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Gaming Blog

Above and Below

5/8/2021

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3rd August 2021

Tuesday is here and I'm in Woking with the Woking Gaming Club at The Sovereigns pub for gaming night.

The game of the night was Above and Below. Published by the same company who also produce a game  called Near and Far.
Left and right, up and down, in and out: wiggle it all about, here and there, out and about, Far and Away and Home and Away! Some great suggestions for naming more games!

As the name suggest, the players will concerning themselves with the above ground settlement and exploring the caves below the village.

What's in a game?
  • ​Reputation board: This central game board shows an area above ground that displays a 5-space track for 'special villages' with a cost beneath each spaces that starts at 2 and rises to ​5.
    Below ground, the board depicts a series of caves which serves as a round tracker and what appears to be a tunnel, which is used as a reputation tracker.
    Additionally, on the left is an allotted space for a barrel token and a column that depicts the game's many goods in increasing rarity.
  • Player board: This board depicts a grassy landscape dotted with a few buildings.
    The top left corner displays the player's colour as well as being a trading spot.
    Along the top it shows the different actions a player may perform. These are Explore, Harvest, Build, Train & Labour.
    The grassy landscape is divided into 3 areas by 2 vertical columns of trees. These 3 areas are the ready area, exhausted area and the injured area
    Finally, along the bottom is the goods advancement tracker which runs from left to right, as each space is filled with goods, it will increase the player's income as well as generating victory points at the game end.
  • Player cubes: One each for every player in a colour that matches their player board.
  • Starting villager tiles: There 4 copies of the 3 identical villagers. Villagers have a hammer (For building.), quill (For training.) or lantern (For exploring.) icon in their top left corner.
    All villagers will also have an icon in their top right corner, consisting of 1 or more lanterns along with associated die numbers above the lanterns, these are used in explore rolls.
  • Villager tiles: Villagers that can be trained and recruited during play. As with starting villagers, they will come with come with icons for hammers, quills and exploring.
  • Special villager tiles: Not just villagers, but special ones, one that come with special actions! Special villagers can only be found by exploring the caves.
  • Starting house cards: There are 4 of these identical cards that each depict 3 beds along the bottom. Beds allow injured villagers to heal and exhausted ones to rest.
  • House cards: These 25 cards can be bought during the game and list a cost in the top left corner and whatever special ability they confer along the bottoms; this may be extra beds or ways to earn victory points, or produce goods, increase reputation or money, etc.
  • Star house cards: These 6 cards are rarer, more expensive but more useful houses.
  • Key house cards: The rarest of house cards, there are 9 of them, but only 4 are used during a game.
  • Cave cards: These cards are double sided. On the front is shows a small cave and the numbers 1-6, next to each of these numbers is a further number - which is used in conjunction with the encounter book.
    On the back of the card, a open cave is shown.
    There are 25 cave cards.
  • Outpost cards: These are yet another type of house card, however, these can only be built underground as players explore. There are also 25 of these cards. As with other house cards, they may provide goods, victory points or other benefits.
  • Goods tokens: These small round card tokens depict the game's 8 types of good. These are:
    Common: mushroom, fruit & fish.
    Uncommon; rope, clay pot & Paper.
    Rare: Ore & amethyst. 
  • Barrel tokens: There 10 card tokens each depict a barrel and can be used to remove exhaustion from a villager without using a bed. Apparently those barrels are filled with cider, it must be pretty potent stuff considering what it does.
  • Potion tokens: These smaller card tokens depict some sort of drinking jar, no doubt containing some suspect liquid? Using one will remove injury from a villager.
  • Dice: Standard six-siders, there are 7 of them.
  • Money tokens. Unusually, these card money tokens are rectangular.
  • Encounter book: This book is a sort of 'choose your own adventure' book which contains a series of numbered and interlinked paragraphs which the players will encounter when they go exploring.
The components, which mostly consist of cards, tokens, tiles and dice are good quality and what you'd expect of a modern board game. It's nothing to write home about, but still solid.
The game makes good use of its cartoony artwork, particularly with the green, grassy landscapes and cloudy blue skies that appear on many of the cards. Buildings and villagers are also well illustrated. Finally, the underground cards have evocative, mildly forbidding artwork.
There is little iconography used throughout Above and Below and what there is of it, is easy to comprehend.


How's it play?
Setup
  • Give each player a player board, a starting house, the 3 starting villagers and 7 currency. The villagers should be placed on the board, where exactly on the board depends on the number of players.
  • Put out the reputation board, shuffle the villager tiles into a face-down stack and deal 5 into the tracks on the board.
    Place a barrel token on to its allotted space on the board.
    Place the round marker at the start and each player's cube on the reputation track's starting spot.
    Put the special villagers to one side.
  • Shuffle the house cards into a face-down deck and deal 4 face-up
  • Put out all 6 star house cards face-up.
  • Shuffle the key house cards and deal 4 face-up into the central area, the remaining 5 cards will not be used in this game.
  • Shuffle the outpost cards into a deck and deal 4 face-up.
  • Shuffle the cave cards into a face-up deck.
  • Determine a starting player.
On to play.
Beginning with the starting player and going clockwise, each player performs a single action using 1 or more of their villagers, play continues clockwise until all players have used all their available villagers or have passed. After this, the next round begins.
  • Actions: In order to perform actions, the active player must have at least 1 villager in their board's ready area. When undertaking an action, the relevant number of villagers must be moved to the exhausted area, with the exception of exploration - see below for further information.
    Explore: It requires at least 2 villagers to explore the caves below the village (I guess it's a scary place!).
    First a cave card is drawn by the active player, who then places the villagers they intend to use for the explore action on the top part of that card.
    The active player then rolls a die, this will determine which encounter they experience and its pertinent paragraph number.
    The player to the left of the active player takes the encounter book, finds the relevant paragraph and reads the text out to the active player, this usually includes a choice for the active player to make and a difficulty associated with those choices, sometimes there will be multiple paragraphs to play through in the style of a choose-your-own-adventure book. The active player chooses the action they want to attempt and then generates an explore roll.
    This is done by rolling a die for each villager sent exploring, if the die result equals or exceeds the value above the lantern(s), then that number of lantern(s) is added to the explore roll. Additionally, the active player may choose to have villagers exert themselves, which adds a further lantern to the explore result but sends the villager to the injured area on their player board.
    If the total of the explore roll exceeds the difficulty of the action they chose, then they earn the associated reward, this always includes the cave card which was just used for the encounter, which is flipped over to the other side and added to the player's area as an empty cave.
    If the player's explore roll is lower than the difficulty, they fail, which may result in a penalty.
    Regardless of success or failure, any remaining villagers are sent to the exhausted area on the player board.


  • ​Harvest: The active player may sent villagers to the exhaust area on their player board in order to harvest goods, each villager used this way allows the active player to acquire one good. This good must come from one of their houses or outposts that have generated a good.
    Once a player has good, they can choose to store it with their cash, put it up for sale in their trading spot or add it to their goods track.
    Putting goods into the advancement tracker both increases the players income and earns them victory points at the end of the game. However there are some rules about this.
    Goods must always be placed from left-to-right on the leftmost open space with no gaps between goods. Once a type of good has been put in a space, all goods of that type must now go on that space. Furthermore; goods placed on the tracker cannot be removed during the game.
    Players will need a variety of different goods to advance across the track to gain access to the higher income/victory points.
    Build: In order to build something, that is acquire purchase house or outpost card; the active player must exhaust a villager with a hammer symbol and pay the relevant cost for the house card or outpost. They may buy any house, star house, key house or outpost provided they can pay the cost.
    However, an outpost can only be built on top of an empty cave card, thus the player must first go exploring before they acquire outpost cards.
    When a building or outpost is bought, a new card is drawn to replace it so there always a choice of 4 to choose from.
    Train: The active player can exhaust a villager with a quill on their tile to recruit one of the 5 villagers along the top of the reputation board. They must also pay the associated cost, which increases going from left-to-right. Then the new villager is placed into their exhausted area on their board.
    Empty spaces are not refilled during a round, this is in contrast to how house cards are refilled.
    Labour: For each villager the active player exerts, they earn a coin, the first villager to be exhausted this way also earns the controlling player the barrel token in the reputation board. Only 1 barrel token may be earned a round.
  • Free actions: As well as the main action, players can perform any amount of the following 2 actions.
    Sell good: The active player may put a single good, barrel or potion for sale. They also swap the good they have for sale during their turn
    Buy good: The active player may buy whatever another player has put up for sale, the seller may charge anything they want for the good they're selling, as long as it's at least 3 coins.
  • End of round: Once all players have passed, the round is over and the following actions occur.
    Villagers: Move any villagers on the reputation board to the left to fill any open spots, new villager tiles are drawn to fill the spaces now on the right in a conveyor belt mechanic.
    Produce: Any house or outpost that has an empty goods production space will generate a good to fill that space.
    Rest: For every bed in a player's area, they can move a exhausted villager to the ready space. An injured villager may use a bed to move to the exhausted area, a villager cannot use 2 beds in a round, thus it will take 2 rounds to move a villager from injured to ready.
    Barrel and potion tokens change all of this though.
    A potion token can be used to move a injured villager to the exhausted area without needing a bed and barrel token can be used to move a villager from exhausted to ready without needing a bed. And yes, it is possible to use a potion and a barrel on the same villager in order to move them from injured to ready without using a bed.
    Income: All players acquire income. The base income is 4, the number of goods in a player's goods track will increase that, as will some times of building and outpost.
    After this, the player to the left of the starting player becomes the new starting player.

Endgame
Once seven rounds are completed, the game goes to scoring, victory points can come from a variety of places.
​Reputation: Whoever has the highest reputation gets 5 victory points and 2nd place gets 3.
Each house and outpost: Regardless of what it is, earns a victory point.
House/outpost bonuses: Some houses and outposts will confer additional bonus points, these may be straight up points or situational points, e.g., 1 point per barrel.
Advancement tracker: Players earn points for each good on their advancement tracker, depending on where the good is positioned. 2 goods on the 1st space would earn 2 victory points in total, 2 goods on the 8th and final space would earn 12 victory points! The type of good makes no difference here. The advancement tracker can earn a lot of points.
Points are tallied, highest score wins.


Overall
For the most part, mechanically speaking, Above and Below is a fairly straightforward, unremarkable game. Players use their workers to increase their resources to acquire more workers and buildings create a strategy to earn victory. Pretty standard stuff, not that there's anything wrong with that, no need to reinvent the wheel.
Even so, there's some depth here and quite a bit of balancing to perform. There's little good acquiring workers without the ability to rest them which means acquiring buildings with beds instead of other benefits, particularly to ability to acquire goods and so on.

This brings us neatly to the merchant track, which is one of the game's two interesting mechanics. Firstly, it more-or-less forces players to diversify in goods in order to reach the higher scoring spots.
Secondly, it does something unusual with the game's 8 goods; which is that the rarity of a good has no bearing of it's worth for victory points, position on the track determines a good's worth and this is likely to be different for each player, meaning they may have different priorities for different goods, regardless of rarity.
Finally, it gives players a conundrum to navigate: Logically, players will want to put the most common goods on the later, higher scoring spots because, well, there's more of the common goods available to stack up for more points. This means using rarer goods earlier in the track, but rarer goods are harder to come by. So should a player start filling out the merchant track as quickly as possible with whatever they get to reach the later spots? Or should they hold off, hoping to get the scarcer goods and use them to fill the earlier spots.
It's an interesting decision to consider.

The second interesting mechanic is exploring, Above and Below really stands out from the crowd when exploring the below. The inclusion of a 'lite storytelling' choose-your-own-adventure element with flavour text and all, is both fun and meaningful, presenting players with sometimes story-based choices and risks to take which directly affect what they earn from their exploration. It's cool and a great addition beyond the usual board game fare. It makes Above and Below worth trying.
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Forgotten Waters

16/1/2021

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15th January 2020

It's a Friday evening, I'm logged into Zoom on my laptop and I'm sitting in the living room.

So it's time to play Forgotten Waters, a co-operative fantastical pirate exploration game that we've only played over video chat.

Caveat: I've only played this game over video chat and never in person, I've also never actually seen the physical components for the game. So this blog will probably be a bit different to the usual.

Before we begin
Forgotten Waters is one of this new breed of boardgames that requires an app to play, not just an app to help, but actually required to play.
Additionally, the game has a Remote Play Assistant app available. This app is what has allowed us to play online and in this time of Covid-19 is a welcome feature.

What's in a game?
Because I've never seen the game physically and because the remote play assistant app replaces the need for some components, it's hard to gauge what exactly, is what?
  • Character sheets; there are 21 of these, each represents a different type of pirate, for example; the lovesick pirate or the assassin pirate, there is a lot of writing and infomation here.
    For remote play this is replaced with a 40+ page PDF file, players will need to print off the 2 pages for their chosen character.
    Backstory; each character has a backstory, this includes 5 blank lines the player needs to fill in, such as the name of a flightless bird, or a plant or a famous pirate or whatever. These are incorporated into the character's story events which is told during the course of the game and their ending.
    Skill matrix; every character has 6 skills, Explore, Brawn, Hunting, Shooting, Swagger and Navigation. Skills have levels that go up to a maximum of 7, although each characters will have different maximums for them. This is represented as a matrix. As a character improves a skill, spaces in the matrix will be filled in, some of these spaces contain stars, when a space with a star is filled in, it allows a space on the character's constellation to be filled in (See below.).
    Constellation; each character also has a constellation that consists of about 18 spaces, these include 5 breakpoint spaces. Each breakpoint space that is filled in gives the character an event, which in turn give them bonuses. Events also contribute towards the character's ending story.
    Events; when an event space is filled in on a constellation, it triggers an event for the character. There are 5 events in order, each one has an amusing little story and a game bonus for the character.
    Endings; If the players successfully complete their mission, their character will have 1 of 3 possible endings, bad, good or legendary. The more events they completed, the better the ending.

Picture
Picture

  • Treasure cards; these confer special abilities or bonuses to the holders, some are in play all the time and some are once use only. Players can hold up to 4 treasure cards.
  • Story cards; functionally similar to treasure cards, these can only be acquired as part of a characters story and are never drawn randomly.
  • Standees; standard 2d markers for players.
  • Twelve sided dice; standard d12, one for each player in the same colour as a standee. d12s are used primarily for skill rolls, but are also used for other random purposes.
  • Misfortune token; these are handed out to players according to negative events. When a player makes a roll, they suffer disadvantage and discard a misfortune token.
  • Board; a smallish board marked out with empty blue hexes to represent the open seas.
  • Encounter tiles; these hexagonal tiles are placed according to story requirements or randomly drawn for encounters which can be islands, unusual weather or other ships, hexes are numbered.
  • Encounter book; this is a wire bound book that folds out flat. A 2-page spread is used for each of the games numerous encounters. One half of a spreads is an evocative piece of artwork, the other half contains the available actions for that encounter and rules that are relevant to those actions.
  • Objective tiles; Each story-mission utilises a series of objective cards. As the players complete them, the story will unfold, drawing them ever closer towards its conclusion.
  • Ship dials; the player's ship has a set of six  statistics; Hull, Supplies, Discontent, Crew, Hunger and Threat that are managed by these dials.
  • Cannon tiles; these double-sided tiles represent the ship's cannons. Cannons are rated from 1-4 in quality and have a loaded and unloaded side.
    The player's ship may have up to 4 cannons.
  • Infamy track; infamous pirates react quicker! Its true! All characters have position on this track that rises and falls in relation to other characters according to the choices they make. Turn order is determined by the infamy track.
  • Enemy dials; challenges presented by enemies or obstacles are tracked by these dials. An enemy ship would have score for Hull, Sails and Crew for example. An obstacle might be storm that needs to navigated .These would be whittled down by the players during their turns.
  • Forgotten Waters app; this app is required for play. It contains all the information and entries on encounters, descriptions and dialogue as well as required spot rules. It also serves a sort of choose-you-own-adventure function, encounters will sometimes give players branching choices to make and this is also handled by the app.
  • Remote play helper app; Unlike the other app, this isn't mandatory. It browser based and allows the game to be easily played online, it replaces function of a most of the game's components, except for the encounter tiles.
That's it for most of the components, other than some minor tracking tokens (I think!).
It's hard to talk about the quality of these physical components though as I've never see them other than briefly over video chat.

But I can talk about the apps.

It's clear that the game's developers have put a lot of thought and effort into insuring the quality of the game app. It's very slick with professional voice acting and production qualities, scripting and dialogue is very well written and often witty. There were frequent chuckles at gags that hit the mark more often than not.
I'm not sure what to think though, like many people; the idea of a game needing an app to play sits uncomfortably with me. We all know the question, what happens to the game a few years down the line, how long will the developer support the app?
However, I doubt this game would even exist in this form without the app. The game seems to have hundreds of differing encounters that can contextually change according to the story mission being played. It would require a fairly elaborate book to manage all of this physically, slowing the game down and no doubt adding to the cost.

The remote helper does it's job well enough to facilitate remote play and is easy to use, apart from the occasional need to refresh the browser and put everything back in sync, it works perfectly well.
I cannot say enough about how useful it is though. We played a game with 7 players and someone commented how how this was the most people they'd talked to in a year. In these times of self-isolation it has proven to be a godsend.

One minor criticism I have is about the character sheet PDF. It is a slight oversight that it is not form-fillable as it could save on the unnecessary use of paper.

Picture
Picture

How's it play?
First of all, one of the 5 available missions is selected, this will give the players a series of objectives to aim for, then play can begin.

Essentially, the ship travels from hexspace to hexspace dealing with the encounters that are generated by each space.
Each encounter will have 7 pertinent actions. Players take turns placing their standee on the action they want to perform,
Some actions are mandatory, some can only be completed by one player and others can completed by any number of players.
Additionally, some actions become locked when they are completed whilst others can be repeated.
Some actions are specific to certain encounters or mission objectives and others are generic and frequently appear during encounters.

Players place their standees on the encounter spaces in order of the infamy track, Forgotten Waters utilises a real time mechanic during encounters. If players have not placed their standee/worker in the allotted time, they receive a misfortune token as punishment.

Once all workers have been placed, then actions are carried out but in the order shown on the encounter.

There are a great many different action in the game, related to combat, sailing, exploring, trading, objectives etc.

Often players will be given 2 or 3 sub-choices for their chosen action and sometimes they will have 2 actions they actions they can perform.

Many actions will increase one of the player's 6 skills, frequently this will then require a roll using the relevant skill, generally there are 3 different levels of outcome depending on how high the final roll is.

Once all actions have been repeated, the turn ends. Depending on the situation, players may have the choice of staying and repeating the parts of the encounter which are not locked (Like foraging for supplies, burying treasure etc.) or they have be forced to move on to another encounter.

This continues until the endgame.

Endgame
There are numerous ways to lose.
If the ship's hull, supplies or crew are reduced to zero then it's game over.
If the crew's discontent value increase to or beyond the crew score, then it's also game over.
Finally there's threat rating. Threat can go up and down; the game will on a fairly regular basis call for threat checks, depending on the result this may generate a threat event, this is another type of encounter. The higher the threat rating, the more likely it is that a threat event will be triggered, when one does occur the threat rating is reduced to zero. If four threat events are triggered, then it's also game over.

If all the objectives of a mission are met then the player's collectively win​.
Each character also has an individual ending though, depending on how many stars they filled in on their constellations, this may be bad, good or legendary. Bad endings are usually very bad comical demises for the character, explosions, drownings etc.
​The good and legendary endings are as comical but obviously better for the character.

Overall
​Forgotten Waters is a long game to play, a mission can take 4 or even more hours to complete and the developers are aware of this, all missions come with a natural breakpoint, which can be used a temporary stopping point and then picked up again at a later date.
Mostly the game gives players meaningful co-operative decisions to make and the timer forces them to think quickly.
It's also a well produced, smart game that is entertaining to to play, the app does add to the atmosphere and help with booking.

but I do have some quibbles to do with game balancing.

Firstly; when undertaking tasks, some tasks are more attractive to complete than others. One example, during ship combat:
  • A character can choose to Load Cannons, the player can obviously load cannons or get some rerolls, or a mixture of both.
  • Or a character may choose to Fire Cannon, this will immediately give the character a point in  their Aim skill, then  they make a roll, if it's high enough, they earn a treasure.
Why would you ever choose Load Cannon over Fire Cannon? Fire Cannon personally earns characters much more. Rerolls are definitely useful, but skill points contribute towards completing constellations, which increase your character's ending and at breakpoints they extra stuff for characters.
Furthermore it exacerbates and perpetuates the imbalance. Once a character starts firing cannons, thus increasing their aim skill, it makes sense for them to continue doing that action, because they're more likely to get better results. So one player can be stuck loading cannons and earning little to nothing and another firing cannons and getting skill points and treasures.
Sometimes it's not so bad because with some actions, multiple characters can perform it but with single-character actions, it can be irritating.
Maybe its deliberate, it certainly can make the infamy track more important for actions that can only be done by one player.
Forgotten Waters is a mostly co-operative game, but it also a little edge of competitiveness as well, players can steal treasures from other players and so on.
Maybe the game wants to force players to choose between what's good for them and what's good for the mission?

Speaking of which, characters seem out of balance. When they earn bonuses, the usefulness of them seems to vary widely, some characters will get permanent items that confer constant bonuses whilst other characters get one-use-only less useful abilities.
Additionally, it appears that constellations are harder to complete for some characters than others for what appears to be no rhyme or reason why.

Luckily they don't affect the game too much, especially since it's co-operative. Other than that I've found it a fun game to play.
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Aye, Dark Overlord!

10/11/2019

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20th October 2019

Sunday gaming at 'The Sovereigns' in Woking continues as there is no 50 Fathoms.

The final game of the day was 'Aye, Dark Overlord!'. A compact and simple 'storytelling' card game about making excuses to your boss. So if you've ever had a job you were really bad at, you'll be right at home.

What's in a game?
Aye, Dark Overlord! is a pure card game and has no other components.
  • Hint cards: These cards each contain a picture and a phrase. They are used as the foundation of the excuse that a player will try and pass off.
  • Action cards: There are 2 types of action card. 'Pass the buck' that makes someone else the active player and 'Freeze' that allows a non-active player to mess with the active player.
  • Withering look cards: These cards are used exclusively by the Dark Overlord player.
All of the art on the cards is comic, cartoony and entirely fitting for this tongue in cheek game.

How's it play?
One player will assume the role of the Dark Overlord, remaining players all take on the role of his inept minions.
The hint and action cards are shuffled and each player is dealt 3 hint cards and 3 action cards.

The premise of Aye, Dark Overlord! is that the minions are returning from some mission that they were tasked with by the Dark Overlord. The mission was yet another failure! Now the Dark Overlord wants to know why it failed?
  • The game starts when the Dark Overlord player asks one of minions a question about why the mission failed. It can't just be 'Why did the mission fail?'. It needs to be something like, 'Why did you fail to get the magic ring?', or 'Why did you fail to kill the boy-wizard?'.
  • Now the chosen minion player must make up an excuse about the mission. To do this, the player must lay down a hint card. Their excuse must be related in some way to something that is on the hint card they just played.
  • The minion player can play more than hint card to make their excuse more elaborate. There is a maximum of 3 hint cards that can be used.
  • This takes the form of a conversation (Or interrogation more accurately.) between the Dark Overlord and a minion.
Action cards
As well as hint cards, action cards can be played.
  • Pass the buck: The active player can play this card (At the same time as another hint card.), as the name suggests, the active player can use it to try and move the blame to another player. The hint card must be part of the attempt to pass the buck.
  • Freeze: This card is also played with a hint card. It is not played by the active player. Instead it's played by another minion player, who interrupts the active player's excuse to add another element or complication. Then the active player has to react or respond to this interruption. As with 'pass the buck' when interrupting the active player, the hint card must be part of the interruption.
The Dark Overlord
Withering look cards are only played by the Dark Overlord player.
  • If at any time the Dark Overland is unimpressed or unconvinced by the minions excuse, then the Dark Overlord can give the minion a withering look and and a withering look card.
  • There are a wealth of other reasons to give a minion a withering look card, being slow or boring, telling bad jokes, not having a hint card etc.
  • If a player doesn't have a pass the buck card, they're very likely to get a withering look card.
  • Once a minion has received a withering look card, the Dark Overlord will move to another minion to question.

Endgame
Once a minion has received a 3rd withering look card it's game over - and not just for the game! The minion is carted off to the Dark Overlord's dungeons for an 'appropriate reprimand'. All the other minions breathe a sigh of relief.

For the next game, whoever got 3 withering look cards should be the Dark Overlord. 

Overall
Aye, Dark Overlord! is a strange beast and I don't know entirely what to make of it.

Mechanically, it's a very, very light game, almost nonexistent.

However, to me it seems that this game has its roots in 'improv' acting or storytelling. Pass the buck seems it's a bit like 'yes, and' and interrupt a bit like 'yes, but', which are improv terms.

Which I think, for a game like this, means you need a particular kind of player for it to work, it just won't work if players don't 'buy in' to it.

Personally, I found it quite hard to 'gel' with the game. Maybe I need to give it another try?

But if you have an interest in the improv side of this game, it may be your cup of tea.
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Fog of Love

30/3/2019

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20th February.

Matt bought a copy of 2-player game Fog of Love round and we had a go.

First impressions: High production values, looks nice, quality components.

The game has a long set-up - particularly for a 2-player game. It has a specific tutorial set up for the first play.

Fog of Love is a game about a relationship between 2 players, how it starts and how it possibly ends. The game is a strange mix of sort of 'area-control and the old TV show 'Mr & Mrs' and is a bit tricky to explain.

So when you play this game, you're meant to narrate your actions in the game as a story. We did it a little bit, but not much.

Before I talk about how the game is played, I think I need to explain what you need to do to win. To win, a player must have the highest happiness. There appear to be 4 ways to gain happiness.
  • Fulfilling traits.
  • Getting good answers.
  • Keeping secrets errrr secret until the endgame.
  • Meeting a Destiny.
All of these are explained below.

Traits​
Your fictional relationship with the other player is defined through 6 'personality dimensions', these are such things a discipline, extrovert etc, each personality dimension has a plus and a negative.

At the start of the game you will pick some traits, traits are hidden from the other player and represent most of your goals for the game. Achieving these goals helps you win the game.
Usually the goal of a trait will be to acquire a certain score in a certain personality dimension by the end of the game. This could be something like have +4 in Extrovert or -3 in Sensitivity.
The twist here is that the score is shared between both players. Thus if you put a point in the positive score of a personality dimension and the other player puts a point in the negative score, the total score for that personality dimension will be 0.
Getting the scores you want in specific personality dimensions appears to be the key to victory.

At the start of the game you pick a profession and 3 traits, after this you pick some features which you give to the other player. Features like tall, or slow talker etc. This defines the other players character., it will also change their scores in the the personality dimensions. 

​Both players are then dealt a hand of 'scene' cards. These represent events that couples might have in their relationship., such as going on holiday, buying gifts.
There's loads of them and they come in 3 different flavours. Sweet, serious and drama.


Then play begins.
Picture
Questions & Answers
Alternating between the players, each one plays a scene card. A scene card consists of a description of an event and up to 4 different responses that can be given. This is done by reading the card out to the other player.

Cards basically come in 2 types, a question that the other player must answer or a question that both players must answer.

For example:
Question: Holiday in Rome (both players must answer).
There might be 4 answers.
A: Yes for a month.
B: Yes for a fortnight
C: Yes for week.
D: No.

Each answer will give you points in a personality dimension. Different types of answer will give you points in different areas. So saying 'No' might increase your score in 'Discipline', saying 'Yes' might increase your score in 'Extroversion'.

If it's a question both players must answer, then they must do so in secret (using some nice chunky poker chips marked  A-D). Then answered are compared. Generally, if the players answers match, they tend to get some bonus for it.

When answering these questions, you will know what you get if you have to provide an answer as well. But when the question is posed by the other player, you have to try and guess which answer will give you points in the personality dimension that you want to increase (as dictated by your traits).

Play proceeds like this until you have completed all 3 'chapters' of the game. Each chapter has a number of scene cards you need to play.

Secrets
You can also get 'Secret' cards that are hidden until revealed, either during normal play or as part of the endgame. It will give different rewards, dependant on when it is revealed.

Destiny
Finally you have 'Destiny' cards. Both players keep at least 2 hidden destiny cards (but not part of their hand) that they must choose one to play during the endgame. If the criteria on the destiny card is met, then extra points are scored.

​So finally, all relevant points are applied to happiness and the player with the highest happiness, wins!

Fog of Love is an interesting idea and ok to play. But I'm not sure on it's depth or longevity. There doesn't appear to be any strategy other than trying to use questions (or answer questions) that match your traits as closely as possible. The destiny cards seem very hard to complete and thus irrelevant. You appear to start the game with the same 4 cards every time, I don't know if you can pick up more during play.
​There are apparently other chapters you can play that alter the types of scene cards you can play in different chapters. But I don't know if this add enough to the game.

This game requires at least another play before I settle on a opinion on it.
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