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Showing posts with label Indie Boards and Cards. Show all posts
Showing posts with label Indie Boards and Cards. Show all posts

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.
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Posted in Dice Game, Dragons, Fantasy, Filler Game, Indie Boards and Cards, Kickstarter | 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. 
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Posted in Card Game, Family Game, Filler Game, Indie Boards and Cards, Microgame, Science Fiction | No comments

Saturday, 7 April 2012

Are you Loyal?

Posted on 07:18 by Anthony Carold

This last weekend I was lucky enough to try two games, both of which are semi co-operative. The first was Locke & Key: The Game, Cryptozoic Entertainment’s card game based on the Locke & Key comic book series written by author, Joe Hill. The other was The Resistance: A Game of Secret Identities, Deduction, and Deception, a social game for larger groups published by Indie Boards and Cards. That I played it twice in an afternoon of trying little games is indicative of which one of the two that I preferred. This though, will not stop me returning to review Locke & Key: The Game at some point.

The Resistance is a game of deduction set in the near future when a group of resistance fighters have banded together to bring down a powerful, but corrupt government. Members of the resistance believe that if they are to succeed, the Empire must fall. They are nearing that final objective, and need only to strike at five key bases. If three of these bases can be taken, Imperial strength will be broken, the people will be freed, and the Empire will collapse. Unfortunately for the members of the resistance, the Empire has infiltrated the subversive organisation with spies ready to sabotage the resistance’s efforts. It only takes one spy to pass information to his government masters and prevent one of the resistance’s missions from succeeding. Although the resistance suspects that one or more of its members are spies in the employ of the government, it does not know the true allegiance of every one of its members. So any leader sending members of the resistance out on a mission will have to choose carefully, and learn from the success or failure of the mission as to whose allegiance lies where…

Designed to be played by between five and ten participants, The Resistance shares many features with social games like Werewolf and Mafia, but in either case, it plays quicker, a game rarely lasting longer than thirty minutes, and nor it does involve players being eliminated from the game. It is also more focused, involving just the five missions. All the resistance has to do is successfully pull off three of these missions, whilst the spies need to betray three of the missions.

The game comes in a small box. Inside are several sets of cards, three sets of wooden counters, and a small card board. The cards consist of a Leader Card, plus Identity, Team, Vote, and Mission Cards. The Identity Cards determine which of the players are loyal members of the resistance and which of them are spies; the Team Cards are used to indicate which of the players are going on a mission; the Vote Cards to determine if a proposed team for a mission is acceptable; and the Mission Cards are used to determine the success or failure of a mission. The Leader Card indicates which player currently has the task of nominating the members of a Team that will go on the mission. The game’s board shows how many players of the resistance are actually spies and how many members need to go on each of the five missions. Using the counters, it also tracks the number of successful or failed missions, and the number of failed votes for the nominating a Team for a mission.

At game’s start, each player is dealt an Identity Card. On its reverse, it shows either a person wearing blue, in which case that player is a loyal member of the resistance; or it shows a person in red, which means that he is a spy working for the government. The number of spies will vary according to the number of players. It is never less than two, but in larger groups, it can be as many as three or four. A player’s Identity Card is never revealed, but before play begins, the spies reveal themselves to each other so that they can work together to undermine the efforts of the resistance. Everyone also receives a pair of Vote Cards, one for “Yes” and one for “No.”

Then the first Leader is randomly selected and given the Leader Card. It is his job to nominate the players who are going on the next mission. The number needed for each mission varies according to the number of people playing, but it always starts out at either two or three and grows. So in a five player game, the first and third missions only require two participants, but the others need three. In an eight or nine player game, the first mission needs three participants, the second and third needs four, and the fourth and fifth needs five. What this mechanic does is force the need to find the spies quickly as the requirement for more players increases the possibility that one or more spies will be included on the Team for that mission.

Once nominated, everyone gets to vote on the make-up of the Team. This is done by playing the Vote Cards, either a “Yes” or a “No” card. If the Vote passes, then the Team goes on the mission. If it fails, then the Leader Card is passed to the left and the new Leader gets to nominate the members of a Team for the current mission. If the Vote for a Team fails five times, there is too much dissent amongst the ranks of the resistance and the spies are deemed to have successfully prevented the mission from going ahead.

Should a Team be successfully Voted for, it goes on the mission. Each player on the mission now has the chance to determine its outcome. He receives two Mission Cards, one indicating a Success, the other a Failure. He will secretly play one of these two cards onto a mission pile. If he is a loyal member of the resistance, he must play a Success. If he is a spy, then he can choose to play either a Success or a Failure card. Once everyone on the mission has played a Mission Card, they are all revealed and the mission’s outcome is determined. If they are revealed to be all Success cards, then the mission has succeeded. If only one of them is a Failure Card, the mission has not been a success.

This continues until either the resistance has successfully completed three missions or the spies have successfully stopped three missions. The Resistance is as mechanically simple as that.

Yet, The Resistance is much more than this. Both sides are up against the time limit of five missions. Failure is an option in the game – certainly early on. Failure for the members of the resistance hopefully enables them to identity the spies, but failure for the spies enables them to hide their identities. Neither side can afford to fail more than twice of course… Whilst the primary means of working out who the spies are is deducing who played the Failure cards on a mission, a secondary means is by watching how the players vote for members of a Team.

In addition to the deduction, there is nothing to stop the players from accusing each other of being a spy. This can because one player has an idea that another really is a spy, or it could actually be a spy sowing dissension. In fact, table talk of this kind should be encouraged, and it really works if all of the players participate. Nor is there any reason to stick to the game’s futuristic flavour. Any conflict can be used as a source of flavour when playing The Resistance, whether that is Communist revolutionaries against the military junta of a Banana Republic or the Rebel Alliance against the Empire in Star Wars.

The Resistance is simple. It is quick. It is fun. It is easy to teach. It is a good group game, working well with gamers as well as non-gamers, both of whom will be able to grasp the rules and the theme of the game easily and quickly. The social dynamics will take a little longer, but for the most part, the participants are going to be supplying those themselves. It perhaps works best with six or seven players rather than five, or eight or more. At five players it is easier to identify the spies, whilst at eight players, it becomes harder, and the spies also need more than the one Failure to be played for each mission for it to fail. The Resistance: A Game of Secret Identities, Deduction, and Deception is an excellent social game, a good filler, and just working out who the spies are can be frustratingly fraught!

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Posted in Card Game, Deductive Game, Family Game, Indie Boards and Cards, It's a Chris game, Near Future, Social Game | No comments
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Anthony Carold
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