Movie Review - Pitch Perfect

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Thursday, 17 November 2011

Expansion Review - Leaders for 7 Wonders

Posted on 17:46 by Unknown

If I ran an ancient civilization, it would be called Drakatonia, and I would rule it with an iron fist. I would be an immortal god king, sending bloodthirsty soldiers to every corner of the globe to bring me back tasty exotic fruits and the heads of my enemies. I would have a harem the size of Madrid, and a collection of rare action figures (all of which would be carved out of stone, because this is pre-plastic).

And if I had a card in 7 Wonders: Leaders, my special ability would give you one extra victory point. As a leader of warriors, I would rock. As a Leaders card, I would be underwhelming.

But then, most of the cards in Leaders grant an incredibly minor benefit, so I would be in good company. Sure, it's great to have King Solomon let you root through the discard pile now and then, but am I the only one who remembers that he was the guy who would cut babies in half just to shut up their mothers? Compared to what these leaders did in real life, I'm a little underwhelmed by their translation to board gaming.

However, the purpose of the Leaders for 7 Wonders is not to show off what total bad-asses the real people were. The purpose of having the Leaders cards is to make the game more fun to play, and in that regard, they're absolutely successful. They create an additional layer of strategy that will alter the way you play the game.

For instance, if you have Aristotle, he adds victory points for building scientific resources. This means, obviously, that you will want to do more science. You may want to do more science anyway. After all, if the movies are to be trusted, science can help you create Kelly LeBrock in your attic, and she will make you very popular and also shower with you.

Different leaders provide different effects, too. Many, like Amyitis or Nefertiti, have silly names, but can also grant additional points at the end of the game. Some help out right up front, like Hannibal, who is worth one extra point of warmongering, and who loves it when a plan comes together. Some cards help you build stuff, like Hammurabi, who will help you build blue cards as long as you can pronounce his name properly. Others just provide one-time bonuses, like Croesus, who just gives you a bunch of money and then goes off to cry in the corner because he isn't as cool as Leonidas.

You only get three chances during the game to play leader cards, and every time, you have to pay for them. That makes sense - nobody works for free, except Doctors Without Borders and the guy who washes your windows while you're waiting at a stoplight (and he would really like a tip). So you'll have to balance their worth against what they can offer - Archimedes can help you come up with science stuff on the cheap, so he would be good early in the game, while Alexander offers extra points for winning battles, so you wouldn't want to play him until the end.

In typical 7 Wonders fashion, you won't get to pick your leaders. You'll have to do the standard pass-around-the-table at the beginning of the game, so you might not get the best combination of brilliance. That's part of the game, though, and adds to the litany of painful decisions you're going to have to make while you play. Keep Vitruvius and get paid when you build for free, or pass him along and keep Caesar, so you have someone to stab in the back when you lose (that's not his actual ability, but you never know, it could come in handy)?

If you hate 7 Wonders because it's so wildly popular and wins so many awards, then you're probably not going to be rushing the gates to pick up the expansion. But if you're a fan of one of the most clever games to hit the market in 2011, Leaders should be in your online shopping cart (or you could get it at a game store, assuming you like paying retail). It's actually a pretty simple decision - if you like 7 Wonders, Leaders will make the original better. If you don't like 7 Wonders because you would actually like some interaction in your games, Leaders isn't going to change your mind. And if you want to join Drakatonia, just bring your driver's license, some exotic fruit, and the head of someone I hate. I'll be at the job fair in the Howard Johnson's.

Summary

Pros:
Adds new layers of strategy to the game
Focuses your play style a little, so you're not just slapping down random cards every turn
Same great art that makes the original game so much fun

Cons:
Doesn't add any more interaction than was already there

If you've got the guts to be a Drakatonian shock trooper, then you probably have enough sense not to pay retail for your games. You can visit Noble Knight Games and get Leaders, and save a bunch of money. Smart soldiers don't pay retail.
RECRUIT YOUR LEADERS
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Monday, 14 November 2011

Card Game Review - Kamakura

Posted on 17:02 by Unknown

Gamers as a group tend to be biased against really small games. I have a few theories about this. See if any of these make sense:

1. You don't want a tiny game because you will lose it behind all the big box games you've got stored on bookshelves lining your basement walls.

2. You don't buy the tiny game because when you get to the store, you're dazzled by all the enormous boxes covered in sexy art drawn by people with more talent than is easily explained.

3. The value you place on a game is directly proportional to the cubic feet the box consumes.

4. Small games frighten you, the way snakes scare Indiana Jones.

Personally, I think it's option four. There are some really strange phobias out there.

I mention this bias because if you skip over games on account of them being too damned small, you'll totally miss out on Kamakura. And that would be a shame. It's not often you get a lovably violent game with tasteful art and clever rules, all packed into a tuck box you could conceal in your underwear. Why you would feel a need to hide the game in your drawers is none of my business. My point is, you could.

And it's deceptively simple. On the surface, Kamakura looks like a fighting game, where you send your soldiers out to grab up territories in feudal Japan, and then ninja assassins strike down on them with great vengeance and furious anger, and then there's blood. But it's not really that. I mean, that's in there, but until you play, you won't see that there's a heck of a lot more to do in Kamakura than send brave men and women to their untimely deaths.

The game is really straightforward. Each player has four territory cards face-down in front of him, valued from one to four. On your turn, you lay down a soldier and a weapon on an enemy territory, with a strength determined by the weapon in question. If you've got a play, you have to make it, even if you're virtually guaranteed to get your ass kicked. Then the other guy looks through the cards in his hand, picks a soldier and a weapon, and tries to defend his homeland. That, or he just gives up and you take the land.

It gets interesting, though, because there are three different soldiers. The samurai is a bad-ass who makes every weapon hit harder. The ninja can use a holdout blade on the attack and turn a loss into a full-on carjacking win. And the most interesting soldier, the geisha, can persuade the attacker to go back and steal land from the aggressive jackass who sent him over in the first place. So when you're picking your cards for your turn, you have a lot more to consider than just picking the strongest combo and going in heavy. You don't want your geisha on offense, if you can help it, but then, if you think your opponent is coming in hot next turn, you'll want the samurai who can bust him one to stay in your hand. You might send the ninja and hope to use the hidden blade, but if the other guy just pulled a fresh hand of cards, he might have a sneaky knife, too, and then your ninja is going to wind up wearing that knife for a monocle.

To really complicate matters, you only get to draw cards when you can't play. That generally only happens after your hand is almost empty, and it means you want to hold on to some really good defensive cards just in case you get jumped when your hand is empty. It also means you may want to choose a losing combo, just for the chance to use a couple extra cards and run out sooner. It also means you have to time your plays just right - you don't want to be empty when the next player runs out, but you don't want to leave yourself open right after everyone draws new hands.

Kamakura is a very clever game that combines two of my favorite things - violence and tough decisions. I mean, in games. In real life, I like easy decisions. And between my bad back and my creaky knees, anything more violent than painting the cabinets would put me in traction. But in games, tough decisions are more fun, and the violence all happens to fake people, so it's OK.

So it's small. It's like 52 cards in a tuck box, which makes for a game you could lose under the fridge. But it's smart and it's fun and it's fast. Kamakura packs a hell of a lot of game into a tiny little box, which makes it more valuable than a lot of games that come in boxes big enough to hide dead cats.

Summary

2-4 players

Pros:
Excellent art that shows admirable restraint
Easy to learn
Lots of subtlety and tricky decisions
Plays lightning fast and leaves you knowing you did something fun

Cons:
Really small (only a con if your a size-ist)

I can't figure out how you could go about buying a copy of Kamakura. Maybe if you cruise around the Dyad Games website, you can find a hint:
http://dyadgames.com/
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Sunday, 13 November 2011

Board Game Travesty Review - Terrax Warriors

Posted on 09:13 by Unknown

I hate having to give bad reviews to guys who are trying really hard. It's hilarious fun to slam the piss out of a Reiner game - after all, he can have a bowel movement and wind up with a new game. But when a guy is really putting out the effort to create something, and just doesn't have the sense to make it an actual interesting game, it's a little sad.

On the other hand, I did warn him. I showed him some of the reviews I've written that were downright uncomplimentary. I told him, 'there's a real good chance this happens to you.' I told him not to send me a game if it wasn't a good game. But they never listen.

The game we're discussing is called Terrax Warriors. And it's really not very good at all. It lacks all the basic components that would make a game popular, fun or interesting. The art is hideous, and at points, makes the game hard to play. The premise is derivative and uninspired. The mechanics are total retreads. Basically, Terrax Warriors is a blatant crime against gaming. The best thing the creator can claim is ignorance, because he certainly cannot claim to have made a good game.

Terrax Warriors is a skirmish battle in an absurdly generic fantasy world. While it is not impossible to create a decent fantasy skirmish, this one is an abysmal failure. I can name several fantasy battle games without even thinking about it, and every single one makes Terrax Warriors look as fascinating as an empty toilet paper tube.

If nothing else, he could have put a little thought into the factions. If your factions were giant wolf things, mutant zombies and musketeers, at least your setting would be interesting. But Terrax Warriors gives us elves and dwarves, men and orcs. There was absolutely no attempt to be the least bit imaginative. At least put your goblins on dinosaurs.

And the rules are about as exciting as the races selected to participate. You move, you attack, you roll a few dice, and that's it. Sure, there's more stuff, but there's nothing you haven't seen dozens of times before. Spells for the wizards, bows for the elves, boredom for the poor bastard who says, 'yes, you can send me your game, and yes, I will write about it.' No consideration at all for the sad sacks who had to play it with me, either.

I take it back - there is one thing that's new. It's the end conditions. When your army drops below a certain point value, you're out of the game, even if you have a bunch of people left on the field. And since that number is actually higher than the army you start with, it's not very difficult to knock someone out of the game. To be honest, we were actually relieved by these end-game conditions, because it meant we got to stop playing before the game should have ended. Drop a couple berserkers and steal a couple gold mines, and the orcs disappear. We could have called that an arbitrary rule that ruined the game, but instead, we just called it mercy.

Even if you could get past the thoroughly bland races or the completely uninteresting rules, Terrax Warriors is still hard to play just because of how tremendously bad the art is. The game is played with cardboard tokens, but the art on many of these tokens looks like horribly miniaturized clip art. And then the art is reduced down so far as to make it all look like colored blobs of spilled paint, and you can't tell which guy is which. I can see a scenario in which you defend one position for ten minutes before someone realizes that the Amazon warrior was actually behind the forest, and you've been rolling dice for a mustard splatter.

If the designer of Terrax Warriors considers what he's got, completely retools it, adds some interesting elements, and hires an actual artist, he might have something he could sell. But as it stands, this is one of the worst games I've played in 2011. I cannot imagine any reason I would play it again. If I were stranded on a deserted island with my friends and this game, we would invent an abstract played with coconuts and use the cardboard from this game to create a ham radio. I would also be responsible for bedding Ginger in my hammock while the skipper smacked people with his hat.

Come to think of it, now that I'm at the end of this review, I don't feel that bad any more. Terrax Warriors is an exercise in laziness. The races were stolen from every generic fantasy setting ever created. The mechanics are cribbed from every half-popular war game published since 1960. The rules need an editor like I need a shave (and by Sunday, I start to look like a cross between a homeless bum and a German Shepherd). The game shows virtually no effort to be interesting, original or inspired, and I can only hope that nobody ever buys a copy of this derivative, tasteless pile of ugly.

Summary

2-4 idiots who can't find anything better to do

Pros:
This space intentionally left blank

Cons:
Boring theme
Boring rules
Butt-ugly art
Poorly written rules
No reason whatsoever to play

Under no circumstances should any sane human being buy a copy of Terrax Warriors.
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Wednesday, 9 November 2011

Event Review - Surgery

Posted on 17:31 by Unknown
Surgery today was a beating.

No, not me. I'm fine. No surgery for me, at least until I get prostate cancer or my kidneys throw in the towel and decide that thirty years of diverting hard liquor to my bladder is two years too long. My wife had surgery today, because she has lupus and she's been getting sicker for the last several years. Her doctor is pretty confident that it was caused by a body part I don't understand doing something it wasn't supposed to be doing (which I also do not understand).

So today, they went in with a camera attached to a razor blade and took some part out of her gut. This offensive part was originally supposed to do something useful, like guarding the refrigerator or gassing up the car, but had recently begun to work with the Russians on secret plans for world domination. This diabolical organ had been turned by the KGB and was slowly infiltrating my wife's body with sleeper agents designed to poison the water supply and double-dip in the guacamole.

If you've never had the chance to spend an entire day sitting around an outpatient surgical center, I really can't suggest you go out of your way to try. For one thing, it's rather expensive. Insurance pays most of it, but even ten percent of ten grand is still enough that I could have refurnished my living room with my co-pay. And because they know damned well that a lot of people are going to stonewall them, you have to pay up front. It's understandable, really. It's not like a car, where they can repossess if you don't pay. What are they going to do, put the parts back in?

It's also kind of annoying. The thing about medical facilities is there are so damned many sick people. You're sitting there trying to ignore the rasp of the octogenarian with the oxygen tube, and it would be working if only the family of five could have found a babysitter for Mom's most recent spawn while she's having her fallopian tubes tied up like a theme park pretzel.

And there's really nothing to do for a huge part of the day. You sit around the waiting room while they prep your wife (or friend, or sister, or postal carrier), then you go into the room in the back and say, 'have fun! If you die, I'm keeping your stuff!' Then you go back to the waiting room, where you sit around for another hour or two while doctors who make more in a week than you make in a year root around in her insides with a robot filming a YouTube video.

It doesn't get much better when she comes out, either. When your loved one finally emerges from the operating room, she is on enough drugs that she believes you are not a person at all, but a gas bubble caused by a badly digested frozen burrito. Eventually she will recover from her dementia, and then be so weak that you will spend the next four hours hand-feeding her crackers and water.

To make matters considerably worse, if you are in one of these day-labor surgery houses, the recovery area is basically a hallway with curtains. Every time anyone within thirty feet talks about how they just had a mechanical bladder installed, you get to hear all the details. And not everyone who gets surgery is as stoic about it as my wife - or as quiet. There was a woman a few booths down who, to hear her talk, must have had her toe eaten by zombie squirrels. I'm sure she was in some pain, but at least nobody stuck a Roto-Rooter through a hole in her stomach and came out with internal organs. My wife was hurting, but she managed to do it quietly, and with as much dignity as a person can manage while wearing one of those ridiculous medical skirts whose sole purpose appears to be making you look like you just wandered out of an orphanage for the mentally retarded.

Of course, I really have no business complaining. I left with the exact same set of body parts I had when I went in. The only pain I had today was from sitting in crappy hospital chairs, and maybe the headache I got from listening to old people blather at length about the boils they had lanced on their lower intestines. I have my health, or as much of it as I have left after decades of poor life choices and spicy Indian food.

My wife is home now, resting comfortably and not complaining at all. In fact, if I don't make her sit down, she'll probably get up and start cooking something. I'll tell you right now, if a doctor scoops out my guts with a melon-baller on a string, I'm going to bitch like I just got stabbed in the scrotum. I'm really proud of her, though I guess having her ass kicked by her illness every day for the last five years has toughened her up.

Just wait until my appendix bursts. I'm going to make you all bring food by the house.
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Monday, 7 November 2011

Card Game Review - Hemloch

Posted on 19:30 by Unknown

Odd characters in a wacky world battling for control of a decade of sunlight makes for a pretty bizarre backdrop for a game, but it sure is imaginative. John Clowdus has pushed the envelope on interesting settings with Hemloch, a game about - well, it's about that odd-characters-in-a-wacky-world thing. It's basically a card-based worker-placement game, but instead of workers you have rotten bastards who manipulate the city's denizens while all the commoners are just trying to get drunk in peace.

To expand on the background, each player in this two-man game runs a family of malcontents and creepy people. Gravediggers and owls with face tattoos are only the opening act. These nefarious do-badders have shared control of the city of Hemloch for the decade of night, but now the night is coming to an end. And when the sun comes up, there just won't be room in this town for two ruling families. Especially two ruling families who employ evil hags with noses the size of lawnmower blades.

At first glance, it doesn't seem like there's much to do in Hemloch. There's a party every night, but your warty minions aren't invited, so they have to wander around the rest of the town. You get two actions on your turn, and your possible actions are 'play a card' or 'draw a card.' That's not much, right? Except that John Clowdus also realized that would make a boring game, so he added a whole bunch of stuff to mix it up. Then he put it on the cards.

Say you're staring at a hand with Hootie the Diseased Owl and one of those big-nosed crones. You're going to need more cards, but if you draw, you'll hardly have anything to do. So first you play the old hag, and pick up a potion. Then you play the molting freak of a bird, and his ability lets you draw two cards, because when your unsettlingly bizarre minions see owls with crap on their faces, they come crawling out of the woodwork. But now your turn is over, right? No! You can use the potion to get one more action, and then play the busted-ass C3PO robot, who will pretend he's an owl and let you draw two more cards! You must be a genius.

The end goal behind all this card play is to exert control over the locations in town. At the end of the week, you'll see who has done the best job of influencing the locals (or, if you're playing enough of the scarred assassins, who has done the best job of killing off everyone on the other team). If you've played right, you'll seize control of the city and rule unopposed until the sun goes down - in, like, ten years. If you played wrong, your opponent will break out the tarp and shovel so he can hide your body. Metaphorically, you understand.

As a game designer, Clowdus just keeps getting better. Hemloch is one of his best games to date. It's easy to understand, once you get the hang of it, and more intuitively straightforward than 90% of the stuff he's done so far. And as a publisher, he's finally starting to understand that people like to play games that look good. The art in Hemloch is as good as anything you'll see from Fantasy Flight Games, and it really helps build the atmosphere of twisted dark forces battling in the shadows.

Hemloch is quick, fun, and smart. There are tough decisions to make at every turn, and a great combination of strategic planning and smart card play. The art is absolutely fantastic, the theme is darkly hilarious, and the cards are just plain dead sexy. If you're looking for a two-player game you can enjoy with someone smart, you can quit looking. You want Hemloch.

Summary

2 players

Pros:
Absolutely fantastic illustrations
Smart and fast
Leaves you wishing you had just one more turn

Cons:
Might be a little too Euro for fans of bloody games

You can order Hemloch right now, but you need to haul ass. Small Box Games doesn't do big print runs, and when the games are gone, they're gone. Get over there and do it now:
http://www.smallboxgames.com/hemloch.html
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Friday, 4 November 2011

Card Game Review - Expedition Altiplano

Posted on 14:53 by Unknown

Ohio Bob slipped past the ancient guardian statues and made his way through the jungles surrounding Machu Picchu. Wiping the sweat from his eyes, he entered the gloom of the ancient temple, eyes casting about for clues to the location of Maco Capac's mummy. There, in the darkness, he spotted the ancient treasure. He grabbed it and ran for the door.

Then a jaguar ate him.

That's about how it goes when you're playing Expedition Altiplano. You'll concoct intricate plans designed to grab the treasures before your opponent can assemble his team of raiders and archeologists, and then he'll throw down some mishap and totally hose everything you were doing. But then next turn, you'll do the same to him, so you can't be mad for very long.

Expedition Altiplano is reminiscent of the opening scene from Raiders of the Lost Ark. Two rival groups of treasure hunters will enter the South American jungle searching for ancient artifacts, and the first to recover two treasures will win the day. Along the way, you'll be attacked by angry natives, hungry anacondas, and villainous rivals. You'll also fall in a hole.

It might seem like the various misadventures in the game could make Expedition Altiplano an exercise in random frustration. After all, the entire thing is played with a shared deck of cards, and if you happen to pull all the treasures, you'll have a heck of a lot easier time winning the game.

But it's not really that simple. For every move your opponent makes, there's a way to screw him out of his win. For every attack you make, there's a way for him to turn it around. And for every counter that he makes, there's a way to negate it. You don't have to be the luckiest player to win this game - but it couldn't hurt.

Short turns let you do no more than two things, so you're never going to build some runaway strategy that nobody could ever stop. Every time you make a little progress, the other guy is going to get a chance to knock you down a peg. Every move you make is important, especially because you can only add cards to your camp on the second (and final) action of your turn - so you better make them count.

The theme of rival archeologists pursuing ancient treasure in the jungles of Peru fades into the background pretty quick, but there are a few things that keep the story alive when it threatens to turn into a back-and-forth festival of card-based screwage. The art is fantastic, for starters, and doesn't pull any punches. If a giant rock falls on your head, after all, there's going to be a lot of blood. That's not coming out of the carpet. Your wife is going to be pissed.

The story also plays out through the card actions. Even though some of them don't make a lot of sense (why does Marcus Vidor store cards like a portable storage shed? I don't know. He's not even that fat), most of them have really cool abilities that make plenty of sense. The hunter negates animal attacks (presumably by turning the angry beasts into throw rugs) and the black-hearted rogue will steal treasures right out of your opponent's hand, then say, 'Again we see there is nothing you can possess which I cannot take away'. Lots of stuff that happens makes sense, from both a narrative point of view and just good card play.

One advantage to Expedition Altiplano is the time you'll spend playing. Like many of my favorite games, it ends before it wears out its welcome. You can sit down, explain the rules, deal the cards and do ridiculous amounts of murder in the name of archeological progress. And when one of you finally manages to capture the final priceless relic, you'll look over at the clock and be amazed that half an hour has passed. Time flies when you're having this much fun, and yet you can still finish the whole thing while you're waiting for the pizza guy.

Expedition Altiplano is a fast-paced, attractive game that does a nice job of balancing solid game design with an exciting tale. The longer you play, the more you'll see the strategy unfold, and when you have a good grasp of the cards you can expect to see, you'll be more prepared for the unexpected mayhem your opponent will throw at you. It's a great two-player game that you can enjoy when you have half an hour to kill, and if you've got more time than that, you can always play it again.

Summary

2 players

Pros:
Very cool art
Subtle strategies and tactics emerge as you learn the game
Tells an exciting story, if you bother to pay attention

Cons:
The theme is very important to the game, and game play can overshadow it

Noble Knight Games has a pretty good deal on Expedition Altiplano, so if you're in the market for a fun two-player game that you can finish in a hurry, check it out:
HA HA DOCTOR JONES YOU FUNNY
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Wednesday, 2 November 2011

Board Game Review - Super Dungeon Explore

Posted on 15:02 by Unknown

Sometimes, I like to kill things. Real men play games where people die, because games where people die are more fun. This explains why I like dungeon crawl games so much - guaranteed body count. Until last weekend, my body count game of choice was Warhammer Quest. But then I got Super Dungeon Explore, and given how much I like to kill things, it's no surprise at all that I absolutely adore the game.

Super Dungeon Explore doesn't look like it should have violence in it. The heroes all look like little kids drawn by Japanese artists on mushroom benders. The kobolds are actually cute, and that's not a word I use a whole lot. There's a huge angry bear in the box, with claws and fangs a very irritable expression, and he looks downright cuddly. Even the baby dragons are adorable. So when you explode into a violent orgasm of death, dealing slaughter like a Texas abattoir, it might come as something of a surprise. But then, everybody in the game is armed with something sharp and heavy, so maybe it's not such a shock.

The concept isn't tough to grasp. A handful of heroes go into a dungeon to find bad guys, and then they kill them. It's beautiful in its simplicity. Monsters pop out of spawning towers located throughout the dungeon, more every turn, and they try to gang up and murder the heroes before they can smash all the spawn points and shut down the bad guys for good. It reminds me of an arcade game from the eighties, actually, only you don't have to starve just so you can use your lunch money to spend the whole night at the arcade.

The rules are also deceptively simple. It doesn't look like there's much meat here, at first glance - basic move rules, an intuitive dice-off combat system, and a few twists here and there. But when you look deeper, you'll see all the intricacies that make this a serious contender for my new favorite game. For starters, every character in the game, whether monster or hero, has special abilities or attacks that make it fun to play. For instance, the one baby dragon can knock you down, and the hatchlings get a bonus for biting heroes who are on the floor. Kobolds can mob you, so there's a huge percentage in holding back and rushing in waves. And since most of the interesting dungeon dwellers have multiple abilities, it means you've got lots of different ways you can use them.

The heroes, of course, are the most interesting. They've got abilities and attacks far beyond anything else in the dungeon, and so there are plenty of options every turn. The coolest thing, though, is the potion system. When the paladin uses a potion, he can heal people (and if they're on fire, he can put it out, which is handy because you're going to get set on fire a lot). When the mage uses a potion, she can throw far more powerful fireballs. And if you use the right potion, you might be able to summon enough energy to sit down and paint all the miniatures that come in the box.

The problem is, you're going to use those potions an awful lot. The heroes are going to take a dreadful ass-kicking, and they'll spend so much of the game bleeding, burning, concussing, or laying on the floor that you're going to wonder why they don't all look like Freddy Krueger being run through a paper shredder. You'll need to heal a lot, and boost a lot, and otherwise rely heavily on those potions - but you can only carry one per character. Lucky for the heroes, a bunch of the dice have potions on them, and if a hero can roll one on an attack roll, the good guys can get a resupply.

This presents an additional element of strategy that isn't obvious when you read the rules. Do you go for the big fistful of blue dice that you can roll three times, or do you pick up the two reds that you can only use once? The reds hit more, so there's that, and the blues don't have any potions on them. If you're lucky, you can find weapons or armor that let you roll the bad-ass green dice, and then the decisions actually get more difficult. Playing the odds versus going for broke, cutting down kobolds like summer wheat or running for the spawn points (and probably taking some painful blows to the head). The best move is never all that obvious, and even if you play like a genius, the dice can always pop up and drink your milkshake.

As if I needed yet another reason to love Super Dungeon Explore, all these strategic decisions are made more poignant by the fact that they're not mired in extra crap. You could almost see the designers having a conversation that went like this:

Designer One: So how do we handle heroes swapping equipment?
Designer Two: That sounds like a pain in the ass. Let's throw it out.
Designer One: OK, how about range on potion effects?
Designer Two: What a beating. Throw it out.
Designer One: Half steps for diagonal moves?
Designer Two: BORING!! Throw it out.
Designer One: But all these other games have that stuff!
Designer Two: They suck. Throw 'em out.

Seriously, for a game with a ton of stuff in the box, there's a lot that the designers decided you just didn't need. And they were right. Every time I got to a part where I said, 'ah, but how do you handle this recurring problem?' the answer was, 'we threw it out.' The rules might not be realistic, but there's a good reason for that - real life is boring. After all, you're going to be killing like a cross between Dexter and Tarzan of the Apes. Do you really want that to feel real?

Instead of feeling like a realistic journey into the Heart of Darkness, Super Dungeon Explore feels like a retro video game, the kind I would have spent a completely indecent amount of time playing as a young man who had virtually no chance whatsoever of getting laid. It's fast-paced, with bodies flying right and left, and tension mounting between the player running the monsters and the guy playing the forces of Wholesome Family Values. The villain might have a never-ending horde of bad guys to throw at his opponent, but the heroes are tough and resilient. For a game this lopsided, it's incredibly well balanced.

However, even though Super Dungeon Explore has enough balance to be enjoyable from either side of the table, it's not a think-heavy wargame. There's thinking to be had and choices to be made, but at the same time, it's light enough that you can play even after you down a couple beers. It's the epitome of a dungeon crawl, boiled down to just what makes a game awesome, without buckets of what makes a game dull.

If you still need a reason to pick up Super Dungeon Explore, let me tell you that it comes with more than 50 miniatures. They're made from a really sturdy but surprisingly flexible plastic (upside - they won't break very easily; downside - you'll have to use lots of super glue). And they're incredibly endearing. Not everyone will love the silly Japanese look, but it really works here.

If there's one thing keeping Super Dungeon Explore from knocking Warhammer Quest out of the top spot in my collection, it's the fact that there are no expansions yet. You can play any size game with what's in the box, but you'll always be hunting kobolds and dragons. Not that there's anything wrong with killing kobolds and dragons, but I can see myself getting pretty darn tired of them. I can play Warhammer Quest over and over and over, because I have a ridiculous number of minis I can use to swap out the monster deck. But Super Dungeon Explore is going to need more monsters very soon if it's going to keep my interest, and so I can only hope there are more coming, and fast.

If you like dungeon crawl games, Super Dungeon Explore delivers what you need in crazy Japanese spades. It's streamlined and fast, with plenty of opportunity to play smart (or, in my case, stupid). The miniatures don't have to be painted, but I defy anyone with a soul to see these figures and not want to see them with a coat of paint. If the publishers come out with more monsters real soon, I can see this one taking over as my favorite game ever.

Summary

2 players (you can play more, but I can't see why you would bother)

Pros:
Rules that make sense and don't clutter up the place
Fast and smart, with plenty of strategy and tactics
Clever enough to be engaging, light enough to fun
Lots and lots of killing

Cons:
Needs more monsters, right away

You are so lucky right now, because Super Dungeon Explore is not out yet. Which means that if you hurry and preorder from Soda Pop Miniatures, you can get the Candy & Cola promo. I don't have that. If you get it, I would definitely trade you something for it. And I mean something really good.

https://store.sodapopminiatures.com/product_info.php?products_id=72
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