Movie Review - Pitch Perfect

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

Monday, 30 May 2011

Board Game Review - Felinia

Posted on 16:06 by Unknown

The first thing I have to say about Felinia is that I cannot decide how to pronounce the name. I'm not sure if it should be 'Fel-eye-nee-uh', which sounds like 'vagina', or 'Fel-eh-nee-uh', which sounds uncomfortably similar to 'fellatio'. Neither word is one I want to call out when asking close family members if they would like to play a game. But then, maybe it's pronounced so it rhymes with clamidia, though that's not an enormous improvement.

I do understand where the name came from, though, because the game is full of cat people. Felines, if you will. And the nation of Housecatia (I made that up) has just discovered the land of Felinia, and wants to set up trading posts. But the ruling bodies of Felinia (wild jungle cats like tigers and jaguars and stuff) have decreed that in order to cross the sea, they require specific trade goods. They want glassware and cloth and hard liquor, for instance, but each nation wants different stuff. None of the nations wants catnip or rubber mice, though, so the theme starts to fail a little.

The players will all start off every turn by running their businesses, deciding whether to spend their three turns buying merchandise like Justin Beiber t-shirts or champagne flutes, trading their Boone's Farm raspberry wine for Star Trek novels written by William Shatner, or just selling crap to run up their bank accounts so they can afford to do the other stuff.

If you wind up with the right conglomeration of trade goods, you can board ships for Felinia and set up trading posts. This is how you win the game, so it happens pretty frequently. Different trading posts offer different rewards, so you have to think about how you want to group your merchants to develop trading cities across the ocean, and if you want to try to get a monopoly on the panther trading circle.

One notable thing about Felinia is that there is absolutely no reason I can see for there to be cats in it. They're not even sexy cats in bikinis, which would appeal to men with a soft spot for very bizarre fetish porn. They're just people with cat heads. But they trade in human goods, get on human boats, and set up human trading posts. While the game is a whole lot of fun, it has absolutely nothing to do with cats in any way beyond the art.

It's kind of funny, actually, that the game has the cat theme, because it almost disguises how good it really is. You go into it expecting something related to felines, anything at all, and instead play an intriguing game of limited options, clever positioning, and outright backstabbing. There's a lot of the kinds of plays that make the other people at the table look at you and swear violently, which makes it fun in my book. There's also a lot of long-term planning, strategies formed from the first moments of the game, and split-second thinking that stymies the plans of your opponents. There is not, on the other hand, anything to do with cats. Which is great, because I'm not all that fond of cats, except with teriyaki sauce and steamed rice.

The various phases of every turn create a constant source of tension. In the first part of every turn, you'll place your bid tokens and tell the other players what you intend to do on your turn. There can be enormous competition for limited resources, and sometimes you'll take a crappy option for your first play just so you can trump an opponent on your second. Sometimes you'll even take a weak turn, to save your resources for a bigger move next time.

Then you set sail. You can only board a boat if you have the right trade goods, and that changes for every boat. If everyone wants to get on the green boat, there will be a race - but if you can make everyone think you want the green boat and then switch out for yellow at the last minute, you can force your opponents to cash-strap themselves while you ease right into your destination with no competition.

Even deciding where to settle is a contest, since it's in your best interest to build groups of merchants close to each other. Choose a spot inside your opponent's big cluster, and you'll disrupt his whole plan and break his monopoly. But you have to decide if that play is worth what it will cost you, because you may not be able to further develop that fly-in-the-ointment position, leaving you stranded and broke and trying to sell Elvis memorabilia to Asian tourists outside a 7-11 in San Dimas.

The pieces in this game bear discussion, because they are inexplicably neat. For no reason I can determine outside pure cool factor, there are four three-dimensional boats that you assemble from thick cardboard. That had to cost a mint, but they are more fun than flat tiles would have been. The little wooden cat merchants look like Puss in Boots from the Shrek movies, except, you know, cut out of wood. I honestly could not tell you why the score cards needed rounded corners, but it's pretty cool. And then, of course, there's a lot of art with cat-people on it. Also for no reason, as far as I can tell.

I will caution any blood-and-guts, red-blooded gamers out there who prefer games with a body count - nobody dies in Felinia. I guess they all have nine lives, so they don't bother trying to kill each other. This is a strictly Euro game, to the point that the rules are translated into French, German, and Dutch (at least, I think it's Dutch. I'm not exactly fluent). It's got bidding and worker placement, and no dice.

But for being a Euro game about foreign trade with a cat theme in a game with no cats, Felinia is a really fun game. I'll play anything, if it's fun, and I've already played Felinia three times. My family likes it, even without bloodshed. I seriously doubt I will be trading it away, which is also a good sign, because I try to get rid of just about anything I don't really want. My office is cluttered enough as it is.

So I can't decide if the name of the game sounds more like a body part, a disease or a sex act, and there are cat people all over the place and nothing in the game remotely related to cats. Felinia is extremely European, with virtually no random element. And for my money, it's really, really fun.

Summary

2-4 players

Pros:
Requires strategy, planning and quick thinking
Very nice components and pretty art
Tons of chances to make your friends hate you

Cons:
Theme is questionable, not for being offensive, but because I can't see why it was required at all
Very European
Name sounds like a social disease. Or sex organ.

Noble Knight doesn't have Felinia yet. They probably will at some point.
Read More
Posted in | No comments

Friday, 27 May 2011

RPG Review - Blue Planet

Posted on 15:07 by Unknown

Blue Planet has always been kind of an elusive game for me. It's not that it's not interesting. In fact, it has one of the most compelling settings I've ever seen. It's incredibly well-developed, with a fascinating world that puts the 'science' in 'science fiction' and a system that makes hydrofoil gunfights and alien exploration feel real. You don't have to suspend much disbelief to play Blue Planet, is what I'm trying to say.

But it's hard as hell to play. The system itself isn't too terribly tough to puzzle out, though it does use some counter-intuitive addition and subtraction to make it all work. The reason it's hard to play is because there's so damned much of it. The referee's guide, for example, is like 300 pages with no rules at all. It's all setting, discussing various settlements, corporations, political groups, and of course a wide variety of flora and fauna. There are discussions in there about how the vacuum of space actually works (turns out, it's completely different from a Shopvac. Who knew). You can read about how tides are generated, about how water pressure affects living creatures, and light sources on the bottom of the ocean. There's more than you ever wanted to know about oceans, unless you're a marine biologist, in which case we can only hope you get your information from something more reliable that a roleplaying game. Like, say, Wikipedia.

The reason you need all this intel on the ocean is because Blue Planet takes place on Poseidon, a planet covered almost entirely with water. A wormhole at the end of the galaxy drew mankind to this alien planet, which was inexplicably similar to Earth (except, you know, it's like a giant bathtub). Humans sent a colonization ship with the best and brightest, and they began to make Poseidon their home, and get ready for the relief ships.

Unfortunately, a little bit after sending those first colonists, Earth got kicked in the ballsack by a crop-eating disease that threatened the extinction of the human race. Space colonies took a back seat to not dying. It took a real long time to get the corn fungus under control, and meanwhile, the colonists on Poseidon were on their own. With no resupply and no real access to stuff like power plants or microwave popcorn, they made a hard choice and decided to go native. It took less than a generation before they were all dressing like hula dancers and spearfishing for a living.

But then, after the colonists had decided they would get by just fine eating the local fish and building straw huts like Gilligan's Island, Earth got its act together and sent more ships. By then, the original colonists didn't much care, but Earth sent more people anyway. Then someone discovered this crazy mineral on the bottom of the ocean that unlocked the human genetic code, and there was a crazy gold rush as everybody with two dimes to rub together tried to board an outbound flight and cash in on what they thought would be easy riches.

Well, they were wrong. Poseidon is a mean-ass planet. There are sharks so big, they make Jaws look like Spongebob Squarepants. Just walking through the jungle on one of the few islands can get you eaten by lizards, stung by insects, or strangled by plants. And out at sea, it's even worse, because without land masses to break up the storms, whole towns can be swept right out to sea and vanish completely, and boats can disappear so fast that nobody even knows they were ever there.

But humanity is pretty mean its own self, and so before long, towns popped up, industry blossomed, and gigantic corporations moved in and declared eminent domain over any piece of land bigger than a toenail. Before you could say, 'what was I thinking,' there was organized crime, corporate shenanigans, and all manner of tiny wars (actually, it probably took a little longer than it took to say 'what was I thinking.' It probably took a couple years, and I figure you could say quite a bit in two years. But whatever, it was pretty fast). And that's where you start.

Characters in Blue Planet can come from a wildly varied range of background. You could be a native, one of the original colonists, genetically modified with gills and collapsing lungs so you can swim like a fish. You could be a silva or cat, genetic crossbreeds made by combining people with apes or, well, cats. You could be a prospector, or a frontiersman, or a corporate hacker. You could be a cop or a gangster, or even just the pizza guy (hey, pizza guys sometimes do interesting stuff. Just not my pizza guy. I'm pretty sure my pizza guy still lives with his mom). You could even be a dolphin. I'm not making that up.

One important consideration, no matter who you want to pretend to be, is that the system for Blue Planet can be seriously deadly. You're not going to rush into a room against superior numbers and just slash your way through. You can actually kill someone with a knife, and bullets are shockingly effective (you can kill someone with a knife in just about any game, really, but in most games, it takes a whole lot of stabbings. In Blue Planet, you probably just need the one).

Interestingly enough, once everyone has a basic understanding of the numbers, everything moves ridiculously fast. I've played games where a single fight could take an hour or more, and yet Blue Planet's surprisingly sophisticated system means that you can finish a running gun battle in less time than it takes to drink a beer (unless you drink like a sissy). It's also the deadliest system I've ever played, and this makes a game where you have to think a lot harder about what you would expect in a tense situation - resorting to violence as a first resort is likely to give you a good reason to make a new character really soon.

And you probably don't want to make a new character, once you've got one, because it's a lot of work. There are dozens of skills to pick through, backgrounds to choose, abilities to calculate, and that's before you ever decide where you were born or whether you still remember to call your mom on the weekends. You can make a quick-and-dirty D&D character in ten or fifteen minutes. It will take you an hour to make one for Blue Planet, and then you'll have almost no background, just a whole hell of a lot of numbers.

So you've got this incredibly detailed setting. You've got these imaginative but believable characters. You've got a system that does a pretty damned good job of simulating real life. What you probably don't have is any idea what to do with them, because while there is an overwhelming flood of information, there's no prewritten adventure to give you some idea what you should do. And it's downright daunting to come up with your own, because unlike most games that define character roles and potential hooks, in Blue Planet, you can do anything.

You could all be troubleshooters for a corporate mining initiative. You could be scientists aboard a research sub. You could be ecoterrorists fighting to stop the despoiling of your home. You could be politicians trying to bring civilization to the wild frontier. You could be cops fighting gangsters, or gangsters fighting cops. You could be bartenders working in a downtown tavern, and have all your adventures within two miles of your home, or you could be roving pirates whose hijinks take you all over the planet. There's so much you can do that it's nearly impossible to pick one direction, and that can leave a whole lot of work for the poor bastard who decides to run the game.

However, if your referee is up to the grunt work it will take to really have a grasp on Blue Planet, the game can be marvelously rewarding. There are no dungeon crawls in Blue Planet, and while there are plenty of opportunities for bloodshed, this is not a game for which you ever need miniatures. It's all story, and the gunfights are meant to further the game, not be the reason you all show up in the first place.

I would say it's a shame that Blue Planet is out of print, but happily, a company called Redbrick has the license for it. You can still get all the books from them, though I think you have to download them and print them at work while your boss is out for another two-hour lunch with his 'client' (who is actually the mistress he's banging on the side). They're not making any more books, so that kind of blows, but more than nearly any other RPG you could play, Blue Planet doesn't need much more than the core books. There's so much information that you'll be drowning in it before you ever need to expand. If you've got the appetite to digest a game this deep, you can send your fellow nerds all over one of the best sci-fi RPGs ever made.

Summary

Pros:
Exceptionally detailed and realistic setting
Fantastic and well-grounded, at the same time
Great system that makes the fight part of the story, not the story part of the fight
Immense variety - be whoever you want

Cons:
Considerably inaccessible without a lot of work

Out-of-print or not, you can still run right over to Noble Knight Games and pick up the hardcovers for this amazing game.
GO DEEP

Quick reminder - Enter the contest and grab yourself some decks for The Spoils:
http://drakesflames.blogspot.com/2011/05/ccg-review-spoils.html
Read More
Posted in | No comments

Wednesday, 25 May 2011

Board Game Review - Oh Gnome You Don't

Posted on 14:32 by Unknown

I don't try to hide the fact that I'm a sucker for a good theme. It's more fun to play a game when it feels like you're doing something else. That's also why I'm a Star Wars nerd - I want to fly spaceships around a planet far, far away. It's probably also why I can't stand romantic comedies. You're not escaping anything if you wind up pretending that you're a dorky kid with a crappy office job who falls for the cute chick from the typing pool, unless you're an alien who has spent his entire life pining after the princess while you fight bad guys with electric glow sticks.

But as much as I like a theme, a game still has to be a good game. A reader asked me to review Oh Gnome You Don't, which lets you all be money-grubbing gnomes who race each other to through the forest and try to get paid. Along the way, you give each other wedgies and steal money. That sounds like a fun idea, but unfortunately, the game is what you get your kids to play after they outgrow Candyland.

Now, I should point out that there's a hell of a lot more to Oh Gnome You Don't than there is to Candyland. Sure, it's a basic roll-and-move race to the finish line, but you also have cards you can play, and you can stop in at various gnome businesses along the way to trade your blueberries and small mice for gems. Plus you can boot the other gnomes in the ass and steal their crap, and you don't have to win the race to win the game. That's way better than Candyland.

And the art is outrageously fantastic. You'll fall in love with the silly little bearded dwarfs and the pissed-off squirrels. You'll laugh at the funny ways that gnomes like to hurt each other. Everything visual about Oh Gnome You Don't begs to be played, if only so that you have an excuse to flip through the cards and look closely at the beautifully detailed board.

Unfortunately, while many of the pieces are here to make an impressive game, it falls short of being really interesting because there's just not enough to do. You roll a die, move that far, and then play a card. If you have goods to sell, you'll stop in and sell them. If you have cards that can hurt your opponents, you'll play them because otherwise, what's the point?

In other words, while the game has more charm than a Hot Topic tennis bracelet, it's just not that much fun to play. Instead of being a light and cute addition to a fun game, the art and theme end up saving an otherwise slightly boring game. And there are too many games in the world for me to play a dull game just because the picture of the gnome yanking another gnome's drawers up his ass crack makes me giggle.

Then again, if you have kids who want to play but lack the mental agility to challenge you at your grown-up games, Oh Gnome You Don't might be exactly what you need. You won't want this game if you always play with other adults, but if your regular group consists of you, your wife and your three dopey grade-schoolers, you'll probably find yourself glad you've got this one in the closet.

Because if you don't, your kids will probably make you play Candyland again.

Summary

2-5 players

Pros:
Cute theme
Gorgeous art
Easy enough for kids

Cons:
Not enough decisions to make an interesting game

If you need a game to play with kids, you could do a lot worse than Oh Gnome You Don't, and you can get it right from Gut-Bustin' Games:
GIVE A GNOME A WEDGIE
Read More
Posted in | No comments

Monday, 23 May 2011

Upcoming Board Game Review - Startup Fever

Posted on 19:54 by Unknown

The Internet has created hundreds of new kinds of businesses, enterprises that just could not have existed when we all had to go to the library for our information, instead of using Google for bizarre misinformation and randomly erroneous semi-factoids. Facebook, for instance, would never have worked as a mass-mailing campaign, and how lame would Twitter have been if it were just random postcards tacked to the office bulletin board?

My current favorite, however, is Kickstarter. I don't have a lot of use for it, personally, but it's a brilliant idea. Take your undeveloped game prototype and chuck it up, then see if you can generate enough preorders to actually print your game. And Kickstarter, in turn, has created a kind of sub-industry for reviewers. It has turned many of us into pimps for non-existent games.

That's how I got my copy of Startup Fever. I scored a copy of this game so that I could tell you about it, and then you're supposed to get all excited and go preorder it, and then hopefully enough people will buy in that the guy can afford to send it to the printer and make it an actual game. That's the theory, and so far, it's working like gangbusters.

Startup Fever is a game where you're all creating Internet startup companies. How crazy is that? It's a game about Internet startups being promoted on a successful Internet startup. It's like one of those things where you put two mirrors facing each other and then the bald spot on the back your head just gets smaller and smaller. Sadly, so does your head, or I would make a hat that does that and wear it everywhere.

This is a thoroughly European-style game. There are dice, sure, but there's no death, so right off the bat, you know it's not a red-blooded American game. There is implied sex, however, so that puts it in the same category as Agricola. In terms of play style, Startup Fever has a lot in common with all kinds of games about farms or zoo animals or silk trading.

Your goal is to have the most users for your Internet products, and so you'll hire lots of software engineers and marketing experts, and then offer them stock options to keep them around. But then when they're with your company long enough to actually cash in their options, they'll be prone to jump ship and go work for the competition. This is rude, but it's business.

In fact, for a game with no body count, Startup Fever is ruthlessly cutthroat. To succeed with a launched product, you have to have more tech geeks than everyone other competing product. So if you're trying to sell MySpace, and you've got six nerds on the project, and the other guy is peddling FaceBook and has eight nerds, he'll steal all your fans and the next thing you know, your entire site is dedicated to washed-up garage bands and child predators.

Startup Fever is an exercise in extremes. In the first half of the game, it's frightfully dull. You'll plod through boring hiring routines and wonder why turn order even matters. If you're not overly patient, you may give up on the game before you even get any products launched, because the game feels flat and you'll be bored.

But then you have a couple products launched, and suddenly competition heats up, and now the game is absolutely bloody. It's wickedly cutthroat, with other companies stealing your tech nerds and filing lawsuits and running off with your patents. What was a dry game with almost no interaction is suddenly an escalating game of backstabbing and dirty tricks. If the whole game was as exciting as the last half, you could get gamers everywhere to play, even if they normally prefer to spend three hours shooting at each other with plasma tanks and flying elves.

Which brings me to my conclusion about Startup Fever. First, it should have spent a little more time in testing, until the creator could come up with rules to make the beginning of the game more fun. Second, it's going to appeal to a lot of people, but it's going to piss off almost as many. It's not bad, but it's more European than hairy armpits and runny cheese.

I would love to tell you all about how cool the graphics for the game are going to be, but my set was made before all the art was done. So downside - my art isn't as cool as yours will be. Upside - my game is all made out of wood, even the box, and it's seriously bitchin'. I'm confident that the final product will look fantastic, because anyone who puts this much effort into a playtest version is going to turn up the heat when it comes to the finished game.

One more upside - the creator of this game contacted me just after my Gaming Gluttony article, and told me that if I liked the game, he would repurpose the 'Scandal' card to include Vietnamese prostitutes. While Startup Fever is not going to appeal to every gamer alive, it will most certainly find fans in a pretty sizable Euro-gamer community, and so I'm giving it a thumbs up. In other words, Louis, I'm holding you to it - I want to see Asian hookers.

Summary

2-6 players

Pros:
Crazy cutthroat tactics in the last half of the game
Plan ahead from the start, or pay the price later
A constant balancing act to stay just one step ahead

Cons:
First half is dry as a Spanish desert
So European, it has a German accent (not necessarily a con)

If you want to find out more about Startup Fever, and maybe reserve yourself a copy while you still can, check it out here:
http://www.kickstarter.com/projects/meetpoint/startup-fever-the-board-game-0
Read More
Posted in | No comments

Friday, 20 May 2011

Contest - The Spoils

Posted on 14:26 by Unknown

Just last week, I reviewed THE SPOILS, which is one heck of a good game. The only problem is, I never even heard of it before a reader mentioned it to me, and that means more people need to be playing this game. Considering how much better it is than Magic, it distresses me that The Spoils doesn't have more avid fans.

I intend to remedy that. And the way I will get more people playing The Spoils is to give people the game and tell them to play it. Brilliant, right? The only problem is, I only have ten decks. And that means I need some way to narrow it down.

But how do I do that? Why, I have an idea! How about a contest? Crazy, I know, but it just might work.

So here's what I want you to do. If you want to try The Spoils, or if you already have it and just want more cards, all you have to do is show me how bad you want 'em. It's a simple two-step process.

Step 1: Visit The Spoils website and flip through these links:

THE PRIMER
THE PRODUCT GUIDE
THE TUTORIAL

Get a bit of a feel for the game, read about the wacky world of The Spoils, and see the kinds of bruisers you can expect to see when you play.

Step 2: Come up with your own character for The Spoils. It can be anything, and it doesn't even have to be feasible. Hell, I'm pretty sure the guys who make cards for The Spoils don't even bother trying to make them feasible. And all you need is the name. No need to come up with card abilities and witty taglines and stuff. Just invent a name, and email it to me at matt@vixentorgames.com. Include your address, so I know where to send your cards.

The winners will be decided in two phases. First, I will pick my favorite entry, completely arbitrary, as the sole and final judge. The person who sent me that name will get four different preconstructed decks. Each deck has enough cards for one player, so you'll have enough to play with someone else.

In the second phase, I will randomly select three other people who entered. You have to come up with a character name, but it can totally suck, and you can still win. These other three people will each get two preconstructed decks, so you can sit down with a friend and give it a whirl.

The contest starts right now, and I will be accepting entries for four weeks. That means you need to get me your idea by June 17. I'll pick the winner over that weekend, and declare the winners on June 20.

You can enter as many times as you like, but every entry needs to have a different character name. The various entries will be used in deciding the grand prize winner, but your name will only be entered in the random drawing once. If you win the grand prize, you can't also win one of the random drawings. Don't be greedy. Oh, and you have to give me a few weeks to get your cards to you. God only knows how long the mail will take, and I'm shipping these the cheapest way I can, since I'm paying for them myself.

If you have questions, stick them in the comments section and I'll answer them if I can. Otherwise, put on your thinking caps and get yourselves some cards.
Read More
Posted in | No comments

Wednesday, 18 May 2011

Board Game Review - Wrath of Ashardalon

Posted on 14:44 by Unknown

Wrath of Ashardalon is one of those games that can be problematic for a reviewer. It's not exactly an expansion for Castle Ravenloft, because it is a complete game all by itself. The problem from where I'm sitting is that it uses the exact same rules as Castle Ravenloft, which means it can be tough to tell you anything new when I already reviewed the first game. It's still fast, still smart, still fun, and still crazy expandable. It's still a dungeon crawl game that you can play solo or with your friends, and it's still a D&D spinoff. Basically, it's the same game, but completely different.

However, for a variety of subtle reasons, it's also a better game than Ravenloft. It uses the same rules, sure, and mechanically, does the same thing - but it has a bunch of different things that make it work better.

For starters, it's not as easy. The original was too predictable. You knew what the monsters would do, and you had a lot of control over where they went, which made it relatively simple to manipulate the dungeon into what you wanted it to be. But in Wrath, some of the monsters are a lot more imposing - the gibbering mouther that keeps everyone dazed, for example, or the grell with his stinging tentacles. And far too many of them are sentries.

When you draw a sentry monster, he doesn't just come rushing at you like every other monster. Instead he just stands there and calls up his buddy, who comes running over with pizza and a six-pack to crash your party. Then he spills the pizza on your sofa, drinks all the beer and throws up in your refrigerator, and starts a fight that breaks all the floor lamps. Basically, monsters will show up at random, a lot more often, so you can't control your monster flow as well in Wrath as you can in Ravenloft.

Thanks to a few basic changes, Wrath also feels less academic than Ravenloft. Maybe the biggest factor that helps it feel less bland is simply the change in locale. Ravenloft is supposed to be scary, and isn't. But Wrath is supposed to remind you of an old-school dungeon romp in a dragon's lair, which is a heck of a lot easier to do in a board game.

The random factors in Wrath also add to the tension. Both games have encounter cards, but the encounters in Wrath of Ashardalon tend to swing wildly from 'whirling death trap of death' to 'stepped in gum.' You're never sure if you can afford to lose some momentum, because the next encounter card you draw could double the number of monsters on the board and leave you up to your armpits in rabid man-eaters. Then again, it might be completely silly and produce virtually no effect whatsoever. Instead of an academic exercise, now you've got yourself a chaotic rumble. And that says 'dungeon crawl' where I come from.

Even if the changes in Wrath didn't make it a better game, there would still be plenty of reasons to buy it. Like the plastic - Strahd might have been a scary villain, but his miniature is just a little plastic dude. Ashardalon, on the other hand, is a big red dragon, and that is WAY cooler. There's also an otyugh, which is as difficult to type as it is to say with a straight face.

Plus there's just a lot more in the toolbox. Doors that could be locked or trapped, hostages to rescue, cool spell effects, and randomized treasure are just a few of the additions. Long hallways and huge chambers change the way the dungeon evolves, so that it's not just a random conglomeration of squares. The villains are more fun, too - the rage drake (no relation) that gets meaner the more you hurt him, and the hunormous dragon that spits fire all over the place just so he can roast marshmallows on your head. And that's not all, but I should let something in the box be a surprise.

If you don't have either game, you should pick up Wrath of Ashardalon first. It's better. If you like it, you can get Ravenloft to expand the experience. You can combine both games for more dungeon-crawling good times, and you'll be able to play for days before you ever even have to start making your own adventures. And then there's the rapidly exploding community of people designing new ways to play, so you'll never run out of reasons to play, unless you just get bored and want to play something where you build pig pens and bring in the mail.

Summary

1-5 players

Pros:
Feels like a dungeon crawl should feel
Chaotic and challenging
Lots of fun new additions
Makes a good game better

Cons:
If you hated Ravenloft, you're not going to like Wrath of Ashardalon
Silly name you may not want to say out loud at work

Noble Knight Games carries Wrath of Ashardalon. If you're going to buy it, I sure would appreciate it if you bought it from them:
BUY WRATH HERE
Read More
Posted in | No comments

Monday, 16 May 2011

Board Game Review - Viktory II

Posted on 16:39 by Unknown

Everybody knows the saying that good things come in small packages. Whether or not it's true depends entirely on what's inside the package, of course - if you're comparing a package containing a diamond ring against a crate full of urine-stained packing peanuts, it's true, but box up a couple pounds of cat litter and put it next to a package with a car inside, and the saying goes right out the window.

Slightly less known is the saying that goes, 'good things come in ugly packages.' In fact, I may have just made that up. Wait… yep, I did. But I made it up because in at least this particular case, it's absolutely true.

Viktory II is an ugly game. The box is bland and unattractive. It's gray, with a photograph of the entire game board all over the front of the box. Even the pieces inside the box are boring. They look like they've all been stolen out of Monopoly and Risk, except for the hex tiles, which depict various terrain types, like mountains (gray with streaks), plains (flat green with cotton balls), and grasslands (yellow. Just yellow). Looking at the rules and the pieces in the box, you may be inclined to decide that Viktory II is a bad game.

But that's where the saying comes in. Viktory II is one of the most innovative, interesting, and tactically challenging world domination games you'll ever play, which surprised the hell out of me because the box is so dismal. The board isn't the least bit sexy, but the game will tax your brain and blow your mind.

The reason the board is all hexes is because it starts upside down, and you explore as you play. It's critical to unearth new land and build new towns, because the only way you get more soldiers is to have settlements to support them. You can't just hide in Australia and build every turn until you're sitting on top of 75 troops when everyone else has three, because your troops max out at what you can support.

Another fascinating thing about Viktory II is how you get better troops. Turn a town into a city, and it gets you more warriors - but the type of warrior you get depends on the terrain. Mountains support artillery, and forests support boats. If you don't control a city in a forest, you just don't get any boats. Sorry. No boats for you.

Know what else is awesome? Everything. Combat is all about diversity - you get more dice for having different types of attackers, so 5 infantry divisions will roll fewer dice than one horse and one cannon. The infantry guys will take a while to kill, because there are so many more of them, but the horses and guns will kick their asses all day long, especially if the smaller force is defending in a city (that gets you more dice, too).

The sum of all these fascinating new directions for big-battle throw-downs is a game where nearly any decision is important, and a three-hour game will pass you by so fast that you don't even know the day is gone until your stomach starts rumbling. Viktory II demands tactical brilliance and sound strategy, and no small amount of looking at the whole board even if you're tied up against one enemy. You can't afford to make mistakes unless you can count on your opponents to do the same, which leaves the best players rising to the top - unless their opponents are really, really lucky.

From reinforcements to movement, exploration to building, everything about Viktory II takes all the rules you think you know about large-scale combat games and turns them on their heads. The rules are not really intuitive until you've played a few turns, because they're not like anything you've seen before. Everything works different - but in this case, that means everything works better. Viktory II is just a fantastic game, even if the box does look like a cat barfed on it and you tried to clean it up with a Kleenex.

If I had my way, some serious publisher with an eye for talent would buy Viktory II from its creator and turn it into a blockbuster. I could see Asmodee or Fantasy Flight turning this game into an award-winning good time. Skin it out with a slick theme and some dead-sexy art, include a couple pounds of sweet plastic people, and you've got a game that would shame every other wannabe world-conquest game on the market.

They probably won't. But that's OK, because you can still buy Viktory II from the creator, and if you're a fan of this kind of game, you should. Never mind how ugly it is. Just play it. You'll love it.

Summary

2-8 players

Pros:
Scales well with a variable-sized map
Strategy and tactics in equal measures - and lots of both
Innovative and unlike anything you've played before
Fast turns that still feel like you did something

Cons:
Pretty damned unattractive

I've played a lot of world conquest games, and Viktory II just shot right up the charts. Like, top five of all time. You can get it right here:
http://www.viktorygame.com/#order
Read More
Posted in | No comments
Newer Posts Older Posts Home
Subscribe to: Posts (Atom)

Popular Posts

  • Expansion Review - Defenders of the Realm Dragon Expansion
    The funny thing about expansions is that while I love to get them, and I love to play them, I don't really like reviewing them all that ...
  • 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...
  • 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...
  • Expansion Review - Loot and Scoot Expansion
    I'm going to get this out of the way, right off the bat, so that we don't have to keep talking about it - the game components produc...
  • Expansion Review - Thunderstone: Dragonspire
    Once again, I'm handing over tonight's review to my favorite (read: only) guest reviewer - my dad. He likes Thunderstone, and I don...
  • Board Game Review - Fury of Dracula
    Dracula is pissed. I mean, he's royally tweaked off. You might go so far as to say he's furious. And why is the master of darkness s...
  • 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 - 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 - Puzzle Strike 3rd Edition
    Oh my holy crap. I have been playing this game wrong since I got it two years ago. It worked so well that I just assumed that's what was...
  • Party Game Review - Reverse Charades
    Charades is one of those games that everyone actually likes playing, but nobody will admit to it. It's pretty fun to act out silly phras...

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