Reviews from R'lyeh: 1984: Railway Rivals

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg
Showing posts with label Filler Game. Show all posts
Showing posts with label Filler Game. Show all posts

Tuesday, 18 November 2014

Tangled Trains

Posted on 11:25 by Anthony Carold
2014 is the year that Japanese boardgames—particularly the Japon Brand—break out into the mainstream. After all, two Japanese games won Origins Awards in 2014, both published by Alderac Entertainment Group. Love Letter won the Origins Award for Best Traditional Card Game and Trains won the Origins Award for Best Board Game—how long until one wins the Spiel des Jahres? Of course, Japanese boardgames have not sprung from nowhere, there having been a number of them published in English over the past few years. Among the first was String Railway, designed by Hisashi Hayashi, who also designed the excellent Trains and recently had the interesting Sail to India published by Alderac Entertainment Group.

The 2013 UK Games Expo Best Abstract Game Winner, what sets String Railway apart from almost every other railway board game is in the title. Railway board games fall into two types. One uses hexes with players laying railway tracks to connect towns and cities, whilst the other has the players drawing lines with crayons on a map to connect towns and cities. In String Railway the players connect railway stations, not by hexes or crayons, but string—thick, bright lengths of string.

Now published by Asmodée Éditions, String Railway is designed for two to five players, aged eight plus, each of whom is the president of his railway company. A game lasts about thirty minutes and the aim is to have the most profitable railway by game’s end. 

Its play surface is the table itself with the play area formed by a string loop that is pulled out to form either a triangle, a square, or a pentagon, depending upon the number of players—a triangle for three players, a square for four or two players (in a two-player game, each player plays with two starting stations and two sets of strings), or a pentagon for five players. Inside the play area is placed a grey loop to represent the mountains and a length of blue string that runs to the edge and represents a river. Each player then receives five strings of various lengths and a station of the same colour, the latter being placed at a corner.

On his turn, a player draws a station from the deck of thirty-four station cards. He is free to place this station wherever he likes, but he must also use one of his strings to connect this new station to a station his network is already connected to. He is free to run the string through any other station he likes as long as the new station is placed at the end of the string.

The player then earns Victory Points for the station he has placed and any stations that he has run his new placed string through. Each of the eight types of stations scores differently. For example, the Central Station scores three Victory Points, but can only be connected by five players; an Urban Station scores a player three Victory points when placed, but will lose him a Victory Point to a rival if another connects to it, up to a maximum of five players; and a Scenic Station will earn a player one Victory Point if placed on the plains, but five Victory Points if placed in the mountains. Victory Points are lost if a string crosses either the river or another string. Of course, the player with the most Victory Points is the winner.

Play quickly becomes harder and harder as more strings are placed. Players will work hard to place their stations where they can score, but their rivals cannot and work harder to place their strings to their best advantage. Even if that means pulling them to their full length or twisting them again and again; this is what makes the game fun.

String Railway is a nice looking game and the rules are easy to read. Its core mechanics are tile drawing and placing and route-laying, both quite conventional, but the placing of the strings gives the game a physicality that very few games possess. The fact that each player only has five strings means that each only has five turns, making the game quick. (The fact that both players have ten strings in a two-player game is offset by the number of players). Everyone’s last turn usually takes a little longer as they try to maximise points, but that is true of many games. 

Bright and colourful, String Railways is a solid filler. In adding a physical element to the train game genre, String Railways shows how messy and tangled up the laying of railway tracks can get.
Read More
Posted in Asmodée Éditions, Board Game, Family Game, Filler Game, Hisashi Hayashi, Japanese Game, Japon Brand, Train Game | No comments

Thursday, 23 October 2014

Dicing with Dragons

Posted on 04:45 by Anthony Carold
Dragon Slayer: The Dice Game with a Twist is a ‘Push Your Luck’ dice game released by Indie Boards & Cards, the publisher of notable titles such as The Resistance, Coup, and Flashpoint: Fire Rescue. Funded through Kickstarter, it is designed for two to five players, aged fourteen and more—though younger players could play it, and it can be played through in fifteen minutes or so.

In Dragon Slayer, each player is a doughty warrior, a fearless hunter of dragons, ready to be crowned ‘Master Slayer’. He must set out into the Mountains; locate each dragon’s Head to determine where it hunts, its Wings to see where it soars, and its Tail to find its lair; Axe in hand ready to slay the beasts and Shield held ready to withstand each dragon’s deadly Fire Breath. There are three dragons of increasingly difficult challenge—Blue, Green, and Red—that a slayer will need to kill again and again to be crowned ‘Master Slayer’. Unfortunately, every slayer has a certain pride and once he has one dragon kill under his belt, he can be goaded into continuing the hunt. Otherwise he will lose face (and points!). This is the ‘Twist’ of the title.



Dragon Slayer consists of twelve dice. Three dice for the Warriors, marked with Axe, Shield, and Fire Breath symbols; and three dice for each dragon, marked with Mountain, Dragon’s Head, Tail, and Wing, and Fire Breath symbols. There is a scoring track and tokens for each player to track his score, a simple chart to track each slayer’s hunt, and a Challenge Token for each player.


On his turn a player rolls both the Warrior dice and the three dice for the dragon he wants to hunt. His aim is to roll the Dragon’s Head, Tail, and Wings plus an Axe to kill the beast. As soon as any one of them is rolled, those dice are put aside and the player can keep rolling. Mountains and repeated results can be re-rolled. If the dragon rolls a Fire Breath—on the Dragon dice or the Warrior dice—the slayer can defend against with a rolled Shield on a one-for-one basis. If a slayer has not rolled any Shields, then he loses a Warrior dice for every unblocked Fire Breath dice. Once a slayer has lost all of his Warrior dice, his dragon hunt ends for that turn.  

Once a player has rolled a Dragon’s Head, Tail, and Wings plus an Axe to kill the beast, he can score it. Just two points for a Blue Dragon, four for a Green Dragon, and six for a Red Dragon. He can stop there or carry on, using any Warrior dice he has remaining plus the matching dice for the new dragon. He must defeat the other two dragons before he can attempt to slay again the type he just killed. Or another slayer could challenge him into carrying on. Refuse and the player loses half his points, the challenger scoring five points. Carry on and the slayer gets double points for every subsequent dragon slain, but if he fails at any time, he loses all points for that round! Each player only has one Challenge token, so it can only be used once.

For example, Debbie attempts to slay the Green Dragon. On the Warrior dice she rolls Axe, Shield, and Fire Breath, plus Mountains and Dragon’s Tail and Wings on the Dragon dice. She sets aside the Dragon’s Tail and Wings plus the Axe. Then she blocks the Fire Breath with the Shield and then rerolls the Shield, Fire Breath, and Mountain dice. The result is two Axes and a Dragon’s Head. This enough is to slay the Green Dragon and score Debbie two points.

Dave decides use his Challenge token to goad Debbie to continue, which she does against the Blue Dragon. This time she rolls Axe, Shield, and Shield on the Warrior dice, plus Mountains and Dragon’s Tail and Wings on the dragon dice. She sets aside the Dragon’s Tail and Wings plus the Axe. Rolling again, the result is a Dragon’s Head and an Axe and Shield, again enough to slay the Blue Dragon and score Debbie eight points—double the Blue Dragon’s value.

Debbie continues against the Red Dragon. This time she rolls Axe, Shield, and Fire Breath on the Warrior dice, plus Fire Breath and Dragon’s Head and Wings on the dragon dice. One Shield is used to block a Fire Breath, leaving one Fire Breath to get through. Debbie is forced to discard the Axe result, but can keep the Dragon’s Head and Wings. This leaves her one Dragon die and two Warrior dice to roll. This time Debbie rolls the needed Dragon’s Tail and an Axe, which scores her twelve points—again the Red Dragon’s value. Debbie has done well this time and was up to the challenge!

Once a player has scored forty points in slain dragons, play continues until everyone has had the same number of turns. The player with the most points scored wins and is crowned the ‘Master Slayer’.

Physically, Dragon Slayer is pretty little game, its artwork reminiscent of the Dragon’s Lair computer game of the early ‘80s. The dice in particular, are quite fine (though the standard retail version will lack the metallic inks etched into the dice), handle nicely, and have differently illustrated dragons. The rules feel underwritten and need a surprisingly careful read through given such a light game.

Easy to learn and quick to play, Dragon Slayer presents easy decisions—when to challenge, when to stop rolling, and which dragon to roll for. Do you roll for the Green Dragon and work up to Red or roll for Red and work down to Green as it is easier? Most likely a player will Challenge when another takes the lead and looks to be winning…

Of course Dragon Slayer feels not unlike Steve Jackson Games’ Zombie Dice, but it adds a decent twist and its genre is not as gruesome. Overall, Dragon Slayer: The Dice Game with a Twist is a nice filler and a nice addition to the ‘Push Your Luck’ style dice game.
Read More
Posted in Dice Game, Dragons, Fantasy, Filler Game, Indie Boards and Cards, Kickstarter | No comments

Thursday, 9 October 2014

Time for Tea

Posted on 06:33 by Anthony Carold
If you are of a certain age, then you may perhaps associate ‘elevenses’ with sticky buns and hot cocoa served at a certain  antique shop on the Portobello Road by its owner, Mr. Gruber. A more modern reader or film goer might associate it with the meal served somewhen between second breakfast and luncheon. Most of us though are not bears (from darkest Peru or elsewhere) or indeed hobbits, so we shall have to make do with elevenses, that quintessentially refined repast consisting of tea—never coffee (how uncouth), sandwiches, cakes and biscuits, served from a tea trolley at precisely 11 o’clock to one’s guests.

Elevenses is also the name and subject matter for a card game from Australian publisher, Adventureland Games, successfully launched on Kickstarter in 2013. Now the publisher being Australian could have led the game to be called ‘mornos’, but fortunately, Elevenses - The Card Game of Morning Tea has nothing to do with the Royal Australian Navy. Instead, it is a game in which respectable 1920s socialites strive to serve the finest morning tea!

Designed for between two and four players, aged eight and up, Elevenses is a hand management game that can be played in thirty minutes. It consists of forty-four Tea Party cards, four player aid cards, a Sugar Bowl card, six Special Guests, a Starting Server cards, and thirty wooden Sugar Cubes.  The Tea Party cards are actually four identical sets of eleven cards, each set having a different coloured back for easy identification. The cards in a set are numbered consecutively and include a Tea Trolley (1), Tea (2), Milk (3), Sugar (4), Cups & Saucers (5), Fine China (6), Biscuits (7), Sandwiches (8), Cakes (9), Servants (10), and Elevenses (11). Each card is marked with its title and number, a piece of colour text, a rather charming watercolour illustration, an action, and possibly a number of silver spoons (these are Elevenses’ victory points).

For example, the Tea (2) card has the colour text, “My tea is the finest tea in town!”; a single spoon; and the action, “Choose a player. Flip one of her spread cards valued 2 - 9 face-down.” Other cards force everyone to pass cards round the table, force a player to swap cards with another, force a player to reveal his Kitchen, and so on. In general, the higher numbered cards have more silver spoons on them and actions that often hinder a player rather than help him.

Each player is attempting to arrange his Spread in the correct order, getting each of his cards in their right position so that he has as many silver spoons out as possible when he—or another player—plays his Elevenses card. Each player’s Spread is made up of two rows of four cards, the remaining three cards forming his Kitchen. At the start, each player shuffles his set, lays eight cards face down to form his Spread, and looks at his Kitchen.

On his turn a player can do one of two things. He can play one card from Kitchen to his Spread face up and enact its action. This must be in the correctly numbered position. Two cards—Tea Trolley and Servants (10)—can be alongside the Spread, but not on it. Or he can arrange two of his cards on the Spread, essentially moving into their right position, but leaving them face down. Once a player has four or more cards face up on the Spread, then he can play his Elevenses (11) card. This marks the end of the round. The player with the most visible silver spoons wins the round and is awarded two sugar cubes taken from the Sugar Bowl card. The player with the second most visible silver spoons is awarded one sugar cube. Play continues with more rounds until one player has won seven sugar cubes and thus served the finest tea and won the game.


Now if multiple players have more than seven sugar cubes, then they give each other a kiss on the cheek, and agree to share the victory! How very polite.

Tactically, Elevenses is a light game. If a player has to swap or pass a card, it should be card that the other player has already placed in his Spread. This presents the other player from playing it again—plus it gives the play of Elevenses that little bit of an edge. If he has it in his Kitchen, a player should know when to play his Elevenses card, ideally when he will score as many silver spoons as he can or when he can prevent another player from playing more silver spoons.

The advanced version of the game adds six Special Guests. Each is a member of polite society and each has specific requirements. In particular, three cards that need to be face in a player’s Spread. The Special Guest is kept hidden until it has been fulfilled when it scores a player more silver spoons.

Physically, Elevenses is a lovely game. It has a genteel charm, the art is a delight, and the addition of the wooden sugar cubes is a nice touch. Another nice touch is that barring a little bell, all of the rewards from the Kickstarter edition are in the retail version too. Elevenses - The Card Game of Morning Tea is a charming little filler that plays better the more players there are, a delightful blend of art and theme with indecently quick game play. 

Read More
Posted in 1920s, Adventureland Games, Card Game, Filler Game, Tea | No comments

Thursday, 2 October 2014

Of Mice and the Moon

Posted on 16:00 by Anthony Carold
Conduct scientific research! Undertake ground-breaking feats of engineering! Manage the greatest minds of the age! Get some dullard of an accountant to manage your finances whilst you prepare for the greatest endeavour of all time—getting to the Moon! The year is 1898 and Her Majesty Victoria, by the Grace of God, of the United Kingdom of Great Britain and Ireland Queen, Defender of the Faith, Empress of India, has decreed that only the British Empire can put a man (or woman) on the Earth’s nearest celestial neighbour. The race is on for the honour of fulfilling Her Majesty’s dream, one that will see England’s many Clubs or Leagues desperately designing and building mad-cap rockets and launching them into space!


This is the subject for Rocket Race: A Steampunk Rocket Building Card Game from Triple Ace Games. Better known for its RPGs such as Sundered Skies, All For One: Régime Diabolique, and Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!, this is the publisher’s first non-RPG design. It is set in the same world as Leagues of Adventure and was a big hit at UK Games 2014 where its Preview Edition of one hundred copies were quickly snapped up. Now the game is coming to Kickstarter.

The game comes in Standard and Advanced versions. In both, the aim of the game is to get a rocket to the Moon. To do this, a player must assemble a rocket, which must consist of a capsule, a propulsion system, and a steering mechanism, with up to three accessories. Their attempt can be affected by Events such as bad weather or sabotage, but eventually one League will ensure that Her Majesty prevails!

Rocket Race consists of fifty-seven cards, two six-sided dice, sixty cog counters, and the rules booklet. The cards are done in full glorious colour and depict the components and accessories that go into building a rocket, events that might help or hinder the process, and for the Advanced version, the Leagues themselves, plus their Workshops and Workshop Accessories. The components and accessory cards are each marked with a number that goes towards the Reliability total for a player’s rocket, plus a research cost used in the Advanced version. Every card is fully illustrated and titled, and many come with a piece of colour text. For example, the Capsule, ‘Martian Salvage’ has the text “I managed to secure one of the Martian landing capsules used in their abortive invasion from the Aegis of Terra. Oh wait, that’s supposed to be a secret. Forget I spoke.”; the means of Propulsion, ‘Giant Helium Balloons’ has the text “Do balloons float upward? Is the Moon not up above us? Then my logic is sound!”; and the Steering Mechanism, ‘One Hundred Hungry Mice’ has the text “The Mice will naturally be drawn toward the Moon, which is made of cheese, which in turn tip the craft to point in the right direction.”

In the standard version of the game each player begins with ten tokens, each representing his finances and resources he has to devote to the rocket building project. On his turn a player turns a card over from the deck and everyone gets the chance to bid or pass on it using their tokens. The highest bidder gets the card and has to put the tokens he bid to win the card actually on the card—this represents the card’s development time. At the end of the turn, any player with tokens on a card can remove a single token. Once a card no longer has any tokens, its development is complete and it can enter play. This applies not only to the components and accessories needed to build a rocket, but to Event cards too.

Once a player has assembled a rocket—complete with a capsule, a propulsion system, and a steering mechanism (plus any accessories)—he can launch it into the heavens. To do so, he adds the total of the Reliability factors on the cards and rolls two six-sided dice. If the result is equal to, or lower than, the Reliability total, he has successfully landed on the Moon and may bask in the glory of his achievements. If not, he has crashed on take-off, must discard a random card from his rocket ship, and begin again! The winner of course, is the first player to successfully land on the Moon.

Thus the standard version is a simple bidding game with limited resources and a simple balancing mechanism. Bid too much on a desired card and it not only takes too long to develop, it reduces the finances a player has to gain new cards. Thus smaller bids will invariably bring cards into play quicker and give a player greater control over his finances. Of course, a player can make bids to drive up the cost of card without any intention of buying it, but that might not go his way...

Where the Standard version of the game will support as many as six players, the Advanced version is for two to four players. It adds the Leagues of Adventure proper, makes use of cards that will enhance each League’s laboratory, and the advanced options on each of the Event cards. Each player is assigned a League and a workshop card. Each of the four Leagues—Aegis of Terra, Daedalus Society, Lunar Exploration Society, and Society of Aeronauts—sets a player’s starting values in three scientific disciplines, Chemistry, Engineering, and Electrics. Each  workshop has a track for each of the three scientific disciplines. Finally five cards are drawn from the deck—which now include the Workshop Accessory cards—and laid out in a row.

On his turn, a player can undertake two actions, selected from two sets of options. The first set of options are Launch, Scientific Research, or Event Acquisition, whilst the second consists of Component Acquisition or Discard. Launching a rocket works just as it does in the Standard version; Scientific Research allows a player to increase a single scientific discipline and roll for the chance to increase all three; whilst Event Acquisition lets a player take an Event card from the line. During Component Acquisition a player can use up the points he has in scientific disciplines to purchase components and accessories, whilst if he has not taken an Event card or any components or accessories, he can Discard a card from the line.

The Standard version of Rocket Race plays in about ten minutes. The Advanced version is double the playing length, and is slightly more complex. It also feels slightly more random than the Standard version, with less skill involved, whereas the Standard version gives the player some decisions to make in what to bid for and for how much. Both versions could benefit from more Event cards to encourage more player interaction. Nevertheless, both versions are decent fillers and both are let down by the flavour text that is printed just that little too small. (It should be noted that the publisher will address the size of the text with the new edition launched on Kickstarter and will offer more Event cards as stretch goals as part of the Kickstarter).

What Rocket Race really has going for it—and what it has not in spades, but in whole shedfulls—is charm and flavour. The cards themselves are a delight, beautifully illustrated, and the flavour text has a certain tongue-in-cheek humour.  Rocket Race: A Steampunk Rocket Building Card Game is an amusing, if simple diversion that brims full of derring do, erratic scientific endeavour, and of course, the best use of One Hundred Hungry Mice ever!
Read More
Posted in 1890s, Card Game, Filler Game, Leagues of Adventure, Rocket Race, Science Fiction, Science!, Steampunk, Triple Ace Games, Victoriana | No comments

Saturday, 22 March 2014

Playing Fireworks Blind

Posted on 13:51 by Anthony Carold
Most co-operative board games have the players working against the clock or the game itself, sometimes with a traitor amongst the players trying to thwart their efforts. Battlestar Galactica, published by Fantasy Flight Games, and Grosso Modo Éditions’ more recent Nosferatu are typical of cooperative games with a traitor mechanic, whilst Z-Man Games’ Pandemic and Indie Cards and Games’ Flash Point: Fire Rescue are typical of co-operative board games without a traitor mechanic. These games have made the co-operative style of play popular and accepted, the board game Pandemic having made the breakthrough in 2008. Most co-operative games revolve around the players attempting to cope with limited information that they all share. In Hanabi, the players must share information about what each other has on their cards, but they will never know exactly what they have on their own cards.

Named for the Japanese word for fireworks, Cocktail Games’ Hanabi was the 2013 Spiel des Jahres Game of the Year Winner. The players are apprentices who are attempting to put on a firework display for the emperor, but have managed to mix up the powders, fuses and rockets. To succeed, they must launch the fireworks in the correct sequence, and if they do, they please not only the emperor, but their master too.

Designed for two to five players, aged eight and up, Hanabi consists of five sets of coloured cards—red, blue, green, white, and white, plus three red tokens and eight blue tokens. Each set consists of ten cards, each containing three cards numbered one, two numbered two, two numbered two, two numbered two, and a single card numbered five. The red tokens are failure tokens, indicating a poorly displayed firework; the blue tokens are clue tokens, used to impart information to another player about the cards in his hands.

A complete firework consists of a single colour that contains cards played in order, from one up through two, three, four, and finally, five. Completing a firework gains the players a blue token; playing a card out of sequence onto a firework, for example, playing a white-4 card onto a white-2 card, would earn the players a red token. If they gain all three red tokens, the game is over.
At game’s start, each player receives a hand of cards, either four or five, depending on the number of players. A player cannot look at his hand, but instead holds them face out so that the other players can seem them. Thus each player can see everyone else’s cards, but not his own.

On his turn, a player can undertake a single action. He can discard card to gain a blue token; he can play a card, either to an ongoing firework or to start one if there is not yet one of that colour; or he can expend a blue token to give a clue; giving clues lies at the heart of Hanabi. To give a clue, a player points to another player’s hand and imparts certain information about that hand. This can be about the cards of a single colour in a player’s hand, such as “You have a green card here” or “You have two white cards here and here”; or about the cards of single number in the player’s hand, such as “You have a three here” or “You have a four here and here”. The clues given must be complete—so if a player has two four cards, the informing player must indicate both of them. If a player discarded a card or played one onto a firework, then he draws a new card.

Play continues until either the players have acquired all three red tokens and thus lost the game; or all five fireworks have been completed in the correct order and the players have scored maximum points, or the deck has been exhausted. In the case of the latter, points are awarded based on the fireworks completed, the top card on each firework adding to the final score. A maximum of twenty-five points can be scored, with scores of between sixteen and twenty-four at least being memorable.

Hanabi is as simple as that. During play, a player is free to arrange his cards how he likes and to an extent can talk about his hand in general terms—only the other players can be specific about his hand and only after having expended a blue token. For a game as simple as Hanabi, it requires a great deal of thought and no little care, because it is a game about memory and deduction, that is remembering where your cards are in your hand and deducing which card to play next from the clues previously given. Essentially though, it is a game about communication and understanding that communication, and about remembering that communication. Get the communication wrong and potential points are lost as the wrong cards are discarded or played onto a firework.

Hanabi is also a filler game, play being expected to last no longer than twenty minutes or so. Unlike more recent filler games, for example, Coup or Love Letter, this one is not combative. Indeed, in comparison to many other co-operative games, Hanabi is benign, the players are not really playing against a game that is set up for them to fail, as in Pandemic or Battlestar Galactica. Even its subject matter is benign, but despite that and its benign mechanics, it is actually more challenging than your average filler game because it is asking the players to think and communicate. Also, where another co-operative bears repeat play by increasing the difficulty level of the game the players have to beat; Hanabi bears repeated play if a group wants to improve its score.

Despite its simplicity, Hanabi is clever because it gives us a new playing experience. One that emphasises communication and deduction to support its co-operative play.
Read More
Posted in Card Game, Co-Operative Game, Cocktail Games, Family Game, Filler Game, Oriental, Spiel des Jahres winner | No comments

Friday, 14 March 2014

Down with The Resistance

Posted on 11:31 by Anthony Carold
 In the near future, the government has become a ‘Corporatocracy’, the CEOs of the multi-national corporations forming a new ‘royal class’. Their greed has widened the divide between rich and poor until eventually, The Resistance grew out of the oppressed masses, dedicated to the overthrow of their corporate rulers. The efforts of The Resistance have not been in vain, sowing discord, intrigue and weakness in the political courts of the ‘noveau royal’, bringing the government to brink of collapse. With government so weak, now is the time for a powerful government official to manipulate, bribe, and bluff his way into absolute power.

This is the set up for Coup, a card game of secret identities, deduction, and deception set in the same universe as Indie Boards & Cards’ The Resistance in which the players, as ambitious government officials, plot to be the one to overthrow the current regime. It is designed to be played by two to six players, aged thirteen and up, in roughly fifteen minutes. To win a player must end the influence of his rivals and force them into exile—there can only be one man to take the reins of government in this tempestuous time.

The game consists of fifteen character cards, six player reference cards, a bag of fifty coins, and an eight-page rules booklet. The fifteen character cards consist three each of five characters—The Duke, the Assassin, the Ambassador, the Captain, and the Contessa. Each of the characters can legitimately perform one or more actions, but often these actions will be ‘illegitimately’ performed by other characters. If caught doing so and challenged, then the player controlling that character will lose Influence. Lose enough Influence and the player is forced into exile and knocked out of the game.

At game’s start, each player receives two coins, two character cards, and a reference card that explains the actions that each player can undertake on their turn. The two character cards are laid face down and remain hidden until challenged. Certain actions allow a character card to be replaced, but because the two character cards represent a player’s Influence, if both are eliminated, the player is forced into exile.


On his turn, a player can conduct one of seven actions. The Income action allows him to take one coin from the bank. The Foreign Aid action allows him to take two coins, but the Duke can block this action. The Duke can also be used to conduct the Tax action and gain the player three coins. By expending three coins, a player can use the Assassin’s Assassinate action to remove one of a rival’s characters and reduce his Influence. The Assassinate action can be blocked by the Contessa—the Contessa does not have an action of her own, only this blocking action. The Ambassador’s Exchange action allows him to replace one of characters with a new one from the Court deck. The Captain’s Steal action enables him to take two coins from another player, though this can be countered by another Captain or the Ambassador. Lastly, by expending seven coins, a player can launch a Coup and remove one of a rival’s characters and so reduce his Influence. If a player accumulates ten or more coins, he must launch a Coup on his next turn.

Once a player has selected and announced his action, his rivals are free to respond with a challenge or a counteraction. This is where the game becomes interesting. A player can conduct the Income, Foreign Aid, and Coup actions with impunity (though Foreign Aid can be blocked), but every other requires that state that he has the appropriate character to conduct that action—the Captain to Steal, the Duke to claim Foreign Aid, or the Assassin to Assassinate, for example. Similarly, when issuing a counteraction, such as the Contessa’s ability to block Assassinations or the Duke’s to block Foreign Aid, a player must state that he has that character.

Of course, in stating that he has a character and is using its action or counteraction, a player might be bluffing. If either goes unchallenged, then play continues, but if he is challenged, a player has to prove that he has the character. If he does, the character is replaced by a new one from the Court deck, into which the old character goes and he does not lose any Influence. Instead, the challenging player loses a character and the associated Influence. If he does not have the character, he loses a character he does have, plus its Influence.

Whenever a player loses a character, either from a lost challenge, an assassination, or a Coup, the character is not discarded, but left face up where the other player can see it. Thus they know which characters have been discarded and to an extent, can count cards…

Play continues with the bluffing and challenging until there is only a single player left. He has won and can launch the Coup. Players need to be careful with their challenges as losing characters and Influence means reducing their choice of actions that they can prove if challenged. They should also be aware of any rival accumulating enough money to launch a Coup, which cannot be blocked. Although bluffing is part of the game, a player should also be prepared to use the characters and their actions he has as he can prove their use. Do that often enough and he might be able to bluff his way through a turn. Of course, a player may have to bluff because he does not have the characters he needs.

Physically well-produced, Coup’s cards have an Italianate, almost Dune-like feel to them. That said, the game’s theme is light and easy to grasp. The game itself is simple, and like any decent filler, plays fast enough to repeat once or twice in a session. 
Read More
Posted in Card Game, Family Game, Filler Game, Indie Boards and Cards, Microgame, Science Fiction | No comments

Thursday, 13 February 2014

Finding Romeo

Posted on 16:12 by Anthony Carold
Where art thou Romeo? is not even a ‘Microgame’, it is something smaller. Indeed, the game’s full title, Where art thou Romeo? A Nano game set in the World of the Council of Verona, gives substance to its tiny size. Released as a near ‘Pay What You Want’ project on Kickstarter, Where art thou Romeo? is a card game inspired by Shakespeare’s Romeo & Juliet and published by Crash Games that can be played in as little as five minutes. It consists of five cards, plus the rules, and is quick to learn as it is to play. It is a ‘role’ game in which players takes turn being Juliet who is looking for her beloved, Romeo. Depending upon their roles, the players will score points if Romeo is found or if he is not found.

The five cards are all role cards. The first is Juliet. The other four each have two roles on them, so for example, Romeo and Count Paris are one card, whilst Mercutio and Benvolio are on another. At the beginning of each round, one player will be Juliet whilst the other players are each given one card. Each of these other players will choose one of the two roles on their card. So for example, a player receives the Nurse/Tybalt card and must choose to be either Tybalt or the Nurse for that round. Whatever role these players choose, they must keep it a secret until Juliet asks everyone to reveal their roles.

As the players are choosing their roles, a lobbying period of roughly thirty seconds ensues. During this period, Juliet essentially asks the question, “Where art thou Romeo?” and the players have to convince her of the fact whether or not they are Romeo. By the end of the period the players must have selected their role and then Juliet gets to choose which player she thinks is Romeo.

The aim of the game is to score as many points over the course of its several rounds. The numbers gained each round depends who Juliet chooses. She scores the most points if she chooses Romeo, as does Romeo, the Nurse, and Friar Laurence. Mercutio also scores the most points if Romeo is chosen, but will reduce the points gained by both Romeo and Juliet. Benvolio, Tybalt, and Prince Escalus all score a point if Romeo is not chosen or Juliet cannot decide.

The players are free to tell Julia whatever they like during the lobbying period, bar revealing their identity. It is clearly in the interests of several of the roles for Julia to identify Romeo—certainly Romeo, the Nurse, and Friar Laurence have no reason to lie when it comes to stating whether or not they are Romeo. Likewise, Mercutio certainly wants Romeo found, though for different reasons and thus will not lie about his not being Romeo. Benvolio, Tybalt, and Prince Escalus, as well as Count Paris, all have an interest in Romeo not being found and so are likely to lie. This may change as one person gets ahead in terms of points, but in a ‘Nano game’, it should be no surprise that the tactics are ‘Nano’ too.

Physically, the game’s five cards are sturdy and presented in black and white on a sage background. Currently and disappointingly, Crash Games has no plans to develop further titles as ‘Pay What You Want’ projects on Kickstarter—for reasons that are explained here. That said, Tasty Minstrel Games has picked up this baton with titles such as This Town Aint Big Enough for the 2-4 of Us! PWYW, Burgoo - A PAY-WHAT-YOU-WANT game of community stews, Templar Intrigue - A Werewolf type game by @tastyminstre, and Coin Age - A PAY-WHAT-YOU-WANT area control microgame.

There are numerous hidden role games available at the moment, from The Resistance and Coup to Battlestar Galactica – The Board Game and Love Letter. In comparison to those titles, Where art thou Romeo? is likely to get a little lost, but then its slight scope and playing time combined with the fact that it reached only a limited audience, this is hardly surprising. Yet this should not be held against the game. After all, Where art thou Romeo? is a five minute, $5 game that is understandably light and undemanding.
Read More
Posted in Card Game, Crash Games, Deductive Game, Family Game, Filler Game, Historical, Microgame, Social Game | No comments

Sunday, 15 December 2013

Viking Orders

Posted on 10:38 by Anthony Carold
Mijnlieff is an award-winning game from Hopwood Games, designed Andy Hopwood, a boardgame designer who lives local to me. Winner of the Best Abstract Game at the UK Games Expo 2010, Mijnlieff is all about controlling your opponent’s turns, forcing where they can play a piece whilst you try and lay the most lines of three. Designed for two players, Mijnlieff has a Viking theme and is essentially a variant of ‘Noughts & Crosses’ or ‘tic tac toe’, but a very clever one at that.

The game consists of four plain playing squares, each marked with four squares, and two sets of eight playing pieces, one white, the other red. The playing squares are usually laid out to create a four-by-four square grid, but other layouts are possible. Each set of playing pieces consists of four tiles – two Straights, two Diagonals, two Pullers, and two Pushers. When played, each tile tells an opponent where he must place his next tile. A Straight tile forces the other player to play a tile orthogonally to the one played; a Diagonal forces him to play a tile diagonally to the one played; a Puller forces him to play a tile adjacent to the one played; and a Pusher forces him to play a tile away rather than adjacent to the tile played. The playing tiles are clearly marked and easy to understand.

Each turn a player places a single tile. If a player cannot place a tile because he is blocked, then he loses a turn. For each line of three tiles – orthogonally or diagonally – that a player can lay, he scores a point. The player with the most points wins the game.

Mijnlieff is a simple game, but it does force a player to think about the consequences of his next move. Not only that, but he needs to think about what his opponent will play and how he can stop him. It is thus much thoughtful a game than the traditional ‘Noughts & Crosses’ or ‘tic tac toe’ and as a consequence takes a little longer to play. It is still a quick game though, and several games can be played in quick succession.

If there is an issue with Mijnlieff, it is that it is only available from Hopwood Games, but the good news is that Astraware has adapted the game as an app available for iOS and Android devices. It is free to download, but to get the very fullest use of the game does require in-game purchases – these include being able to play against more than two opponents at a time and to be able to rearrange the board other than a square. Once downloaded, the tutorial quickly teaches you how to play and then you are off, defeating – or not, one Viking after another, each progressively a more challenging opponent. In addition, you can play against your friends, random opponents, or with an opponent with the device between you. Visually, the game is well presented, there being a satisfying heft and click as the playing tiles are played and a slightly sharp ringing sound as lines are scored.

Either version of Mijnlieff is worth adding to your games collection. Both serve as an excellent, if thoughtful filler game for two players – there being advantages to both versions. It is a clever variation upon a very basic game, the one that we first played when we were children, that in Mijnlieff offers more play and more challenge.
Read More
Posted in abstract game, Board Game, Family Game, Filler Game, Hopwood Games, introductory game, two player game | No comments

Monday, 14 October 2013

Meme Melee Mash Up

Posted on 11:25 by Anthony Carold
Alien Ninja versus Dinosaur Tricksters versus Pirate Wizards versus Robot Zombies or Alien Dinosaurs versus Ninja Pirates versus Robot Wizards versus Trickster Zombies or Alien Wizards versus Zombie Tricksters versus Robot Pirates versus Dinosaur Ninjas or… Take an Internet meme like Pirates versus Ninja versus Robots versus Monkeys and whisk into a stiff froth and what you have is Smash Up: The Shufflebuilding Game of Total Awesomeness!, a card game published by Alderac Entertainment Group. Best known for its Legend of the Five Rings CCG and Legend of the Five Rings RPG, Alderac Entertainment Group has within the last three years expanded rapidly into the design and publication of board and card games. Smash Up, which was the  2013 UK Games Expo Awards Best General Card Game Winner, is a light card game, designed for play by two to four players, aged twelve and up, in which different factions team up and battle for control of the world!

Smash Up consists of eight factions – Aliens, Dinosaurs, Ninjas, Pirates, Robots, Tricksters, Wizards, and Zombies, each represented by a twenty-card deck. A ninth deck, containing sixteen cards, consists of the Bases, such as the ‘Temple of Goju’ or ‘Evans City Cemetery’, which the factions will battle over. To win, each player must take control of a pairing of two of these factions, usually randomly determined, which might be Robot Tricksters or Pirate Zombies, and use it to take control of these Bases. Score enough points from these Bases – fifteen Victory Points is enough – and a player will win.

Each faction consists of Action and Minion cards, the latter valued between one and seven Power, but at the heart of the game are the special abilities particular to each faction. Aliens zap the minions of rival players back into their hands; Dinosaurs, many with lasers for eyes, get to stomp on Bases with their big Power and scare other factions when it is not their turn; Ninjas sneak onto Bases just at the right time when you least expect it; and Pirates can set sail easily from one Base to another. Robots bring out lots of tiny little microbots that quickly stack and power each other up; Tricksters – fae such as gnomes, gremlins, and leprechauns play seemingly random ruses that protect their Minions or have consequences on attacking players; Wizards cast spells that let them play extra Action cards; and Zombies never die, but end up in the player’s discard pile to swarm back out again. Playing one faction might be easy enough, but mastering Smash Up means getting to grips with how one faction interacts with another, because the abilities of one faction will usually affect the other faction in a pairing. 

The game starts with each player taking two faction decks and shuffling these together. This is the ‘shufflebuilding’ of the game’s title and it is how a player forms his deck for the game. Then a number of Bases are laid out, equal to the number of players plus one. Each Base has a Breakpoint, ranging from sixteen to twenty-five. When the total value of Minions on the Base played by everyone equals or succeeds this Breakpoint, the Base is smashed and Victory Points are scored. Each Base awards points to the player with the highest total value in Minions on the Base, and then to the players with the second and third highest totals. As soon as a Base is scored in this fashion, a new one is added to fight over. Each Base has a special ability of its own. For example, ‘The Central Brain’ grants everyone Minion a +1 bonus to its Power when played on the Base, whilst the ‘Rhodes Plaza Mall’ awards one Victory Point to each player for every Minion he has on the Base when it scores.

Each turn a player can play two cards – an Action card and a Minion card, though he does not have to play either. Played onto a Base, a Minion has a set of instructions that trigger as soon as it is played. Usually this means getting to add another Minion to a Base or sending a rival Minion away, but the exact effect varies from one faction to another, and this essentially is Smash Up. Play is very simple, but things get somewhat complex when it comes to working out how the cards interact with each other and how they continue to affect the game from turn to another. This requires keeping track of the text on the card, and that can slow game play down, as can having to add up the total value of the Minions on a Base at the end of almost every turn, though neither really impedes play. Indeed, the text on the cards actually adds a little tactical substance to the game.

Physically, Smash Up is an attractive game. The cards are very nicely illustrated and the rules are clear and simple. The language used in the rules is sometimes annoyingly, if not patronisingly, informal and should never got past the editor. The inclusion of a scoring track would have been a useful addition.

A recent trend in game design has been the ‘deck building’ game, a type of card game in which a player builds and manipulates his own deck of cards in order to create the optimum deck and so win the game. Alderac Entertainment Group has published several of these, including Nightfall and Thunderstone, but Smash Up cuts to the chase – one ‘shufflebuild’ of two twenty-card decks and a player is ready to go and finds himself playing a simple, but strongly themed beat ‘em up card game that adds a little complexity and a surprising tactical substance when working how the cards interact. Smash Up: The Shufflebuilding Game of Total Awesomeness! is light and fun, attractive and varied with innumerable combinations to try out and see who gets to Smash Up the world!
Read More
Posted in Alderac Entertainment Group, Card Game, Deck Manipulation Game, Filler Game | No comments

Sunday, 24 February 2013

Monster Filler Thriller

Posted on 16:20 by Anthony Carold
Being a city planner in Tokyo must be a thankless task. After all, every few months, the city and its infrastructure gets stomped, disintegrated with blasts of radioactive breath, pulverised with claws and tails, and otherwise converted from town planner’s big dream of city life into dusty piles of rubble. The culprits are Kaiju – big monsters, of which Godzilla is the most famous. Of course, all this is beneath of the notice of the monsters – well, they are big monsters – as King of Tokyo proves.

This is a light dice and resource management game in which between two and six Kaiju battle each other to be the one and only “King of Tokyo.” They include a big ape – “The King”, a giant humanoid crab – “Kraken”, a large lizard – “Gigazaur”, a colossal alien robot – “Alienoid”, an ernormous draconic robot – “Meka Dragon”, and a lapine “Cyber-Bunny”. Suitable for players aged eight and up, the game is quick to teach, looks good, and plays in half an hour or so.

Designed by Richard Garfield – the designer of Magic the Gathering and RoboRally – and published by Iello Games, King of Tokyo consists of a card and a standee for each of the Kaiju; a set of eight custom dice; sixty-six Power Cards; a pile of Power Cubes; plus a board and the rulebook. The latter represents the city of Tokyo and is marked with two spaces, one labelled Tokyo City, the other Tokyo Bay. The space labelled Tokyo Bay only comes into play when there are five or more players. The Kaiju boards are marked with two dials, one for Victory Points, the other for the Kaiju’s Health. The Power Cards grant a Kaiju special powers or bonuses, some of which are discarded after use, whilst others are permanent. Sample permanent powers include Fire Breathing” which lets a Kaiju blast his neighbours with fire each time he inflicts damage, whilst “Giant Brain” allows a Kaiju to reroll the dice four times instead of three. Sample discard powers include “Frenzy” which lets a Kaiju take another turn immediately after his current one, whilst he gains two Victory Points and heals three damage taken with “Nuclear Power Station.” Each Power Card has a cost which is paid in Power Cubes. Some of these Power Cards possess corresponding tokens indicating their use.

At the heart of the game are the dice. There are six of these, in black marked with a lurid green with the numbers one through three, plus a heart, a lightning bolt, and a claw. In addition to these six standard dice, there are another two dice, these in lurid green, but marked in black with the same numbers and symbols. These green dice become available when a Kaiju purchases certain cards.

On his turn a Kaiju rolls the six standard dice. He can roll each die a further two times if he does not like the result, but must keep the rolls after that. For every set of three of the same number, a Kaiju gains Victory Points – more if he rolls sets with more of the same number of them. For each Claw rolled, a Kaiju inflicts a point of Damage; for each Heart rolled he heals a point of his Health; and for each Lightning Bolt, he gains a Power Cube. Power Cubes can be spent to purchase Power Cards.

How a Kaiju inflicts Damage on his fellow Kaiju is where King of Tokyo gets interesting. A Kaiju outside of Tokyo can attack and inflict Damage on the Kaiju who is in Tokyo, but the Kaiju who is in Tokyo can attack and inflict Damage on the Kaiju who are not in Tokyo. Thus the Kaiju who is in Tokyo is likely to be attacked again and again – and worse, he cannot heal himself through the use of dice. So what then, is the advantage of remaining in Tokyo? A Kaiju gains Victory Points by being in Tokyo, but he can leave any time that he takes Damage, his attacker taking his place in Tokyo.

King of Tokyo is won either by amassing twenty Victory Points or being the last Kaiju standing.

Essentially, King of Tokyo is especially luck based, and at first glance appears to involve very little in the way of tactics or decision making. True, there is little in the way of a tactical element to the game – does a Kaiju attack or not? The game does involve more in the way of decision making though, and it all comes down to the dice rolls and whether or not a Kaiju can roll the symbols on the dice that he wants, or as the game proceeds… needs. During the opening stage of the game, a Kaiju will want to inflict as many Claws as he can to inflict as much Damage as possible on his fellow Kaiju, to gain as many Victory Points as possible, and to gain sufficient Power Cubes to gain those all-important Power Cards. As the game progresses and a Kaiju suffers Damage, then he will want to roll Hearts in order to regain Health. Of course, this is what a Kaiju might want to roll on the dice, what he actually rolls and decides to keep is another matter…

King of Tokyo is a simple, throwaway filler of a game. It is easy to learn and play, and it is a fun family game with an obviously joyous love of its theme that shines through in its components and “beat ‘em up” style of play. As much as will enjoy that theme, more serious gamers will quickly become aware of the game’s flaws. First, as much as it is a game designed for between two and six kaiju, it plays poorly with two and it really only plays well when there are four or more involved. Second, the game always comes down to a battle between two Kaiju as it is a knock-out game. Once a Kaiju has been knocked out, he cannot re-join the game and so has to wait for the game to end with nothing to do except cheer for one Kaiju or another. Third, the powers on the Power Cards are far from balanced, and since this is a luck-based game, getting the right combination of Power Cards can make a Kaiju nigh unstoppable…

Ultimately, whether you like King of Tokyo comes down to whether or not you like the theme enough to compensate for the luck factor. If so, then the game is fun, it is easy to teach, and a joyously silly filler thriller.
Read More
Posted in Board Game, Family Game, Filler Game, Humour, Iello Games, Science Fiction | No comments

Friday, 4 January 2013

It Spells Murder!

Posted on 07:44 by Anthony Carold
Murder of Crows is a new card game from Atlas Games – the publisher of other card games such as Gloom, Cthulhu Gloom, and the recently re-released Once Upon a Time. It is a game of spelling, detection, and undermining your fellow players that can be played through in twenty minutes or so. Designed for two to five players, aged thirteen and up, it is a darkly themed humorous game that easily slips into play between other games.

The aim of the game is simple. To win, a player has to spell out the word, MURDER. This is done by playing the game’s many letter cards, each marked with the letters M, U, R, D, or E. Each of the five letter cards also has an extra effect beyond adding to a player’s MURDER. The “M” or “Misplace” card allows a player to steal a card from a rival’s MURDER and add it 0t1000o his hand; the “U” or “Uncover” forces every other player to reveal his hand of cards and allows the current player to steal any one of the revealed cards; the “R” or “Reap” allows a player to draw another card; and the “E” or “Expell” card forces every other player to discard his hand of cards and draw back up to three. As can be seen from these five cards, the game has a strong “take that” element in that the majority of the letter cards affect the other players rather than the current player. Well, this is a game about murder after all…

Given this strong “take that” element, it is no surprise that Murder of Crowsprovides a means of blocking these “attacks.” Each of the letter card is marked with a number of crows in the top left hand corner – one, two, or three. When a letter card is played, if a targeted player has a card marked with a number of crows equal to those on the letter card played, then it can be used to block an attacking card. A second card type, the “Wild Crow” card, can also be played to block an attacking card. Another use for a “Wild Crow” card is as a letter card in a player’s MURDER. The letter it replaces needs be chosen when it is played and it has all the effect of that letter. A player’s MURDER can contain only the one “Wild Crow” card.

Play itself is simple. Each player begins the game with a hand of five cards. The first player is decided upon who is decided to look the most suspicious… (Cue any number of arguments, if not murder itself!) On his turn he draws one card and plays one card into his MURDER on the table in front of him. The effect of a letter card takes place – or is blocked by one or more of the other players, and then the next player takes his turn. The first player to spell out MURDER is the winner.

In addition to spelling out the word Murder, a player’s MURDER also tells the story of a murder. Placed in order, the “M,” “U,” “R,” “D,” “E,” and “R” letter cards spell out the atmosphere, place, culprit, motive, means, and victim for the player’s MURDER. For example, “Shadows haunted the night” “on a shore reeking of dead fish when” “Heidi Harmony” “due to an inferiority complex” “used a frozen turkey to bludgeon” “Alexis Eldridge”. This adds an element of ghoulish storytelling to the game as well as a degree of uncertainty to the crime as the atmosphere, place, culprit, motive, means, and victim for a player’s MURDER will change over the course of the game.

Physically, Murder of Crows is nicely done. The rules sheet is easy to read through, although it will be passed around from player to player in order to check what each letter card does. It helps that the game includes a reference card, but more than one would have been useful. In fact, one per player would have been very useful.

The game’s fifty-five, full colour cards though, are very nicely done. Perhaps a little thin for extensive play – though Murder of Crows is a filler game and will not be played over and over – every card is attractively illustrated by Thomas Denmark, who along with Eduardo Baraf, designed the game. Denmark’s full colour art for Murder of Crows is Gothic Americana in style, possessing a sly humour that echoes that of Edward Gorey.

In terms of play and tactics, a player is simply trying to spell out his MURDER whilst preventing his rivals from spelling out theirs. Late in the game, as the players get closer and closer to achieving that goal, the game becomes quite cutthroat as they try and stop each other. Since almost every letter card is used to attack one or more of the other players, then one key tactic to be aware of, is knowing when to block. A player can of course use one of his letter cards – that is if the crows on the blocking card matches the card being played, but if he has a “Wild Crow” card, he can use that. Of course, that “Wild Crow” card might be a stand in for the last letter he needs to complete his MURDER.

The given age of the game – thirteen plus – seems a little over cautious. Younger players should not have too much difficulty playing Murder of Crows, although the “take that” element might be a little too cutthroat for them. Nevertheless, Murder of Crows is a light filler game, one with slight tactics, a light storytelling aspect, and a wryly dark theme. Murder of Crows offers fast, fatal fun.
Read More
Posted in Atlas Games, Card Game, Family Game, Filler Game, Humour | No comments

Friday, 14 December 2012

Swim for your Limbs!

Posted on 12:49 by Anthony Carold

Get Bit! has been around for a while, but this “robot-swimming and robot-chomping-shark” game has been just a little difficult to get hold off as it went in and out of print. Now it is back in print – but for how long? – and available outside of the USA, I finally got to play it thanks to my friend Dave, and now, thanks to my friend Dave, to review it too.

Designed by Dave Chalker and published by Mayday Games, Get Bit! is a fast playing filler game for four to six players, aged eight and over, that can played through in about twenty minutes. It is light enough to be played by non-gamers, whilst just about everyone will enjoy both its theme and its components. The game’s idea is that you and your fellow “buoyant” robots are out for a leisurely swim when you are attacked by a robot-eating shark. Fortunately, most of the robots can swim hard enough to stay ahead of the shark. Unfortunately, this means that the shark will have a chomp at the limbs of the slowest robot swimmer – and the shark does love his robot limbs. As long as a robot has a limb, he can keep swimming and even keep swimming ahead of his fellow robots. It is all a matter of effort. Yet if he loses all of his limbs, a robot can no longer try and outswim either his fellow robots or that hungry, hungry shark!

The game consists of six Dismembermen robots, each in a different colour; a set of seven cards for each colour, for a total of forty-two cards; the rules leaflet; and the hungry, hungry shark with its jaw already to open and then clamp down on the slowest robot! The rulebook is plain, but it is an easy read and it explains the game well. The game’s physical components are terrific though, being high quality and durable. The humanoid robots are identical, bar their different colours, and are easily handled and posed, and of course, their arms and legs come off. The shark both charms and menaces simultaneously. Each of the sets of card is identical apart from matching the colour of one of the robots. Each set is numbered one through seven and is illustrated by an image of the robot swimming closer and closer towards the viewer. So the “1” card has the robot in difficulty and far away, whilst the “7” card is closer and making headway…




Get Bit! is an easy game to play. Each player receives a Dismemberman robot and a matching set of cards. All of the robots are laid out in a line, one after the other, with the shark at the rear. Each round of play consists of three phases: Choose Cards, Move Robots, and Get Bit. In the Choose Cards phase, each player selects one of his cards and places it face down on the table. Once everyone has chosen a card, they are revealed simultaneously and the Move Robot phase begins. If any of the cards played have the same number, then their players do not move their robots, whereas the player who played the lowest untied card gets to move his robot to the front of the line, furthest away from the shark. Then the player who played the next the lowest untied card gets to move his robot to the front of the line, and so on, until all of the robots that can move have done so.

Once all of the robots have moved, or not moved if there were tied cards, the robot last in line is subject to the Get Bit phase and loses a limb to the shark. He also moves his injured robot to the front of the line and gets to pick up all of his cards on the table and return them to his hand. A player also picks up his cards and returns then to his hand if he only has the one card to play. Then the next round begins. The Get Bit phase does not occur at the end of the first round, but do so after that. Play continues with any robot losing all four of its limbs being eliminated until there are only two robots left. When this happens, the shark eats the robot at the back and the one at the front gets away to swim another day.

Unsurprisingly, game tactics are as simple as the game play. This is a game of counting what cards that your rivals have played in order to try and work what the best card that they have their hand is. If you can play a card higher than that and it is not tied with any other player’s card, then you just might find yourself at the front of the “not losing a limb” queue. Included in the game are rules for four variants that allow two or three participants rather than the minimum of four; for a longer game; and a memory aspect to be added to the game. Expansions are available that allow for a seventh player and let a player control the shark!

Personally, Get Bit! is too light for continued play for my tastes. I would not want to play more than twice before it loses all of its limbs as far as I am concerned. Nevertheless, it is an enjoyable game, a fun game, an easy to teach game, and a good looking, very tactile game. Plus everything fits into the game’s very nice box.

Read More
Posted in Card Game, Family Game, Filler Game, Humour, Mayday Games | No comments

Saturday, 17 November 2012

Kitten Killing Kuriousity

Posted on 11:11 by Anthony Carold

You have a kitten. You leave the room. The kitten follows you because you are not in the same room. You come back into the room and close the door behind you. The kitten miaows because you shut it out and not because it was kurious. You open a kupboard. The kitten climbs in because it can. You shut the kupboard. The kitten miaows to be let out because you shut it in the kupboard and not because it was kurious. You take a bath. The kitten jumps up on the side of the bath and almost falls in. The kitten looks at you because it is your fault and not because it was kurious.

As the saying goes, “Kuriousity Killed the Kitten.”

The Kitten Killing Kuriousity is the subject of the possibly tastelessly titled kard game, Kittens in a Blender. Published by Red Shift Games, it is a light, silly, simple kard game designed for two to four players aged eight and over. Both the title and the theme of the kard game are both its selling point and its downfall. After all, would you play a kard game in which you try to send your rivals’ kittens to the blender whilst trying to save your own from the whirring blades that can only give you a fur-fang feline smoothie. The problem is the kuriousity of kittens – they will klamber onto anything and that includes the kitchen work surfaces where there are innumerable dangerous appliances, one of them a lidless blender into which the kurious kittens will inevitably klimb. All that it takes is one kurious kitten to lay a fluffy paw upon the switch and MIAO-whirr!-SCRUNCH!!

Which sounds like a hideously tasteless theme for a kard game.

Then again, this is just a kard game and Kittens in a Blender is a great title.

The game consists of one-hundred-and-ten full-kolour kards, two large full-kolour kards, the rules sheet and both the lid and tray of the box that Kittens in a Blender comes in. One of the large kards is The Blender and is placed in the lid of the game box, whilst the other large kard is The Box, which is placed in the tray that the game came in. The rest of the kards konsist of four sets of Kitten kards, each set a different kolour. Each set konsists of sixteen kitten kards and each kitten is given a name, and looks ever so, ever so kute. The remaining kards konsist of the following: 
  • “Kitties on the Move,” which allow a player to move between one and three kittens.
  • “Blend,” which turns The Blender on, blending all kittens in The Blender, but saving all kittens in The Box and sending all kittens on The Kounter to The Blender (though not blending them… yet!).
  • “Blend/Pulse” works like “Blend,” but can also be used to stop another player using a “Blend” card.
  • “Dog’s in the Kitchen” forces players to swap hands.
  • “Kittens in the Blender” moves all kittens in The Box and in The Kounter into The Blender.
  • “These Kittens in the Blender” works like “Kittens in the Blender,” but only affects kittens of one kolour.
  • “Kittens on the Kounter” moves all kittens in The Blender and in The Box onto The Kounter.
  • “Kittens in the Box” moves all kittens in The Blender and on The Kounter into The Box.

The game starts with The Blender and The Box being placed on the table with a gap between them known as The Kounter. Each player picks a kolour of kittens, his aim being to get as many of that set into The Box and safety as he can whilst sending his rival’s kittens into The Blender. If there are less than four players, then the sets of kittens not in play are removed from the deck. Every player then receives a hand of six kards.

On a turn, a player plays two of his kards, in any order, follows any instructions on them and then draws back up to six. Any player can play any kard, including kitten kards belong to his rivals – these kittens are destined for The Blender. Play continues until all sixteen of the “Blend” and “Blend/Pulse” kards have been played. Then all of the surviving kittens for each player are counted and skored two points apiece. Similarly all of the kittens that were blended – how exactly you can tell one blended kitten from another is not explained – and a point is deducted from a player’s skore for each of his kittens that got blended. The player with the highest skore is the winner.

Objectives and tactics are twofold. Get your kittens into The Box, either from your hand, The Kounter, or The Blender. Get their kittens into The Blender, either from your hand, The Kounter, or The Box. Once there are enough of your kittens in The Box and their kittens in The Blender, play a “Blend” or “Blend/Pulse” kard – your kittens will be safe and go towards your end game skore, whilst theirs just need ice to be a feline frappé and deduct from their skores at the end of the game.

Physically, Kittens in a Blender is an attractive kard game. The kards are bright, breezy, and every one of the kittens on the sixty-four kitten kards is kute. Really kute. The rules are simple and easy to pick up. It could do with another set of kittens and kards to bring up to a maximum of six players, but then we are still waiting for a six-player full game of Ticket to Ride, so there is the possibility.

All right, so the idea behind Kittens in a Blender is a bit tasteless. Ket over it. Ket over yourself. It is just a game and no kittens are actually hurt during play. There is no “Live Action” version of this game. Seriously.

Konsole yourself with the fact that Kittens in a Blender is a not a kreat game. It is too light, too silly, too throwaway. It is though, a fun and silly well done filler of a game, one that can be fitted in between more serious games with kreater depth. We all need a filler game if not a klowder of them. Kittens in a Blender is a kute addition to your filler game klowder.

Plus Kittens in a Blender is a really kreat title.
Read More
Posted in Adult Humour, Card Game, Family Game, Filler Game, Humour, Red Shift Games | No comments
Older Posts Home
Subscribe to: Posts (Atom)

Popular Posts

  • 2004: Castles & Crusades
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Quest for a Story
    The traditional generic or multi-genre RPG is an attempt to provide an all-encompassing set of rules and mechanics that allow a GM to creat...
  • 1974: Original Dungeons & Dragons
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Take the Caves Back!
    The reputation of B2 Keep on the Borderlands  and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, In...
  • Threatened Empires
    Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs ...
  • Lovecraftian Fantasy
    It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P. Love...
  • Cthulhu Classics III
    These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu . What...
  • The Indigo Ivory Depths
    Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon , a toolkit that enabled the GM to create an ancient dung...
  • Monkey Magic!
    If you are English and of a certain age, you will remember a television series by the name of Monkey . Although based on the Chinese novel J...
  • For Cultured Friends
    When you get home and are asked, “Who do you know in Toronto?”, in this household there can only be two answers—Robin D. Laws and James Mali...

Categories

  • $1
  • 13th Age
  • 1890s
  • 1920s
  • 1940s
  • 1974
  • 1980s
  • 1984
  • 2000 AD
  • 2004
  • 2014
  • A Game of Thrones
  • A Song of Ice and Fire
  • About RPGs
  • abstract game
  • Achtung! Cthulhu
  • Action
  • Action Table system
  • Adam Gauntlett
  • Adamant Entertainment
  • adult
  • Adult Humour
  • Advanced Dungeons and Dragons
  • Adventure Game Engine
  • Adventureland Games
  • Agate RPG
  • AGE System
  • Agricola
  • Alderac Entertainment Group
  • All Flesh Must Be Eaten
  • All for One
  • Alternate History
  • Ancient History
  • Ancient Rome
  • Android
  • Anniversary
  • App
  • Apple
  • Arc Dream Publishing
  • area control
  • Ariel Productions
  • Arion Games
  • Arthurian RPG
  • Asmodée Éditions
  • Atlas Games
  • Atomic Overmind Press
  • Avalon Hill
  • Basic Dungeons and Dragons
  • Basic RolePlay System
  • Bestiary
  • Bezier Games
  • Black Box Games
  • Black Powder roleplaying
  • Board Game
  • Brabblemark Press
  • Brittannia Game Designs
  • Bully Pulpit Games
  • Cakebread & Walton
  • Call of Cthulhu
  • Call of Cthulhu Classics
  • Cambridge Games Factory
  • Campaign
  • Card Game
  • Castles & Crusades
  • Catalyst Game Labs
  • Chaosium
  • Cheapass Games
  • Chemistry
  • Children's game
  • Chivalry and Sorcery
  • Christmas
  • Chronicle City
  • Chronicle System
  • cinematic
  • Civilisation
  • Class
  • Co-Operative Game
  • Cocktail Games
  • Colonial Gothic
  • Comedy
  • Conan
  • Conquistador Games
  • Conspiracy
  • CORTEX System
  • Crash Games
  • Cthulhu
  • Cthulhu Britannica
  • Cthulhu by Gaslight
  • Cthulhu Dark Ages
  • Cthulhu Fluxx
  • Cthulhu Invictus
  • Cthulhu Now
  • Cubicle Seven
  • Culture Game
  • Curse of Chaosium
  • Cyberpunk
  • D&D Next
  • d20 System
  • Daring Entertainment
  • Dark Fantasy
  • Dark Osprey
  • Dave Gorman
  • Days of Wonder
  • Deadlands
  • Deadlands Noir
  • Deck Manipulation Game
  • Deductive Game
  • Degenesis
  • Delta Green
  • Dice Game
  • Dice Hate Me Games
  • Diceless RPG
  • Dinosaurs
  • Doctor Who
  • Doctor Who Sourcebook
  • Dragon Age
  • Dragonlance
  • Dragons
  • Dungeon
  • Dungeon Crawl Classics
  • Dungeons & Dragons Fifth Edition
  • Dungeons and Dragons
  • Dungeons and Dragons Fourth Edition
  • Dystopia
  • Eden Studios
  • Edge of the Empire
  • Edinburgh Fringe Festival
  • Edition 0
  • Educational
  • Egyptology
  • Elizabethan
  • Empire of the Petal Throne
  • Espionage
  • Euro Game
  • Evil Hat Games
  • Expansion
  • fairy stories
  • Family Game
  • Fantasy
  • Fantasy Flight Games
  • Fanzine
  • Far Future
  • Faster Monkey Games
  • Fate Core
  • FATE System
  • Fear Itself
  • Fighting Fantasy
  • Filler Game
  • Firefly
  • Firefly Role-Playing Game
  • Fluxx
  • Forgotten Realms
  • Free RPG
  • Free RPG Day
  • French RPG
  • FunForge
  • Gale Force Nine
  • Game Wright
  • Games
  • Games Workshop
  • Gareth Hanrahan
  • Gateway Game
  • Generic
  • Genre Book
  • German RPG
  • Gloom
  • GM advice
  • GM Screen
  • Goblinoid Games
  • Godlike
  • Golden Age Science Fiction
  • Golden Goblin Press
  • Goodman Games
  • Gorilla Games
  • Graham Walmsley
  • Graphic Novel
  • Green Ronin
  • Grenadier Models
  • Grognardia
  • GUMSHOE System
  • HackMaster
  • HackMaster Basic
  • Halloween Horror
  • Hellfrost
  • Heresy Engine
  • HeroQuest
  • High Fantasy
  • Hisashi Hayashi
  • Historical
  • Historical Fantasy
  • History of gaming
  • Hollywood
  • Hopwood Games
  • Horror
  • Humour
  • Ian Edginton
  • Ian Livingstone
  • IDW
  • Iello Games
  • Inc.
  • Indie
  • Indie Boards and Cards
  • Instant RPG
  • introductory game
  • Introductory RPG
  • Investigative
  • iOS
  • It's a Chris game
  • It's a Dave Game
  • James Maliszewski
  • Japanese Game
  • Japon Brand
  • Jason Morningstar
  • John Goff
  • John Wick
  • John Wick Presents
  • Judges Guild
  • Keep on the Borderlands
  • Ken Hite
  • Kenzer and Co.
  • Kickstarter
  • Kingmaker
  • Kobold Quarterly
  • KQ
  • Labyrinth Lord
  • Lamentations of the Flame Princess
  • Leagues of Adventure
  • Legends of the Five Rings
  • Light RPG
  • Looney Labs
  • Lovecraft Country
  • Lovecraftian Horror
  • Low Fantasy
  • Ltd.
  • Lumpley Games
  • Maelstrom
  • magazine
  • Magic
  • Margaret Weis Productions
  • Mayday Games
  • Medieval
  • Microgame
  • Middle Earth
  • Military Adventure
  • Mindjammer Press
  • Minion Games
  • Miskatonic River Press
  • Miskatonic University Library Association
  • Modern
  • Modiphius Entertainment
  • Modiphius Press
  • Mongoose Publishing
  • Monograph
  • Monograph Misfire
  • Monsters & Magic
  • Monte Cook Games
  • Moon Design Publications
  • MULA
  • Multi-Genre
  • Near Future
  • Noir
  • Non-fiction
  • Norman
  • Norse
  • Nostalgia
  • Nostlagia
  • Numenera
  • Occult
  • Ogrecave
  • Old School Renaissance
  • Old West
  • Once Upon a Time
  • One-Shot
  • Open Design
  • OpenQuest
  • Opsrey Adventures
  • ORE System
  • Oriental
  • Oriental Fantasy
  • Oscar Rios
  • Osprey Publishing
  • Pagan Publishing
  • Paizo Publishing
  • Party Game
  • Pathfinder
  • Pathfinder Roleplaying Game
  • PDQ System
  • Pelgrane Press
  • Personal Computer
  • Philmar Ltd.
  • Pinnacle Entertainment Group
  • Pirates
  • Play Dirty
  • Political
  • Post Apocalypse
  • Posthuman Studios
  • Postmortem Studios
  • Preview
  • Primeval
  • Pulp
  • Pulp Cthulhu
  • punk
  • Purist
  • Pyramid Magazine
  • Queen Games
  • Queens Games
  • railway game
  • Reality Blurs
  • Realms of Cthulhu
  • Red Raven Games
  • Red Shift Games
  • Red Wasp Design
  • Religious
  • Renaissance Deluxe
  • Retrospective
  • Review
  • Richard Pett
  • Risk
  • Rite Publishing
  • RM308 Graphics & Publishing
  • Robin D. Laws
  • Rocket Race
  • Rogue Games
  • Romance
  • RPG
  • RuneQuest
  • Runquest
  • Satire
  • Savage Worlds
  • Scenario
  • Science
  • Science Fantasy
  • Science Fiction
  • Science!
  • Secrets of Japan
  • Semi Co-operative
  • Settlers of Catan
  • shadows of esteren
  • Shakespeare
  • Share Game
  • Signal Fire Studios
  • Silly RPG
  • Silver Branch Games
  • Sixtystone Press
  • Social Game
  • Solo Adventure
  • Solo Adventures
  • Source Book
  • Space Opera
  • Spanish Civil War
  • Spiel des Jahres winner
  • Spiral Galaxy Games
  • Star Wars
  • Star Wars: Edge of the Empire
  • Starter Set
  • Steampunk
  • Steve Jackson Games
  • Storytelling
  • Strategy Game
  • Stronghold Games
  • Superheroes
  • Supernatural
  • Surprised Stare
  • Survival Horror
  • swashbuckling
  • Swords and Sorcery
  • Systemless Book
  • Tea
  • Tekumel
  • Television
  • The Day After Ragnarok
  • The Design Mechanism
  • The Laundry
  • The One Ring
  • The Walking Dead
  • Thieves of Time
  • Third Eye Games
  • Ticket to Ride
  • Ticket to Ride Map Collection
  • Time Travel
  • Tolkien
  • Tony Dowler
  • TonyBoydell
  • Too Much Games
  • Tool
  • Trail of Cthulhu
  • Train Game
  • Transhuman
  • Treachery
  • Treefrog Games
  • Triple Ace Games
  • Troll Lord Games
  • TSR
  • TSR (UK)
  • two player game
  • Ubiquity system
  • UK Games Expo
  • Urban Fantasy
  • Vampires
  • Victoriana
  • Vikings
  • War Game
  • Wargame
  • Weird
  • Weird Fantasy Role-playing
  • Weird West
  • White Box Fever
  • Wild West
  • Winsome Games
  • Wizards of the Coast
  • Wolfgang Baur
  • Wordplay games
  • Worker Placement
  • World War Cthulhu
  • World War I
  • World War II
  • WotC
  • Z-Man Games
  • Zombies

Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
  • ►  2014 (68)
    • ►  December (6)
    • ►  November (6)
    • ►  October (7)
    • ►  September (4)
    • ►  August (4)
    • ►  July (6)
    • ►  June (4)
    • ►  May (6)
    • ►  April (8)
    • ►  March (9)
    • ►  February (4)
    • ►  January (4)
  • ►  2013 (56)
    • ►  December (6)
    • ►  November (8)
    • ►  October (6)
    • ►  September (6)
    • ►  August (7)
    • ►  July (5)
    • ►  June (3)
    • ►  May (2)
    • ►  April (1)
    • ►  March (3)
    • ►  February (4)
    • ►  January (5)
  • ►  2012 (62)
    • ►  December (3)
    • ►  November (7)
    • ►  October (5)
    • ►  September (4)
    • ►  August (7)
    • ►  July (1)
    • ►  June (4)
    • ►  May (6)
    • ►  April (4)
    • ►  March (6)
    • ►  February (8)
    • ►  January (7)
  • ►  2011 (7)
    • ►  December (7)
Powered by Blogger.

About Me

Anthony Carold
View my complete profile