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.