Wednesday, November 13, 2024

Also by the same author

 If you've noticed that I've fallen off a bit on game reviews, it's because I've started writing for Goonhammer, a gaming news website that mainly covers Warhammer and other miniatures games, but also features material on board games and RPGs. So far I've reviewed Rock Hard: 1977, The Mandalorian Adventures (also reviewed here on 120 Games), and Star Wars: The Deckbuilding Game Clone Wars Edition. I've also done some deep-dives into Star Wars: Shatterpoint.

You can see a complete list of my Goonhammer articles here. I hope to divide my review-writing energy between here and Goonhammer, with reviews of new games going there while I work on reviewing my backlog of older games here.

I've also been writing extensively about 1980s comics over at 1986comics.com.

Wednesday, October 23, 2024

Couture, a surprisingly fun card game about runway fashion

Last year I backed a Kickstarter campaign for a set of four small box games. The two that I was really interested in were Chomp (dinosaurs, need I say more?) and Sail (a two player cooperative game about sailing and navigation). I could have just pledged for those two, but the price was only a little bit more for all four games. Couture, a fashion themed card game, was the one I was probably the least interested in, but it has turned out to be my favorite in the set, and I've played it more than any of the others.

Couture is an auction game in which each player starts with a hand of four cards: two basic cards with a value of one each, an "iconic pose" worth two, a "signature walk" that's worth three. Each round begins with a spread of nine cards from the main deck, in columns of three separated by tiles indicating which fashion-forward city they are in: New York, Paris, or Tokyo. Players will bid cards from their hand for each of the three cities, with the winner taking their choice of card, then the second place bidder, and so on. Of course, there are a few catches that keep the bidding interesting.

Cards from the main deck fall into two broad categories: bid cards and scoring cards. Bid cards are added to the player’s hand, sometimes at the expense of discarding a hand card. They tend to have higher values for future bids, but sometimes they carry a cost, for example, the Agent card has a bidding value of four, but causes the player to lose two points if they still have it at the end of the game. An Assistant card, on the other hand, is worth zero for bidding but adds one victory point. Part of the strategy of the game is to control when to retain and when to discard certain hand cards.

Scoring cards do just that, score victory points. These are worth points on their own, but some score more when collected in particular sets. Streetwear cards each have a matching card, with an immediate bonus given to the first player with a matching set, and a lesser bonus for the next players to do the same. Ready to Wear and Haute Couture cards award extra points at the end of the game to whoever has collected the biggest variety of brands and largest sets of individual symbols.

But beware the dreaded Flop cards, which subtract points for the players with the most, next most, and so on. How would you end up with a Flop? That’s one of the key points players need to figure out when deciding how much to bid in each city. Bidding is a single round and simultaneous, with players arranging their hand cards separated by city cards so that it’s clear which cards have been used in which city, without revealing how many cards have been bid for each. It is allowed to bid zero cards.

When bids are revealed, the player who bid highest gets the first choice for that city. Then the next highest bidder chooses, and so one. There are three cards for each city; if there are fewer than three bidders in a city, the winning bidder takes the remaining cards, and if there is only one bidder that player takes all three. So if there is even one Flop in a particular city, you have to be thoughtful in how you bid, as it’s often better to come in second or not bid at all.

While the theme isn’t something I’m particularly interested in, it doesn’t overwhelm the game, and the fashion design style illustrations are quite nice. I imagine players who are enthusiastic about high fashion will find it even more engaging, and in any case the more “grown-up” theme and relatively straightforward game play could make this a hit with non-gamer friends and relatives.

Rating: 5 (out of 5): Although it’s relatively simple, this is a very engaging and accessible game, great for playing at a noisy pub or family get-together.

Thursday, October 10, 2024

Chomp! A game about herding dinosaurs

Why do dinosaurs seem to have such an enduring appeal? I think it’s the idea that, once upon a time, there was a world teeming with thousands of varieties of fantastical, dragon-like creatures, untouched by human mediocrity. And that world wasn’t dreamed up by a novelist or game designer. It was real, at least as far as the reasonably dependable science of paleontology can tell us.

I’m not sure if Chomp, a small box tile laying game published last year by AllPlay, quite captures the majesty of prehistory, but it is a pretty fun little game.

The game consists of 36 double-sided tiles, plus a handful of tokens and a lovely dry-erase board (pen included!) for keeping score. The tiles depict herds of carnivorous or herbivorous dinosaurs in different sizes, lush vegetation, nests, watering holes, and tar pits in various combinations of two, three or four shapes. Sometimes the different elements on a tile are separated by mountains, sometimes not. The idea is to draw and place tiles in order to form larger herds of same sized dinosaurs, making sure they are adjacent to food sources – vegetation for the herbivores and watering holes populated by unwitting prey for the carnivores. But you have to keep an eye out for tar pits, as they are certain doom for your dinosaur herds.

It’s the tile placement that’s particularly interesting in this game. Tiles can be placed overlapping other tiles, as long as the grid is maintained and individual elements are completely covered. This means you can pivot your strategy more easily than in most traditional tile-laying games, perhaps placing a tile that’s good but not ideal in the hopes of covering up some or all of it later in the game. 

On the reverse side of each tile is a bonus scoring condition, granting extra end-of-game points for things like having the most of a particular size of dinosaur, or even having the most uncovered tar pits among your tiles. At the start of each player’s turn there will be three face up and three face down tiles to choose from. Players can choose either on their turn, balancing the need for more layout tiles with the ability to score extra bonus points.

The game goes for eight rounds, after which each player has to check each of their herds to see if they are made extinct by an adjacent tar pit. Remaining herds must then be fed from an adjacent food source, with carnivores eating herbivore herds if no other prey is available. All adjacent dinosaurs of the same size and type, no matter how many, count as one herd. Each herd only requires one adjacent food source, so the challenge is to maximize the tile placement for large herds to take advantage of a single source of food. The bonus tiles provide some guidance for which types of dinosaur herds to go for and how best to try to lay out your tiles.

Any herds who can’t eat are made extinct, after which all the surviving dinosaurs are counted up for points. Larger dinosaurs count for more points than smaller ones, but also take up more space on their tiles and so are theoretically more difficult to place efficiently.

Rating: 4 (out of 5) Like most tile-laying games, Chomp has a fun puzzle-like quality to it, and I really like the idea that you can cover up some or all of your previously placed tiles if your strategy is moving in a new direction.

Wednesday, September 18, 2024

Call it what you want, it's Star Wars Pandemic

Pandemic took the board gaming world by storm when it came out in 2008, quickly unseating Settlers of Catan as the go-to game for bringing new players into the hobby. Its success is down to several factors: it's an enjoyable, well-designed game, the theme is relatable and not too nerdy (no wizards, space ships or tentacle monsters), and the cooperative nature of the game opened it up to a whole new group of players who may have been traumatized by too many overly competitive games of Monopoly when they were children. Additionally, 2008 was the start of a board gaming renaissance that saw board games move out of the toy and hobby stores to become a mainstream product with wide market visibility. You can now buy Pandemic at my local grocery store.

Re-skins with different themes were a logical way to expand the game's appeal, and although it hasn't got anywhere near as ridiculous as all the tie-in versions of Clue or Monopoly, a Star Wars edition of Pandemic was probably inevitable. What's weird is that it isn't called Star Wars Pandemic or Pandemic: Star Wars. It's just Star Wars: The Clone Wars, with a surprisingly small "Pandemic System" logo in a bottom corner of the box.

Other than the Fall of Rome version I haven't played much Pandemic -- the theme just never particularly appealed to me. I can't really talk too much about how Star Wars: The Clone Wars is different, but I can say that it is definitely, recognizably Pandemic. The world map has been replaced by a map of the Star Wars galaxy (although probably not a particularly accurate one), players play Jedi Knights rather than aid workers, and the diseases are now armies of battle droids. The way the cards work is a little different too, with a mission system replacing the set collection from the original game.

When setting up a game of Star Wars: The Clone Wars, players choose a boss villain to play against, either Darth Maul, Count Dooku, General Grievous or Asajj Ventress. Each boss comes with their own unique deck of 6 cards that dictate how they will behave in the game, so players will need to adjust their strategies depending on which villain they are facing.

A deck of location cards determines where groups of battle droids will appear throughout the game. If a planet would ever have more than three, it instead gets a blockade ship that must be destroyed before any battle droids. Additionally the threat meter advances by one -- if the meter ever goes past six, the players lose the game, so managing the number of battle droids is critical.

The main innovation over regular Pandemic is the addition of missions that the players need to work together to accomplish in order to win the game. Each game starts with a certain number of mission cards based on the desired difficulty level, anywhere from three to six or more, with two missions revealed at a time. Missions generally involve going to a particular planet with a lot of a certain kind of resource, either clone troopers or ships. Once the required number have been completed, the boss villain shifts into finale mode, giving the players one final objective in order to win.

The game evokes its theme very well, with Jedi Knights fighting off armies of battle droids as they swarm across the galaxy. If I wasn't already familiar with the basics of Pandemic I would think it had been designed specifically as a Clone Wars game. The missions help with this feeling -- episodes of the Clone Wars television series were often about the heroes trying to achieve some objective while the war rages in the background, and that's just the feeling you get as you try to mitigate the swarming droids while trying to get your missions done.

It's a good Star Wars game, and a good version of Pandemic. Like most cooperative games it can fall victim to the "bossypants" syndrome, where the player with the most experience (or the most aggressive personality) tells everyone else what to do rather than letting them decide for themselves. But, just like the original Pandemic, the game play is easy to understand, with a fair amount of strategic depth and meaningful decision making -- it should be a great game for Star Wars fans who might not be dedicated board gamers...yet.

Rating: 4 (out of 5) A great use of both the Star Wars theme and the Pandemic game mechanisms.

Monday, August 26, 2024

Race, crash and shoot your way to the finish with Thunder Road: Vendetta

How many racing games is too many? I'll let you know when I find out, but so far I don't seem to have reached my limit.

Restoration Games has carved a sub-niche within the hobby gaming world by refreshing classic board games with updated game mechanics, components, and graphic design. They worked wonders transforming Star Wars: Epic Duels into Unmatched, and now they've given their restoration treatment to Thunder Road, a fairly obscure post-apocalyptic racing game that was originally published in 1986.

I never played the original Thunder Road, so I can't tell you what has changed with the new Thunder Road: Vendetta, but the game play in the restored version is very smooth and simple. Each player gets three cars, one helicopter, and four dice. The board is made up of three randomly chosen tiles laid out in a row, with spaces laid out in a hexagonal pattern. Cars can move straight ahead or forward to the right or left -- never backward, this is a race after all. The road is littered with hidden hazard tiles as well as visible obstacles such as mud puddles and rock formations that can slow your car down or destroy it all together.

Each turn, players roll their four dice and take turns assigning them to their cars. The number on the die determines how far the car moves -- it must move the full amount, this is a race after all. The fourth die can be assigned to one of a few extra options, such as nitro boost to make the car go faster, repair to remove damage, drift to allow it to glide past other cars without crashing, or the dreaded helicopter.

Helicopters are able to appear anywhere on the board and shoot at your opponents' vehicles, or even your own if they are in the way -- this is a race, after all. What's more, if a car ends a move in the same space as a helicopter, it is immediately destroyed and removed from play.

After moving, if there is another car in front of yours, you can try shooting at it. Each player has 3 different sizes of cars, with the smallest being the hardest to hit but the easiest to push out of the way by crashing into them. Damage is dealt via a stack of tiles that will generally have a one-time effect and then linger as damage counters. If a car takes two damage it is immobilized until repaired.

Crashes are probably the most fun part of the game. When a car enters another car's space, it is placed on top of the other car and then two dice are rolled: one determines which of the two cars (top or bottom) is moved, and the other indicates what direction. In this way, cars can get knocked into other cars, causing a chain reaction of crashes. They can also get knocked into rock walls or off the board entirely, either of which results in elimination.

The aforementioned hazard tiles add even more chaos to the game. They're hidden until a car moves into one, and they can be anything from clear patches of road to land mines. Often a player will be faced with a choice of either moving into a hazard that could be harmless or even helpful, or taking a safer, more predictable path around. Just as often, there's no choice at all, leading to all manner of hilarity with mud puddles that slow your car down, oil slicks that send it careening off in a random direction, or wreckage that triggers more crashes.

As soon as a car reaches the edge of the third tile, a new tile is drawn and added to the track. Then, any cars that are still on the first tile are eliminated from the race, and that tile is removed from play. This continues until one player has had all of their cars eliminated. At that point, the edge of the third tile is the finish line, and the first player whose car crosses it is the winner. It's a great way to take the sting out of player elimination as a game-ender, since the eliminated player will normally only have to wait one round (often less) for the game to be over.

Rating: 5 (out of 5) Thunder Road: Vendetta is a little on the egregious and random side, but nonetheless it is a lot of fun, and makes for an excellent, low-entry-point alternative to more complicated games like Car Wars or Gaslands.

Note: I highly recommend the Carnage at Devil's Run expansion if you can find it, it adds new hazards and road tiles that push this game from good to great.


Wednesday, August 14, 2024

Dive into yet another corner of the Star Wars universe with The Mandalorian Adventures

I never seem to get tired of "moving guys around on a map" games. One of the oldest games in my collection is Leading Edge's 1989 AliensUnmatched and Core Space are among my current favorites, and that's not even getting into "proper" miniatures games with three dimensional terrain like Star Wars: Shatterpoint or Gangs of Rome.

The Mandalorian Adventures is definitely on the light end of games of this type. It's a cooperative game that asks players to take on the roles of characters from the Disney+ series and work together to complete missions based on episodes from the first season of the show. The game makes use of a spiral-bound book, with each two-page spread consisting of a map and its game objectives plus any special rules needed. The missions tend to be fairly simple variations on finding a particular item from among several face-down tokens and then escaping off the edge of the map.

The game uses cardboard standees rather than plastic miniatures, presumably to keep the production costs down. Even as a dedicated miniature painter I didn't mind this at all -- the artwork on the standees matches the other game artwork, and it meant I could get playing without having to take extra time for painting.

Each character uses a unique deck of cards to perform actions in the game, with the number on the card determining how effective the action is. For example, play a four for movement and your character moves four spaces; play it for attack, your target takes four damage. Some of the cards also include special game text that is resolved if that card is used for a particular action -- this is what makes the different characters distinct from each other, with some relying on stealth, and others on greater mobility or simple brute force.

Enemies are represented by tokens on the board, each with a type (either a melee fighter, a shooter, or a sniper), a number of wounds required to eliminate them, and a special ability that resolves when a player character moves near them.

One of the game's more ingenious innovations is the game mechanic for activating the enemies. Each time a player uses a card to perform an action, that card goes in a pile that is specific to that action. Once the numbers on the cards in a particular stack add up to 5, a card is drawn that will cause a particular type of enemy to either move towards or attack the closest player character. If the total adds up to 6 or more, it also triggers a "crisis" event that is specific to the scenario being played, usually something  that will make things more difficult for the players. This forces the players to consider their actions each turn carefully: they'll need to try to spread out their actions as much as possible among the different choices, and also to consider when to play a particular action. Normally, game-controlled enemy actions are fairly arbitrary in cooperative games like this, but here the players can mitigate that with their choices. It makes the game a lot more interesting.

As "hobby" board games attempt to reach a wider market, designers are faced with the reality that their games might be a bit much for people whose only previous experience is with family games like the dreaded Monopoly. Many designers have chosen to address this issue by instructing players to start out with a series of tutorial games that dole out the game's concepts and mechanisms gradually. Normally I don't care for this sort of thing (although I do recognize its value), but The Mandalorian Adventures implements the idea well. The game includes a deck of cards in a fixed order that are meant to be worked through over the course of the first six games. Whether the players win or lose, after each game they are introduced to new content that will make the game a little more complex and improve its replayability.

Rating: 4 (out of 5) A very fun little game that should be accessible to a much wider audience than something like Shatterpoint or even Firefly Adventures.