Monday, October 30, 2017

Days of high adventure


Conan, by French game publisher Monolith, merges board gaming, tactical miniatures and even role playing into what is probably the best adventure game I have ever played. The game uses a "one vs. many" structure similar to Mansions of Madness First Edition, Descent, and the legendary Heroquest, with one player taking the role of Overlord to control the villains and monsters, and the rest of the players working together to accomplish the goal of the particular scenario being played.

The game uses an ingenious resource management system to govern player actions. The hero players each get an individual character with a set amount of plastic gems that are spent for actions such as attack, defense, movement, opening treasure chests, and so on. This gives the players a lot to think about tactically: spend too many gems running across the grounds of the ruined fortress and you won't have enough for an effective attack, and there's a pack of vicious hyenas right around the corner, so be sure to save some gems for defense. Players are given the choice at the start of each turn whether to stay active and only recover a few spent gems, or to rest, which recovers more gems but means you don't get any actions for the turn.

Conan hero sheet with resource gems

The Overlord, in control of the forces stacked against the heroes, has a similar system of spending gems to activate the monsters and villains at his disposal. Depending on the scenario, the Overlord is given a row (called the "river") of between 4 and 8 tiles, with each tile representing a group of minions or a single (usually more powerful) individual. The cost in gems to activate a tile depends on its position in the river, and once a tile is activated, it moves to the end making it more expensive to activate. The Overlord's strategy lies in managing the river and his gems so he'll be able to move the right adversary at the right time to prevent the heroes from succeeding at whatever their goal is.

The Overlord's control panel with tiles representing his forces
The game is entirely story-based, with the particular scenario dictating the game's setup, including the heroes' equipment, the setting (the game comes with 4 different boards) and the goals for the Overlord and the heroes. There are a great variety of different scenarios to choose from, some of which put the heroes on the defensive, charged with keeping a non-player character alive or defending a position, while others put them on the attack, requiring them to rescue a princess or defeat an evil sorcerer (or often both).

The relatively simple mechanics make it an easy game to learn and teach (despite an often confusing rule book that suffered from numerous errors when translated from its original French language), and unlike the first edition of Mansions of Madness, the Overlord's game play is just as simple and fast paced as the heroes. The game does favor action and combat over story, but that just makes it true to the original Conan stories by Robert E. Howard.

Conan has had a somewhat troubled release, with a confusing and over complicated Kickstarter campaign, limited retail availability, and incomplete rules for integrating the game's large number of add-on components. But the core game design and quality of the miniatures and other components is so solid that I'm willing to forgive all that, as none of it really interferes with my ability to enjoy this fantastic game.

Rating: 5 (out of 5) a great tactical action game that puts you right into the middle of Conan's adventures.

Monday, October 23, 2017

Send lawyers, guns and money


At its core, Tiny Epic Western is a game about controlling commercial real estate in the wild west.

The game consists of six mats placed in a circle, with locations on each that offer different resources or game abilities. Players use worker placement to secure those locations to secure the resources they need, either money, law, or force (or lawyers, guns and money for you Warren Zevon fans). These resources are used in different combinations to buy building cards from an available pool, which then give victory points as well as additional locations that can be used on future turns. Play goes for six turns, at which time the winner is the player with the most victory points.

That may not sound particularly wild or western, but if you think about it, the struggle in the American West was entirely about controlling land - land for farming and settlement, land for mining gold and silver, land for building towns to exploit the new found wealth of the people mining the gold and silver, land to build railroad tracks, and so on. The famous gunfight in Tombstone was the result of a power struggle between two factions trying to control the town, and the range war that Billy the Kid found himself involved in was started by two competing mercantile companies. So really, nothing could be more wild western than fighting over who controls the general store or the post office.

In order to convey the sense of struggle and lawlessness, Tiny Epic Western adds some very clever game play to the standard worker placement game model. In most worker placement games, you place your worker to either get a particular game effect (usually a resource of some kind), or to prevent your opponent from getting it. Tiny Epic Western does that too, but many of the spaces on the board only give a reward if the player wins a hand of three-card poker, either against the other players who have placed their workers on the same mat, or against a non-player rival.


The way the poker works is particularly interesting. As already mentioned, the main play area is made up of six mats placed in a circle. In between each mat there is a poker card drawn from an abbreviated deck made up of cards numbered one through five in four suits. At the start of each round, players are dealt a "hole card" from the deck, and after all workers are placed, they must play a round of poker against the other players who have workers on the same mat, using their own card and the cards on either side of the mat to make the best poker hand they can. The winner earns an overall reward, and additionally many of the spaces on the mat only pay out to the poker winner.

To prevent a player from winning simply by virtue of being the only player on a particular mat, there is a non-player "rival," a card which is dealt face down at the start of each round and revealed to provide an opponent when no other players are fighting for control of that particular mat.

It's very thematic, and it adds an air of strategy and uncertainty to worker placement, when in most games the advantage always goes to the player who places first.

As if that weren't enough, it's also possible to duel other players for placement in a particular space. If another player's worker is in the space you want, you can challenge him to a duel, which involves rolling dice, spending resources for re-rolls, and possibly using your hole card to give you an extra advantage. The winner of the duel gets control of the space, and also gets the "wanted" card, which provides extra resources, and is also worth victory points to whoever is holding it at the end of the game.

The game is tense, exciting, involves a lot of strategic decision making, and the only real random element is the dice-rolling during gunfights. It's very engaging, and the western theme is fully integrated rather than just painted on. Not bad for a game about real estate...

Rating: 5 (out of 5) It's everything it says on the box: an epic power struggle of a game with a strong western feel, and it comes in a very small box.