Instead, turns are actually synchronous, in other words, players perform all their actions at the same time and in real time!
This involves all players rolling their dice and resolving their actions simultaneously. How is this all done? Read on.
  • Soundtrack: Begin the soundtrack, the clock is now ticking.
  • Roll the dice: When a player wants to undertake an action it is resolved by rolling dice, getting a required result will then complete that action. This usually means get at least 2 specific symbols on the dice.
    Rerolls: Players are free to reroll their dice as much as possible (And will have to do so nearly all the time!) to resolve an action. However, that brings me to...
    Black masks: Any time a die gets a black mask result, it becomes locked. A locked die cannot be rerolled or used for anything. When this happens (And it will happen.) the affected player should leave the die showing the black mask. Luckily, we come to gold masks...
    Gold mask: When a die comes up with the gold mask result, the player can use it to unlock up to 2 black mask locked dice. Very useful!
    Set aside: After making a roll, the player may set aside a dice on any face for later use. A player may also change their mind and reroll dice set aside in a later roll.
    A good example of setting aside would keeping a gold mask result in anticipation of getting a black mask later.
    Aid: If 2 or more meeples are on the same tile, they may help each other by contributing die results to the other player's action.
    A player can even use a gold mask of their own to unlock another player's locked dice.
  • Actions: There are several actions each player can perform, which they can do in any order as required.
    Move: The player may attempt to move their meeple into an adjacent tile. The tile they are moving on to will show 2 icons that will need to be rolled. Typically this involves a green adventurer and 1 other icon - sometimes another green adventurer.
    After matching the icons, the player can move their meeple into the relevant tile.
    Explore: If the player wants to move their meeple through a doorway that does not yet have a tile, they must get a result with 2 green adventurers on their dice.
    Once this is completed, they flip a tile from the stack and place it adjacent to the doorway they want to go through.
    When adding new tiles to the playing area, the doorway with the stairs is always used to make the connection.
    ​Gems: Some of the basic tiles have space for a gem and number of the main tiles will have 3 gem spaces (For 1, 2 or 3 gems.).
    What's important about gems? Well, they need to be removed from the gem depot tile and put on the gems spaces on the tiles in order to allow the players to escape.
    How is this done? next to a single gem space will be a torch symbol and a 4. As an action, if a player gets 4 torches on the dice, they can move a gem from the depot tile to the space on their current tile.
    For the tiles with 3 gem spaces, 1, 2 or 3 gems can be shifted, however, only 1 of those spaces can be used on a tile. Furthermore, it gets harder to achieve  to move more gems. E.g., it takes 10 torch symbols to shift 3 gems, which is impossible for a single player and requires a group effort - probably with 3 players!
  • Turn of fate: This action does not require rolling dice, it does however, require unanimous agreement from all players.
    When this action is triggered, it allows all players to reroll all locked dice. It's a powerful move that can free up a lot of dice but it comes at a cost. One of the 2 gems that were put adjacent to the gem depot tile must be added to the tile, thus making escape harder.
    Since 2 gems were put to the side, this can be done twice in a game.
  • End of round: When a gong plays on the sound track, it marks the beginning of the end of the 1st round. All players must return to the starting tile before countdown expires and a door shutting sound plays.
    If a player gets back in time, nothing bad happens.
    If a player fails to get back in time, then they permanently lose 1 die for the rest of the game!
    2nd round: The second round now begins and is basically a repeat of the 1st round, players must again move, explore and shift gems until this time 2 gongs play and must return to the starting tile or suffer the same penalty.
    Even if the exit tile is discovered in the first 2 rounds, at no point can the players use it to escape in those rounds. Which brings me to the 3rd round and the endgame.

Endgame
When the 3rd and final round begins, all players must get to the exit tile and successfully perform the escape action.
  • Escape: Obviously this action can only occur in the 3rd round and when the player is on the exit tile. They must then roll their dice to escape.
    The player must get a number of key results equal to the remaining number of gems on the gem depot tile, plus one! I.e., if the gem tile is empty, they still need at least 1 key. If there were 3 gems on the tile, they would need 4 keys.
    What makes this worse is that players cannot help each other in the final escape. Players can only use their own dice, which is why losing dice in the first 2 round can be really bad as can having too many gems remaining on the depot tile.
  • Boon: When a player escapes they may give exactly 1 of their dice permanently to another player as assistance.

The soundtrack has a total countdown across all 3 rounds of 10 minutes.

If one or more players are still in the temple when the countdown has finished, then they collectively lose the game.
If all the players have escaped before the time runs out, then the players collectively win!


Overall
I'm going to start by saying that I'm a bit ambivalent towards real time games.
I've played some good ones and can see how they have their place in gaming but for me but broadly speaking, it's not why I like and play board games. I like to think out my decisions and choices at least a little bit.
Add to the mix a push-your-luck dice mechanic and you've a game of a lot of quick frantic rolling. You really don't want to roll those dice off the table!

Having said all of this, I think Escape: The Curse of the Temple is a solid game and there's a lot to like about it.

Firstly, rules and theme mesh together well. Chucking dice as quickly as you can to escape feels good.

The synchronous dice rolling is a clever little system.
Generally real time games are always trying to impress upon players that they're up against the clock, this can be a little jarring in a game where players are having to wait for another player's time to run our and get their turn. By having synchronous actions, it heightens the sense of urgency as everyone is in it together.

Being able to provide assistance another player on the same tile is equally clever. It's an elegant mechanic that also feels organic and makes sense.

This means it would seem like a good idea to have players explore the temple as a group, it would make shifting gems and unlocking dice easier...
But there's a couple of rules that throws a spanner into that strategy.

Firstly; exploring as group can slow down that exploration. Players can't escape if they don't shift enough gems or find draw exit tunnel from the stack.
Secondly; players will want to avoid creating single long corridors, they will need to return to the starting tile twice and the further away they are from it, the further it is to get back.

This will force players to split up or go in pairs or stick close by if they have the option, at least for the first 2 rounds.
This can change contextually when certain tile are revealed or have to be put in play in a certain way or a player get too many locked dice and so on.
Players will have to think quickly and decisively as well as adapt to emergent events.

Escape: The Curse of the Temple obviously has a quick playtime - 10 minutes! That feels a little strange because the setup and explanation time almost feels longer than a single game.
It's reasonably easy to learn, I can't imagine novice gamers struggling to learn the concepts here.
It also not a game to be taken too seriously and leans heavily on luck which is not unusual for cooperative games. Although, even accepting this, a bad run of rolls can sour the experience.
​But treat Escape: The Curse of the Temple as a cooperative, silly, fun, filler of a game and it will be a enjoyable time. So long as your luck is better than mine... much better!
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