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Boardgame-Reviews

  • StarCraft the Board Game: Under the Havok Staff

  • Starlight Stage Board Game Review

    American Idles play Japanese Idol

  • Step Right Up - Circus Train Review

    circus trainCircus Train is a terrific lesson in how far a good setting can take a game. It doesn’t draw on many original mechanics, but instead selects the appropriate ones for what it tries to accomplish. There’s some low-key economics, pick-up-and-deliver, and good old-fashion screwage. It shows how good design utilizes familiar tricks to do something altogether new and unique. The result is a game that is at once unexpected and familiar, and it makes me reflect that it’s too bad games like this are so rare.

  • Stone(r) Age

    Matthew McConaughey is too manly to play a game like "Stone Age."  He prefers "Naked Ubongo."  This is why I do not game with Matthew McConaughey.

     

  • Straight to Hell, Boy- CLAUSTROPHOBIA in Review

    claustrphobia Frank Branham claimed that CLAUSTROPHOBIA "might be better than SPACE HULK" when he introduced it to me. I listened to my gut instinct, which tells me that no man that enjoys the taste and texture of Creamed Pull Candy(sort of a sweetened shortening) should be trusted in such regards. "Poppycock" said I, and dismissed his ludicrous claim out of hand. He was of course wrong and eventually recognizant of his error, but the fact remains that CLAUSTROPHOBIA is a really good dungeon crawl game that sets itself apart from the pack by being extremely easy to get into and play in a reasonable amount of time. It definitely fits into Uba's whole "short games that don't suck" idea, and there are things about that I think make it more appealing than even venerable old DESCENT. The first time I played it, I thought "hey, this is like SORCEROR'S CAVE". And they really just don't make games like that any more. I think it'd also make for a fine kid's game as it introduces important life concepts like smashing demons in the face with a hammer and that Hell is a fun place that you should go in an easy to understand and exciting way. So there's a review at Gameshark.com, of course.

  • Straw - Card Game Review

    Straw Card GameI am sick to death of games that involve cruelty to animals. I am putting my foot down. We must not tolerate games whose entire goal is to torture helpless animals, even if those animals do stink, step on your foot, and spit in your face.

    I am talking, of course, about Straw, a game whose goal, as clearly stated on the outside of the box, is to do physical bodily harm to a camel. That is just wrong. 'The game that broke the camel's back', it says. How would you like it if a camel came along and sat on you and broke your back, huh? That's right, it would suck. Especially because camels are gross.

  • Stronger Than Ever - King of Tokyo: Power Up! Review


    It must be tough to make a good expansion. The proof is that there are a lot of mediocre ones, especially today when we have fewer “games” and more “core sets.” An expansion is essentially an attempt to catch lightning in a bottle a second (or third or fourth) time. A couple of games have pulled it off, but if a game has multiple expansions, it’s typically a case of diminishing returns. Either they ramp up the complexity, or they add more new content than any one group could possibly need. Add enough stuff, and a game could collapse under the weight of its own franchise.

  • Stuffed Fables Review

    Children are not as foolish as adults sometimes think. I put three figures of stuffed toys in front of mine: a rabbit, a lion and a patchwork doll armed with a pencil. "Choose one to play," I suggest. They look suspicious.

    One rummages in the pile of plastic from the box and pulls out a pig with a rattle. "Why can't I play this," she asks. I explain that this is a storytelling game that will unfold over many sessions. That we have to meet the pig in the story before someone can play him.

  • Stupider Like A Fox - Talisman Review

    I have a genre of games that I like to call “stupider like a fox.”  These games are profoundly silly, filled with ways for your planning to be rendered moot by simple bad luck. While this might make a lesser game aggravating, if a game goes far enough, it comes back around to being terrific. Only a couple games I’ve played have really been able to swing for the fence of stupidity and succeed so wildly. Magical Athlete and Dungeonquest are two such games.  But before them, there was Talisman.

  • Sturgeon: the Juniper Verdict

    Sturgeon_collageSome games are intended to make a point or to demonstrate a principle. Sturgeon -- published by Minion Games -- was intended, I assume, to prove Sturgeon's law, which states that ninety percent of everything is crap.

  • Successors 3rd Edition Review

    successorsGiven that I love card-driven wargames, and that I love multi-player wargames and that I find Here I Stand difficult to get to the table due to the length and number of players, it’s natural that I should eventually gravitate toward what’s usually labelled as the most approachable of the multi-player CDG’s, Successors, re-released by GMT last year in a spanking reprint with new art and a mounted board. This was an interesting game for me to try because it was the first time ever that I’d played a historical game entirely on the basis of mechanical appeal rather than historical interest: my knowledge of pre-Roman history is sketchy at best, and my awareness of the post-Alexandrian classical world in which Successors is based is zero.

    Players in the game represent one of the loose coalitions of Alexander’s generals who struggled for control of his huge empire after his death. At the start of the game each player is given two or more initial areas of the board to control and some starting forces. These are randomly drawn and yet the game tends to start out fairly balanced which is a pretty impressive achievement that adds greatly to the re-playability of the game since you’ll rarely find yourself in the same starting position twice. After that the game conforms pretty much to the standard CDG fare: all players draw from the same card deck and take it in turns to play a card from their hand. Each card can either be played for it’s event effect, or for a number of operations points which can be used to move or recruit troops. Anyone familiar with one of the other CDG’s in this family such as Hannibal should be able to pick this up fairly easily. For anyone else the game offers a moderately steep learning curve and I would suggest trying a read-through of the rules before deciding on a purchase.

    Successors, however has a number of unique features which set is aside from the pack. On trawling the rules the most notable of these is the byzantine and confusing set of victory conditions. There are two sets of scores (victory and legitimacy) to keep track of for starters, which don’t just come from the things you might expect like bashing other players and conquering territory but rather for strange actions like ensuring Alexanders’ body gets a decent funeral or marrying one of his relatives. You can also be declared regent if you’re in control of one his heirs when they come of age which occurs on different turns depending on  the heir in question. To make matters worse these things get recalculated constantly and can be the source of auto-wins, leading to the situation amongst inexperienced gamers of someone checking a totally unconnected rule and suddenly announcing “oh, it appears I’ve won”. Of course this issue disappears with repeat plays but it adds an irritating dimension of complexity to an already reasonably hefty game, not to mention the ugly possibility to repeat plays of a 4-5 hour game that end unsatisfactorily before you get the hang of it. On the plus side though, it doesn’t half add to the depth of strategy once you get used to it.

    Another curious thing about Successors is that unlike any other war game I’ve ever come across, the players are actively discouraged from fighting one another. Everyone starts out as a “champion” but the instant you attack another champion you loose some legitimacy points and are open to attack by other players without fear of similar penalty. In a fun twist however this rule doesn’t apply to the player in the lead on whom the other players can declare open season without fear of penalty. Inevitably all players will eventually come to blows, but the rules encourage leaving this general melee as late as possible unless there’s a potentially huge gain for doing so. Instead most of the action on the board comes from a player using an event to activate one of the large collection of neutral armies on the board which represent non-Greek peoples seeking to carve a chunk for themselves out of the post-Alexandrian chaos. This may very well be a good way of simulating the history, but I found it terribly frustrating and it remains my biggest black mark against the game: if I feel another player deserves a good kicking, I want to be able to give it to them without worrying about how the mass of Macedonian aristocracy will view my actions. I’m supposed to be the one with the massive armies, after all!

    In a similar vein the initial random setup coupled with the shape of gorgeous-looking mounted map mean that it’s quite common for you to start out sharing one or more borders. That tends to limit the amount of meta-game diplomacy that goes on since it’s difficult to negotiate the required multi-ways deals. There is some scope for it, of course, especially when it comes to the free-for-all against the Usurper but the design tries - and succeeds - in ensuring that it becomes an aspect of the overall strategy rather than dominating the play as is so common in multi-way conflict games of this type. It’s interesting to note though that of course this approach of limiting both excessive agression and negotiation also kicks a lot of the stuff that’s commonly held to be undesirable about multi-player conflict games such as kingmaking and the like into the long grass. Given that the original version of Successors hails from way back in 1993 this is actually a really impressive piece of creative and forward-thinking game design from an era where these “problems” were seen as part and parcel of gaming rather than issues to be solved.

    Like a lot of other CDG’s based on this system, combat is incredibly brutal and unforgiving. You total the strength of your forces and their leader, roll two dice and cross reference the two on a table which tends to smooth the odds down so that superior forces still have a significant chance of loosing. The winner takes a single casualty while the poor old looser has all his mercenaries (the most common troop type in the game) slaughtered and the rest of his forces dispersed and in need of spending ops points to rebuild. This uncertain and bloody resolution is historically accurate for ancients battles but it won’t suit everyone. However unlike other ancients CDG’s which have been criticised for the randomness of their combat systems, Successors offers some interesting ways to ameliorate the problem. It’s not terribly hard to get more troops, for starters, as long as you’re prepared to buy mercenaries and therein lies the second point of interest because as I’ve already pointed out, mercenaries aren’t a whole lot of use and die very easily. So there’s some strategic decision making woven into the chaos as well.

    Successors is a fun game but ultimately it can’t quite compete with the best of its 2-player brethren such as Hannibal or Twilight Struggle which are about as much fun as 2 people can have with their clothes on. But it remains the most accessible of the multi-player CDG’s with a manageable play time, complexity level and the ability to scale reasonably well to both three and four players. Personally I found the limitations placed on player interaction to be mildly irritating, but the fact remains that it’s de rigueur for most modern multi-player conflict games and I think my discomfort with it here has more to do with its marriage to some old-style combat mechanics than anything else. It’s also interesting to note that some of my feelings about the game are almost certainly down to my ignorance of the source material on which it is based. Playing Successors has forced me to consider the interesting question of whether ConSims of any stripe are likely to fall flat for players who are ignorant of the history behind their designs. So if you’re got a thirst for classical history and are looking to scratch that multi-player CDG itch after enjoying some 2-player fare, Successors is certainly the game for you.

  • Summon Stabbity Death

    summonerwarsTonight is a great night. I've been looking forward to writing this review for nearly a year and a half, and finally, after all the waiting, I get to reveal one of my absolute favorite games. It's called Summoner Wars, and it was the best game I played at GenCon 2008. The reason you haven't heard of it before now, however, is because you can't buy it yet.

  • Summoner Wars Expansion Packs - Review

    Summoner Wars VanguardI have to check a calendar, because I would swear my birthday wasn't for a couple months. It sure feels like it, though, because I just got the Summoner Wars expansion decks and I'll be damned if I didn't expect it to come with cake and ice cream, and maybe a lame office party where everyone brings whatever crappy food they either bought at the supermarket on the way to work or threw together the night before, except for that one lady who can actually cook but never makes enough for everyone, so that even when you're the birthday boy, you only get like two bites of the banana pudding before everyone descends on it like a Biblical plague of locusts.

  • Summoner Wars Reinforcements - Game Expansion Review

    One of the very few downsides to being a game reviewer is that I don't get to play the games that I really like as much as I want. If I have a spare night to play a game (and I'm not playing 500), I usually have to play something so I can write about it. This means that as much as I would love to break out some old favorites, I have to devote myself to playing crappy Reiner reprints far more than is pleasurable (of course, when it comes to a crappy Reiner reprint, one play is too many).

  • Suns For The Sun God - Ra Review

    Although I spend a lot of time writing about old games, I’ve put off writing about Ra for a long time. This is because, unlike most of my favorite games, I struggled for a long time to put my finger exactly on what I love so much about Ra. Reiner Knizia’s classic was one of the first games I bought when I started collecting games, and over all those years I’ve always had a hard time defining why it works so well.

  • Survey Says... A Keep It 100 Board Game Review

    We surveyed 100 board game reviewers and asked them their least favorite type of “trivia” questions. How many of them answered “We surveyed 100...” questions? Well, I can tell you the answer is at least one. Yet, here I am reviewing a game that consists entirely of “Out of 100 people surveyed...” questions and I can tell you at least one reviewer enjoyed it.

  • Survive: Escape From Atlantis! Review

    In the beginning there was a mass market board game called Survive! which enjoyed the distinction of actually being widely enjoyed by the hobby crowd. So, in order to confuse the masses of unwashed nerds baying for a copy, other publishers reprinted the game several times with marginally different components, board shapes, rules sets and titles that tended to include the word Atlantis and no-one knew which were worth playing and which were not. And there was much wailing and gnashing of teeth. And then some of the unwashed set up a publishing company of their own and sought to dissipate the confusion by getting the original designer on board and printing a definitive version which could be played with any one of the different rules sets that had come before, or any combination thereof, and there was much rejoicing. With great wisdom and foresight they chose to combine the titular variations of those that had gone before and called it Survive: Escape from Atlantis and the marketing people saw that it was good and gave it their dubious blessings. But the real question remains - is it any good?

  • Suspects Board Game Review

    After graduating from Oxford, specializing in criminal law, it was time for me to travel and see the world. Little did I know that every journey I took would present me with a mystery I had to solve using my formidable spirit of deduction and unfailing determination. Tiny clues would lead me along a trail of discovering more and more proof which would lead me to the perpetrator. However, until then, all the people I met were Suspects by Sebastien Duverger Nedellec, Paul Halter and Guillaume Montiage from Studio H.

  • Swat - Review

    swatYou know, it has been too long since I beat the hell out of a crappy game. Plus I had a very bad day. I think it's time I reviewed Swat. The game actually has an exclamation mark after the title, but that irritates me, so I'm leaving it off out of sheer disrespect.

    Swat sucks. I kind of wish that was all I needed to write, and then people would just go, 'yeah, that makes sense,' and not buy it. But a little justification is probably required to make this a review, and not just me saying mean things about Reiner Knizia again.

  • Swatch Board Game Review

    "Hm. Deep Purple looks good. Life's A Peach is also very warm and rich. Oh, and of course, we want the Cactus Jack. That would be the perfect triad of colours." You step back and look at the colour samples you just painted onto the wall in the kitchen. "Yes, that's it." You're so pleased to have come up with this perfect colour scheme. It had been harder than you had expected. Mixing the 13 cyan, 14 magenta and 15 yellow in the right combination had been a bit of job, let alone getting all the red, green and blue to mix up the cyan, magenta and yellow, but the result was more than worth it. "Yes," you say out loud, "that's the perfect Swatch by Minerva Tabletop."