Movie Review - Pitch Perfect

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Tuesday, 17 August 2010

Board Game Review - A Touch of Evil

Posted on 14:13 by Unknown

I wish games were like music. Not because I want to be a board game virtuoso, but because I want to have groupies.

If games were like music, some companies would be super bands. Like Fantasy Flight would be KISS, Rio Grande would be The Police, and Mayfair would be Captain and Tennille. And some companies would be one-hit wonders, but with rabid fans who follow them in beat-up VW bugs when they tour.

Flying Frog would be Men Without Hats.

Last Night on Earth was Flying Frog's Safety Dance. It's an incredible game that will one day fetch the kinds of prices usually reserved for old copies of Space Hulk and misprinted pennies. The game came out and Flying Frog was off to the races, with a game so hot they couldn't figure out what do with it. So they made expansions and more expansions and the fans kept buying them, and they decided they needed a second album.

And the second album was called A Touch of Evil, and fans everywhere bought the album without listening to any demo tracks, but then when they got it home, they were disappointed and ended up just using the album cover and a credit card to sort the seeds out of their weed.

A Touch of Evil looks like it should be fantastic. It looks like a grade-A winner. More plastic miniatures, more cool photography-as-illustration art, and more heavy-theme wackiness. It even has the CD that you're supposed to play while you're battling evil.

But the problem with breaking out with a killer song like Safety Dance is that the follow-up has to be awesome, or you're going to lose some momentum. Last Night on Earth set an incredibly high bar, and while A Touch of Evil isn't a bad game, exactly, it's certainly no Safety Dance. It has a good beat and I can dance to it, but you won't be driving down the road tapping out the bass line while the guy on the radio tells you about the traffic. You also won't be jonesing like a crackhead to play it again, like I sometimes do with Last Night on Earth.

The idea is solid. You have a team of investigators, made up of a wide variety of characters, and you're all trying to find a way to stop some ancient and horrible evil that is haunting an Early American New England town. You'll check out the windmill and the manor, investigate the covered bridge and the abandoned keep, and fight ghost soldiers, wolves and assorted evil minions. Meanwhile, the town elders will be conspiring with their own secret agendas and the evil will be growing stronger. The dastardly villain will continue to claim lives, and it's up to you to find out where he is and how to kill him.

So theme-wise, this is a winner. It's like playing out that Johnny Depp movie where he fights the Headless Horseman and a whole slew of crazy people. Intrigue, murder and conspiracy are wrapped around this town like a dark blanket. But when it comes to making you feel like you're part of a story - the thing that made Last Night on Earth such a tremendous success - A Touch of Evil just sort of flops.

There are a few reasons why this isn't as fantastic as Flying Frog's first game. For one thing, turns can take a few minutes. You move with a die-roll, check out some location or other, and try to either earn investigation points or spend them to get an advantage over the villain. The problem is that it's a little overly abstracted, and while I get that investigation points represent information you're learning about the monster, I don't really follow how you can spend them to buy a horse. Plus it takes longer than it should, because you're probably reading and playing a card nearly every turn, and if you don't all know what every card can do, it can slow down the whole process.

Then you've got the fact that there are two ways to play, and the default method is competitive. For some completely inexplicable reason, you're all competing to kill the villain, and not working together. I can't see any reason for this, and in a six-person game, all the counterplays and backstabbing and otherwise doing harm to your fellow investigators just slows it down more. It's practically laborious, but you'll find yourself playing it out anyway, just because you remember how great Flying Frog's other game was. It's sort of like how you listen to a second album even though you don't like any of it just because the first time you touched a boob, you were listening to the first one.

It does improve considerably with fewer players, and feels far more cinematic and believable when played cooperatively. It's still not quite as engaging as Last Night on Earth, but when all the heroes are on the same team, it feels quite a bit more like taking part in an unfolding drama. When you're cooperating, you all go visit the evil bad guy at the same time, and then he probably stomps a mudhole in you, because he's way tougher in cooperative mode.

A final complaint, and the one that I think harms Touch of Evil the most, is that the story tends to get repetitive. Sure, there are four different villains, but they basically work the same every time. You send your people to flip cards and learn stuff, then once you've built up enough juice, you go get the bad guys. The bad guy might change every game (well, for the first four games, anyway), but his identity is mostly window dressing. The villain will kill the elders. You'll investigate. There just aren't that many twists and turns, and every story is pretty much the same. In that regard, Touch of Evil just doesn't hold a candle to Last Night on Earth.

But don't count Flying Frog out just yet. Any day now, you'll be able to pick up Invasion from Outer Space, where Martians invade Planet Earth and fight carnival folk. That looks like Flying Frog is returning to their roots. Who knows, that might be their Pop Goes the World.

Summary

Pros:
Same fun art style, executed nearly as well, as Last Night on Earth
Mechanics meant to tell a story
Great setting and entertaining cooperative play
I may take some heat for this one, but I like the CD

Cons:
Too many players slows it to a crawl
Not much variation in the stories you get to tell
Competitive play doesn't fit the theme very well

Played with the right size group, A Touch of Evil is a fun game, even if it doesn't measure up to Flying Frog's first outing. If you're interested in it, run over and get it from Dogstar Games, where they have a great discount on it:
http://www.dogstargames.com/product/FFP0201US
Read More
Posted in | No comments

Monday, 16 August 2010

Card Game Review - Nile

Posted on 20:32 by Unknown

My last review discussed Legitimacy, a game that can be labeled a disaster in just about any way that counts. And that's unfortunate, because Minion Games actually has some design chops. I can tell there's some smart in there somewhere, because one of the other games they sent, Nile, is very good.

Nile is a card game, Euro-style. You're all trying to plant a wide variety of veggies, which would be a lot easier if the river didn't keep flooding and locusts would just quit eating your wheat before you could harvest it. There are several elements that combine to make Nile a bit of a nail-biter, and a group of smart gamers could really get a kick out of it.

I do have one serious complaint, and I'll get this out of the way right off - the cards absolutely suck. Not the art, because that's actually pretty good, but the actual physical stock on which the art is printed is complete garbage. I'm not sure that's just a metaphor, either - the cards actually seem to be created from pressed industrial waste. They crumble, crack and fall apart while you play, making shuffling more destructive than simply holding a lighter to the box. That's one hell of a downside, honestly, and might be enough reason all by itself to make you avoid this otherwise very fun game.

My suggestion would be to buy the game and just sleeve everything before you play. You may want to hermetically seal the sleeves, just for good measure, and maybe heat-press them flat to remove air pockets, but if you protect the cards, you're likely to enjoy the game. There are five crops you could plant, but you can't plant unless you can beat the other players, and you can't plant them if the Nile has flooded that crop type, but if you have them when the river comes washing over them, you can harvest them and score some points.

That's not all, though. You have to decide whether to hang on to your cards or trade them for new cards (and in the process lose a lot of cards). You have to decide whether to plant the crops you can plant or speculate on where the next flood will strike. You need cards to play, but you can waste time trying to get them if you're not careful. There's a careful balance that must be achieved, and since the winner of this game usually wins by a one-point margin, you have to be on your toes.

As the game progresses, you'll have a widening variety of crop types, and you'll get more focused on the crops you really need to win. It's pretty obvious at any given moment which player is ahead, but like I said, you're never ahead by much, and one slip can totally blow all your plans. Which brings me to my second complaint - the locusts.

Three times during the game, a swarm of locusts is going to blow through the valley and eat the biggest crops. In this case, the players who thought they were about do pretty well are going to wind up with nothing, and probably be a little bit pissed. A completely random draw can destroy all your careful planning and smart card play, and it's mighty damned irritating. In fact, when the locusts destroy everything you've built for the third time, you might be of the opinion that the locust card should be removed from the game entirely. I'm fairly positive there were several thousand Egyptians who would probably agree with you on that point.

However, locust card notwithstanding, Nile is a very smart game. There are a lot of times you're going to call your friends bad names, which is the mark of a fun game. Play poorly, and you're guaranteed to lose, which is another good sign. Play well, and it just means you've got a fair shot against everyone else. It's a shame Minion Games decided to find such a crappy card printer, because Nile shows just how good their games can be. It's smart, fun and tense, and that means a fun game where I'm from.

Summary

Pros:
Excellent card game with constant difficult decisions
Neat art
Everyone is in the running the whole game

Cons:
Horribly cheap cards
That damned locust card

If you're in the mood for a tense, smart card game, and you don't feel like spending a mint, you can run right over to Minion Games and get yourself a copy of Nile:
http://www.miniongames.com/nile.html
Read More
Posted in | No comments

Friday, 13 August 2010

Board Game Review - Legitimacy

Posted on 14:21 by Unknown

Think about how many people you know. Exclude any that you met just because of games - they skew the data for this intellectual experiment. Your lawn guy, your barber and your mailman - they all count. So let's say you know 200 people you know through the course of your daily, non-game-related life. You probably know more, but 200 is an easier number.

Now think how many of them are game nerds. If you're like me, that number is 1 or 2, and that number counts yourself. Extrapolated to society as a whole, we could estimate that less than 1% of the world's population plays games, especially when we consider places like Botswana, Sumatra, and Kentucky. Last time I went out and counted, there were 6.7 billion people in the world. That means that the world has less than 670,000 game nerds (and frankly, I find that number awfully generous).

So now consider how many game nerds play, say, theme-heavy move-and-roll games. I'm going to say that of those 670,000 people, maybe 10% enjoy games like Talisman. So that gives us more like 67,000 gamers in that particular segment.

Our next step will be to figure out how many of those gamers are in the United States. I could do a bunch of random extrapolation and come up with some numbers, but basically, I'm going to guess that the US holds around 20,000 gamers who would consider playing Talisman. And as I said before, that's awfully generous.

So what's my point? Quality control, that's what. Every year, hundreds of games are published, and for reasons that boggle the mind, many of them thoroughly suck. If you're trying to sell a product to a sub-market that is practically a sliver in humanity's pinkie toe, why would you turn out unoriginal, boring crap? Ego comes to mind, or possibly a complete lack of sense. Other than that, I'm stymied.

I mean, look at Legitimacy. In this game, you're all the illegitimate bastards fathered by the late king, and one of you is about to go out and claim his job. You do this by rolling a die and moving that far. Move the right amount of space, and you may be able to get a card, which will often let you move just a little bit farther.

Oh, and sometimes you stab people.

That's basically the game in a nutshell, but it's not the end of the review, because that would be a stupid review. You might almost think that the addition of violence would make this a potentially viable game. And that would be a complete failure on my part, because Legitimacy is a failure on nearly any level that matters.

Let's start with the components, because that was my primary complaint. Specifically the cards (which make up most of the stuff in the box) are cheaper than anything else I have ever used in my life. I am not making that up. They literally fell apart in our hands. One shuffle, and half the cards broke. Yeah, I said that right - they didn't bend, fold, spindle or mutilate. They broke. After ten minutes, the cards looked like they had been played a hundred times, which was impossible, because nobody would play this more than once.

Unfortunately, the crappy stock was the least of the problem. The cards had more misprints than a low-budget porn mag made in some hacker's basement. There were white strips where the front of one card got printed on the back of another. There were blurry pictures where the colors didn't line up right. There was even one card that was printed once with the correct back of the card, and over the top of that was the front of a completely different card. These were very obviously created by the absolute lowest bidder in a far-away third-world nation. I've never seen worse cards in any game.

The rules were equally offensive. The rules themselves were written well enough, but Legitimacy plays like a mean-spirited Candyland, only without all that colorful cheer. You can get stuck in a swamp and miss every other turn for fifteen minutes. You can wander around picking up random, pointless treasure cards. And then you can walk up to someone and punch them in the face to steal their stuff, except that unless you've got way better cards than they do, the odds are about 50/50 they're going to take your stuff instead.

As a matter of fact, that's what finally ended the misery during our game of Legitimacy. One player finally got sick of the stupid and beat up a few opponents, grabbing enough crown jewels to turn them in for the crown. Then we all cheered, not because we were happy for our friend who had won the game, but because finally, it was over.

To return to my original point, Legitimacy is a perfect example of the kind of game that should have undergone a great deal more critical analysis. The creator probably believed emphatically that his game was fantastic, but someone at the newly-formed Minion Games should have said, 'you know, it might not be best to release a completely worthless disaster as one of our first titles.' If there were as many sports fans as gamers, you could get away with this. But the problem with gaming as a hobby is that the producers of the entertainment do not outnumber the recipients by a wide enough margin, and so when someone scoops a dog turd out of the yard and puts it in a box, they are not going to be able to sell it. Stamp 'New York Yankee's Dog Crap' on the box, and you can move at least a thousand.

In summary, publishers, please exercise a little judgment when deciding what to publish. There are not enough of us to consume every possible game that gets published. We need better games, not more of them. Look at what you're producing, and if it's as bad as Legitimacy, just put it away and try to forget it ever happened.

Summary

Pros:
Cute art, when you can see it past the printing mistakes

Cons:
Boring roll-and-move
Cards that crumble like stale cornbread
No reason to exist

Don't buy Legitimacy. Don't even play it if someone else buys it.
Read More
Posted in | No comments

Tuesday, 10 August 2010

Expansion Review - Growing Hunger

Posted on 18:37 by Unknown

One of my favorite games of all time is Last Night on Earth. I've never played that game and not had a total blast, even when the humans mop up the zombies like spilled orange juice on a linoleum kitchen floor. I've played every scenario at least once, and many of them a lot more than that (I really like the one where the survivors have to protect the manor house, especially if I'm the zombies, because it's so crazy easy to kill them when they're all stuck in one place). It's like every game is a story.

But since I've played the game so many times, it does get a little repetitive. I know all the cards, all the pickups, and how often I can count on seeing Just What I Needed save the survivors from certain doom. It's still crazy fun, but it might be nice to try something a little different. And that's why I was all excited to get Growing Hunger, the first expansion for Last Night on Earth.

People will sometimes quibble about what makes an expansion worth producing. Some people say that an expansion should take the game in a new direction, provide new ways to think about the game, or somehow reinvent it. Those people are going to be really disappointed in Growing Hunger, because it doesn't do any of that. And if you were expecting a whole new way to play, then you should probably be playing something else. Last Night on Earth may have lots of stuff you could add in to trick it up, but when the rubber hits the road, it's pretty darn simple. It's not a strategic masterpiece of tactical recreation that will force you to use the parts of your brain that you usually reserve for nuclear physics or coming up with good lines to score with hot dames in bars. It's a brilliant game, but the brilliance comes from the story, not a series of well-planned maneuvers and crucial decisions.

So it's no surprise that Growing Hunger does not provide any twists that make Last Night on Earth play completely different. Instead, it gives us a whole lot more stories to tell. You'll get three new scenarios and four new heroes, all with enough information to turn your zombie game into a new kind of horror movie. There are lots and lots of counters, and you'll probably never use half of them because the rules for them didn't come out until later expansions (I didn't make that up. They really did that. I know, it sucks). There are new map boards, so that you can finally investigate the grocery store that was oddly absent from the original town. And most important, there are a bunch more zombies.

Now, if you play Last Night on Earth a lot (and haven't heard anything about Growing Hunger, maybe because you live in a cave), you'll probably be saying, 'Hey! That doesn't help! You can't have that many zombies in play anyway!' Well, there's one more thing Growing Hunger brings to the table - lots of optional rules. These optional rules can be used to customize your games, and they also see use in the new scenarios. The zombie apocalypse has the zombies all over the map now, which helps because they're going to need them to take over the world. Which is what they will do, unless the heroes can stop them.

In fact, when you add in the optional rules with the new scenarios, there are now lots of new ways to stories to tell when you play Last Night on Earth. The new rules don't reinvent the game or turn it into a whole new beast. Instead, they allow you to tell new stories, and since the reason you're playing in the first place is to see how the story goes, Growing Hunger is just the kind of expansion this game needs.

The characters are new and diverse, including a cop, a gruff short-order cook and a bag boy who reminds me of the dorky kid from Zombieland. There's also my favorite new character, the porn queen. I know, the card says prom queen, but I like mine better. Besides, how do you think she got that popular in the first place? That's right, a sex tape. Worked for Paris Hilton!

The new map boards are pretty cool, too, especially because the pickups are more than the old 'get something out of the discard pile'. If you're not worried about running out of hero cards, you can hit the Piggly Wiggly for some extra supplies - but watch out, because zombies are spawning out of the walk-in freezer. And if you desperately need a card to be back in the draw pile, you can run to the antique store and shuffle it back in there. The new maps add more options to the game, meaning more potential stories.

It's not all awesome, though. My biggest complaint is the fact that they've included a bunch of counters that aren't even referenced in this box because they want you to buy the next three expansions, which should have been one expansion, but got split into three boxes so they could make you pay three times. Of course, if you actually do pay three times, that's your dumb ass. It's not like they're selling heroin to school kids. If you don't want it, don't buy it - and I don't want it, because I think that sucks.

A minor problem, and one that will iron itself out over time, is that the optional rules and new cards are going to give rise to lots of 'wait, how does that work again?' incidents. Last Night on Earth already suffers from a bad case of look-something-up, which is kind of inevitable but a bit of a pain in the ass. When you add in the new rules, mix in some new buildings, and toss in a bunch of new cards, you're looking at a whole new batch of questions that will send you to the FAQ (I'm assuming there's an FAQ somewhere. I don't know, I just make up the rules as I go).

Ironically, both my negatives could also be considered positives, and since I totally love Last Night on Earth, that's what I decided to do with them. Instead of bitching about getting stuff I can't use, I'm going to be excited because I got extra stuff. And rather than complain about the new layers of complication, I'm going to be excited to explore new ways for my zombies to eat hapless high-school athletes and promiscuous porn stars. And when I look at it like that, add in all the new ways to tell a crazy zombie story, and toss in the free Web scenarios you can get from the Flying Frog site, Growing Hunger is one of the best expansions I've ever owned.

Summary

2-6 players who want to have one hell of a lot of fun

Pros:
Great new characters
Cool new boards
Lots of new counters and bits
More zombies!!!
All combine to make lots more stories come to life at my kitchen table

Cons:
A little bit of 'Hey, kid, the first one's free'
New, potentially confusing rules

If you play Last Night on Earth enough to have played every scenario, you really ought to go get Growing Hunger. Dogstar Games doesn't have it right now, but I'm sure you can get it somewhere. I traded for mine.
Read More
Posted in | No comments

Sunday, 8 August 2010

Card Game Review - Mad Zeppelin

Posted on 10:46 by Unknown

It amazes me sometimes what games make the cut and get published, especially when I look at all the very good free games available to print and play. How do those games not get bought up, and so many stinkers make it all the way to distribution? I mean, some of these games are even published by big publishers who should know better, and yet, I could still go print out a copy of Zombie in My Pocket.

I'm referring specifically to Mad Zeppelin, a game that defies all logic as it applies to publishing. There's a game hidden somewhere in this box, but I'll be damned if I can figure out where. It's got amazing art and a funny theme, but somehow it completely fails to deliver on nearly any level. It's like a really hot hooker that won't have sex with you but still wants to get paid.

It's hard to say what Mad Zeppelin does to give you the gaming equivalent of blue balls. It gets right up to the edge of being interesting, but falls apart when it matters. The story is cool - you represent a rotating cast of miscreants attempting to toss valuable cargo off a zeppelin to the people waiting below, only to get into the cargo hold, you have to bribe the guards. It's campy and silly and looks like fun.

Plus the art is extraordinary. It's difficult to look at Mad Zeppelin and not want to play, because the character art is so expressive and fun that it's almost worth buying just as decoration. Sadly, it's not worth buying if you're looking for a game.

Every turn, you'll get two enemies of the state. This is largely random, so you'll never know if you're going to get the pretty boy with the cheese-eating grin or the sidekick with the abnormal growth condition. Some combinations of cards are great, like the voodoo queen and the old guy in the steam-powered wheelchair that let you guarantee a shot at scoring that turn. Some pairs totally blow, like the strange doctor and the society dame that effectively do just about nothing for their entire turn.

The object is to toss these crates overboard, scoring points for everything you're able to throw, but sometimes the character cards you pull combine with the dice that hate you to make sure you're not able to do anything at all with your turn. Then you have to sit there and seethe while all the other players are chucking cargo like confetti.

The trick of the game, I suppose, is to effectively use the two cards you get to do something impressive. Unfortunately, we never did figure out how to do that, and moreover, we hated the game so much that we never went back to see if we could learn how. This was not one of those where we finished and said, 'Hmmm, maybe with some work, this could be fun.' No, this was one of those games where we said, 'Hey! You've won the game! Thank GOD!!!'

It really is a shame that this one is as great a failure as it is, because Mad Zeppelin is not only a great-looking game with a fairly amusing theme, it's from one of my favorite publishers. Alderac is bringing the heat when it comes to games. They're like the old FOX network, where they would try things nobody else would consider. Sometimes they run Brisco County Junior and the world is better for their existence, and sometimes they have The Ben Stiller Show. But they keep pushing the envelope and putting their best foot forward, so even if Mad Zeppelin is dead on arrival, there's a good bet they've got something else that will blow your doors off. Rush N Crush, for instance.

Mad Zeppelin is one of those games that came out of Dust Games, which means the license is scooting over to Fantasy Flight Games. That probably means that if it is ever rereleased, they'll do it with far too many rules, in a huge box, charge way too much for it, and have about 75 pieces of plastic you don't need. And every game nerd on the planet will fall over themselves to buy one.

Except me. Next time, I'm finding a hooker who puts out.

Summary

Pros:
Fantastic art
Amusing idea
Exceptionally high-quality cards

Cons:
Takes your money but doesn't put out

I was going to post a picture of a prostitute here, but I have to draw the line of poor taste somewhere.
Read More
Posted in | No comments

Thursday, 5 August 2010

Annual GenCon Rant

Posted on 17:57 by Unknown
It's that time of year again, kids. When the fat man rolls up in big red ride and brings joy and cheer to all the gamers of the world. Only in this case, the fat man is in a YuGiOh shirt, his vehicle is littered with mostly-empty Mountain Dew cans and discarded candy wrappers, and the joy and cheer he brings is accompanied by copious amounts of horribly offensive body odor. Also, he probably has a foam sword.

Yes, it's GenCon season, and for the first time in five years, I'm NOT there. It's hard to explain to your average nerd why I'm happy to miss the biggest show in gaming, but since I write about this catastrophe of hygiene once a year, many of you have probably heard most of this already.

In the past, I've been at GenCon because I was working. The first year, I was there with a press pass, writing an article for Knucklebones Magazine. For the next three years, I was manning a booth for VixenTor Games, selling dice towers and adventure bags and dice boxes and hating nearly every minute of it. But this year, VixenTor Games is taking a break. The only excuse I have to be called a journalist is this site, and let's face it, I'm about as much a journalist as Ryan Seacrest. So I skipped it, and man am I happy about it.

The thing is, a huge number of my friends are there right now. They're probably all at a bar somewhere, drinking and slapping each other on the back and getting ready to go back to the hotel and play games for five or six hours. They'll be laughing and joking and yelling at each other (all in fun, of course, unless some of them get really drunk, and then it's all in fun and inebriation). And I'll be here, home, writing about not being with them. That's actually kind of depressing.

But then I think about what I get to avoid because I'm not at GenCon. I get to avoid a 15-hour drive. I get to avoid looking for parking in downtown Indianapolis, a city that defies rational exploration and invites travelers to get hopelessly lost. I get to avoid rude locals who hate tourists. I also get to avoid rude hotel clerks, rude GenCon staff, and rude nerds.

I get to avoid staying in a hotel with two or three other people in a room that has fewer beds than guests (that happens every year). I get to avoid walking all over a steamy hot town, dripping sweat everywhere, just to get back to my hotel room and discover they've turned off the water (that happened last year). I won't have to ride in the world's slowest elevators, taking fifteen minutes to get twelve floors, unless I decide to hike down twelve flights of stairs and arrive at the ground floor dripping sweat on anything within ten feet, and all because the Embassy Suites managed to have one of their elevators break down right before every occupant in the hotel tried to leave at the same time (that also happens every year).

I won't have to push my way through an enormous convention hall that, despite being four square city blocks, is bursting at the seams with pimpled adults dressed like Jedi Knights and social throwbacks arguing that there's no way their paladin would have died if the DM hadn't forgotten about the potion of putrescence. The restaurants I visit this week will be completely clear of elf ears, demon horns, fairy wings or alien contact lenses.

Another joy to which I will not be party is the unbridled pleasure of dealing with the degenerate assholes who run the show. Out of, say, ten GenCon staffers, it seems that at least nine will be so unfriendly that their faces are locked in a permanent rictus of disapproval and disgust. The security guards are abusive. The check-in staff are disinterested. The people setting up the hall look at the vendors like we were all just tracked in on the bottom of their shoes.

However, I also won't be playing all the year's hottest games before anyone else sees them. I won't be visiting my favorite booth, a guy who sells second-hand miniatures at prices that make me wish I had taken a second mortgage. I won't be sampling any of the delicious beer found in many of the Indianapolis mini-breweries, either, and I'll miss that more than anything else.

So there are parts of GenCon that I actually like. I love how, after the hall finally closes and my friends are all finished running their tournaments and counting their money, we all get together to drink and enjoy each others' company. I really like being right in the middle of the business of games, even if much of that particular business is overrun with sleazeballs and rank amateurs.

I really don't miss being at GenCon. The cons outweigh the pros by a massive amount. But if I could plan a perfect vacation, I would be on a beach in Cancun with my wife all day, and in downtown Indianapolis during GenCon season at night.

One of these days, I'm going to go to GenCon and never actually go to the convention. That's going to rule.
Read More
Posted in | No comments

Tuesday, 3 August 2010

Dice Game Review - Delve: The Dice Game

Posted on 17:40 by Unknown

Here's a little primer on how to be completely unprepared for a week of game reviews.

1) Schedule your gaming for a Saturday morning, have a bunch of multiplayer games ready to go, and then somehow arrange it so that nearly everyone cancels. Thanks to illness and generally being wicked busy, my usual Saturday group wound up with only two of us, and me without any two-player games ready to play.

2) Get busy yourself. I spent the weekend doing a bunch of other projects, including assembly of a print-and-play game I intend to review, probably next week sometime, assuming I have a group next weekend.

3) Get sick. This is especially helpful if you want to miss an update and instead, spend two days in bed. I've just now felt well enough to come turn on my computer.

All of these factors combined in a sort of perfect storm, meaning I'm rolling up on Tuesday night, missed my Monday night review, and none of the games I have are ready to review. So rather than come up with some lame excuse, or write a diatribe I made up just to fill space, I'm going to tell you about my favorite free PnP solo game, called Delve: The Dice Game.

While this is not a review of some hot farming game or big-box extravaganza, Delve is definitely a fun, if light, little game. It's also ridiculously affordable, being free. And where most PnP games will require you to print and assemble tons of components, all you need for Delve is the adventure sheet and the rules. You can start playing after printing two sheets of paper.

You'll also need a good-sized handful of dice and a pencil. Then you sit down at the table, and spend fifteen minutes rolling dice until you either lose all your characters or win. It's a fast game that you can finish while you're waiting for your kids to get dressed for church, especially if, like mine, they insist on coming out of their rooms wearing dirty jeans and then complaining bitterly when ordered to change, and then spending even more time when you make them go comb their hair because they look like they slept outside.

The gameplay is actually pretty simple. You've got four characters, each of which allows you to make combos with the six dice you'll roll. Like most dice games, you keep a few and reroll a few, looking for dice combinations that result in the greatest number of hits. Do you push your luck and go for the wizard's chain lightning, or just count on the fighter's low-brow direct damage? Are you wounded enough to sacrifice some damage for the cleric's healing, or should you pour all your dice into the rogue's crippling strike to drop the giant in one round? Choose right, and you'll kill every skeleton for three miles; choose wrong, and you'll want to have some lube handy.

Obviously, as with any dice game, there's a lot of luck here. If the dice hate you, you're going to die before you get halfway through, and if your luck is ludicrous, you're going to win without breaking a sweat. The monsters hit on lucky rolls, too, so you could wind up rolling total crap and getting destroyed, or you could mow through everything like wet toilet paper and finish off the boss wondering why this was a big deal. But most likely, you're going to be challenged, you may lose someone, and it could go right down to the wire.

There aren't a huge number of decisions to be made in Delve. You're going to roll dice. That's about it. But choosing the right combination with the right dice at the right time is key, and is important enough that if you finish an adventure, you have enough sense of accomplishment to have enjoyed yourself.

The main downside to the game, in all honesty, is that it lacks replay value. Once you finish an adventure, you could play it again, but it will be boring. You'll have to print a new adventure every time you want to play it, but you probably won't bother, because there's not much point in doing it twice. On the other hand, there are several adventures to choose from, and they're all free. Some are better than others, but it's worth playing through the whole batch. And if you're feeling particularly industrious, you could create your own, and maybe even whip up some of your own characters. Who knows, maybe a half-dwarf druid is just what you need.

All the files for Delve can be found at Board Game Geek. Just search on 'Delve', and it'll pop right up. It's free, fun and fast, and thoroughly worth the time and the sheet of paper you'll spend on it.

Summary

1 player, who is probably waiting for his wife to finish getting dressed

Pros:
Quick dice game
Fun and fast, with a few tricky decisions
Free, with virtually no components to create yourself

Cons:
Very limited replay value

If you need a game you can play by solo while you wait for your wife to finish her makeup, you can download all the Delve files here:
http://www.geekdo.com/files/thing/43691
Read More
Posted in | No comments
Newer Posts Older Posts Home
Subscribe to: Posts (Atom)

Popular Posts

  • Event Review - Fixing the Fence
    I was going to write a review of To Kill A Mockingbird tonight. I took my kids to see a remastered version of the 1967 classic last week. Th...
  • Card Game Review - Death Angel
    Space Hulk is one crazy fun game. The new one, with all the different sculpts and the embossed floor tiles, is both fun and stunning to gaze...
  • Movie Review (Sorta) - To Kill A Mockingbird
    Last week, I took my kids to the movies. This was a big deal because for one thing, the theater didn't actually open until the next day,...
  • Card Game Review - Epic Spell Wars
    I played a perfectly horrible game this weekend, and I absolutely loved it. It's called Epic Spell Wars of the Battle Wizards: Duel at M...
  • Expansion Review - Jungle Elves and Cloaks
    I usually like to have something worth saying before I start typing up one of these reviews. Like, I want to tell you reasons you will enjoy...
  • Fantastic Board Game Review - Rex: Final Days of an Empire
    I sometimes question my gamer credibility. I read stuff written by all these really impressive nerds who have tons of references and who hav...
  • Movie Review - Django Unchained
    If you read this blog often enough to know much about me at all, it should require almost no effort to figure out if I liked Django Unchaine...
  • Movie Review - Battleship
    If we ever needed evidence that the Oscars are a load of crap, we have it now. A movie about a fake movie runs off with the awards, and Batt...
  • Board Game Review - Legitimacy
    Think about how many people you know. Exclude any that you met just because of games - they skew the data for this intellectual experiment. ...
  • Board Game Review - Dominare
    I know this is starting to sound like a broken record, but I really love the idea behind the Tempest games, where you unravel a story that i...

Blog Archive

  • ▼  2013 (67)
    • ▼  June (7)
      • Announcement - New Digs
      • Movie Review - Warm Bodies
      • Party Game Review - Word Whimsy
      • Bored Game Review - Dragon Rage
      • Board Game Review - Princes of the Dragon Throne
      • Board Game Review - Cinque Terre
      • Board Game Review - Spin Monkeys
    • ►  May (12)
    • ►  April (12)
    • ►  March (13)
    • ►  February (11)
    • ►  January (12)
  • ►  2012 (152)
    • ►  December (14)
    • ►  November (12)
    • ►  October (13)
    • ►  September (12)
    • ►  August (13)
    • ►  July (13)
    • ►  June (12)
    • ►  May (13)
    • ►  April (13)
    • ►  March (13)
    • ►  February (12)
    • ►  January (12)
  • ►  2011 (156)
    • ►  December (14)
    • ►  November (12)
    • ►  October (12)
    • ►  September (10)
    • ►  August (15)
    • ►  July (13)
    • ►  June (13)
    • ►  May (13)
    • ►  April (14)
    • ►  March (14)
    • ►  February (12)
    • ►  January (14)
  • ►  2010 (125)
    • ►  December (15)
    • ►  November (13)
    • ►  October (12)
    • ►  September (12)
    • ►  August (12)
    • ►  July (12)
    • ►  June (10)
    • ►  May (14)
    • ►  April (11)
    • ►  March (14)
Powered by Blogger.

About Me

Unknown
View my complete profile