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Cowboy Bebop Boardgame Boogie
It's been a year since I've played it, but it hit all the notes you might expect of a Bebop game. You'll have to supply your own Seatbelts music.
Exactly why I hold out little hope for this game. Although Lynnvander also did the Buffy boardgame, not sure if that fact is encouraging or discouraging.
DarthJoJo wrote: Tentatively interested, but has Jasco ever published anything good? Didn’t they do that abysmal Mega Man game?
Also, the release date has been pushed back multiple times now. From early 2018, to GenCon 2018, to March 2019, now to August 2019.
@DarthJojo: we could say the same thing of USAopoly, who gave us Harry Potter: Hogwarts Battle out of nowhere. Cowboy Bebop is a cool IP, so we're at least in 'high expectations, low hopes' territory.
Anjou Valentine wrote: @DarthJojo: we could say the same thing of USAopoly, who gave us Harry Potter: Hogwarts Battle out of nowhere. Cowboy Bebop is a cool IP, so we're at least in 'high expectations, low hopes' territory.
At the risk of derailing this thread, Hogwarts Battle was a mixed bag. Some clever ideas, pretty great production but really needed about two months more development to iron out the game itself. My wife really liked it, but I traded and replaced it with the old TCG.
I’ll go along with high expectations, low hopes, though.
It seems to share a bit of DNA with Knizia's Lord of the Rings, having a similar mechanic of discarding cards that represent skills or qualities, individually or as a group, to overcome obstacles or achieve objectives, creating a tension/trade-off between personal goals and the well being of the group as a whole.
It also seems to share a bit with Battlestar Galactica, having events (like crisis cards) forcing you to lose resources, and giving you choices between discarding cards from your hand or losing resources from the group's pool of food, money and fuel. Again that tension between what is good for you vs what is good for the group.
It has this neat thing where you collect leads (cards) as a group and then use them to create melds which allow you to locate bounties. Having played a lot of Arkham Horror where clues are just another resource to be spent, it was cool to have "clues" that had in-game meaning that came together to direct the action.
Despite being somewhat abstract, it manages to be evocative and capture the essence of the show, especially feelings of desperation and of living on the edge - there is real concern when food and fuel stores are running low, as you can all starve to death, or get yourselves stranded and then starve to death.
The art is better than expected from Jasco.
Right now my main concern is that the four player game seemed a bit too easy. I don't know if that is just because we were lucky with how the cards came out, if we got a rule wrong, or if it is actually that easy. We will have to play a few more times to determine that. Also there are spoilers in the game, so it probably shouldn't be played by people who haven't watched the show but intend to do so.
And thanks for the write up. It’s unlikely I’ll get it as I already have too many games that need first plays, but I’m glad to hear it’s a solid piece. Now, where’s my Kids on the Slope game?