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Jaws Board Game Review
- Michael Barnes
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- Mountebank
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- HYPOCRITE
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20 Aug 2019 22:35 #300975
by Michael Barnes
Jaws Board Game Review was created by Michael Barnes
While you were distracted by the latest crowdfunding ballyhoo, the...
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The best game of 2019 so far.
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- Dr. Mabuse
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- Ambassador of Truth
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21 Aug 2019 03:14 #300976
by Dr. Mabuse
Replied by Dr. Mabuse on topic Jaws Board Game Review
Believe the hype, this is a SOLID title! Few are the game titles that have been able to successfully pull off two completely different game styles and mechanisms within the same game and yet keep it "The Downfall of Pompeii" immediately comes to mind. What an absolute joy to play.
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21 Aug 2019 08:31 #300983
by Vysetron
Replied by Vysetron on topic Jaws Board Game Review
People need to stop being surprised by Prospero Hall. Over the last couple years they've produced loads of solid games with almost alarming consistency. I can't name another designer with so few failures to their name offhand, much less a design team.
The following user(s) said Thank You: Gary Sax
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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21 Aug 2019 09:44 #300991
by Jackwraith
Replied by Jackwraith on topic Jaws Board Game Review
They do seem to be on something of a roll with Villainous, Jaws, and Horrified. I'm not familiar with the rest of their output, though.
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21 Aug 2019 09:48 #300993
by Shellhead
Replied by Shellhead on topic Jaws Board Game Review
I want to hate the fact that this game is based on such an old movie, but it sounds like a great game and that's what matters most.
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21 Aug 2019 11:06 #300997
by jpat
Replied by jpat on topic Jaws Board Game Review
There's got to be room somehow for a baby shark expansion.
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- Michael Barnes
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21 Aug 2019 15:03 #301011
by Michael Barnes
Replied by Michael Barnes on topic Jaws Board Game Review
You awful, awful man.
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- hotseatgames
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21 Aug 2019 15:44 #301012
by hotseatgames
Replied by hotseatgames on topic Jaws Board Game Review
If they make a 5th player expansion it should be called The Bigger Boat
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21 Aug 2019 16:21 #301014
by Shellhead
Replied by Shellhead on topic Jaws Board Game Review
The structure of this Jaws game reminds me of an old TSR "pocket" game called Vampyre, which is also played in two acts.
During the first half of Vampyre, players move around a hex map depicting Transylvania. There random encounter charts based on terrain type, featuring attacks by wolves, bears, vampires, etc, and then there is a short stack of encounter chits at each town. Each time a player visits a town, they take the top chit from that town's stack and resolve it. The chits are usually items or coffins, with a few surprise attacks in the mix. You smash a coffin, and the first player to smash three coffins gets to choose an item that wasn't already found.
The second half of Vampyre is played on the flip side of the map, which depicts a slightly abstracted map of Castle Dracula. There are traps and monsters in every room, and you play until all players receive three bites or somebody manages to kill Dracula. There is a clock with tokens to mark the current hour and day/night. Each player advances the clock one hour at the start of his turn. At midnight, the traps re-set themselves and all the supernatural monsters re-spawn.
During the first half of Vampyre, players move around a hex map depicting Transylvania. There random encounter charts based on terrain type, featuring attacks by wolves, bears, vampires, etc, and then there is a short stack of encounter chits at each town. Each time a player visits a town, they take the top chit from that town's stack and resolve it. The chits are usually items or coffins, with a few surprise attacks in the mix. You smash a coffin, and the first player to smash three coffins gets to choose an item that wasn't already found.
The second half of Vampyre is played on the flip side of the map, which depicts a slightly abstracted map of Castle Dracula. There are traps and monsters in every room, and you play until all players receive three bites or somebody manages to kill Dracula. There is a clock with tokens to mark the current hour and day/night. Each player advances the clock one hour at the start of his turn. At midnight, the traps re-set themselves and all the supernatural monsters re-spawn.
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