Wednesday, April 29, 2020

May the dice be with you

When Fantasy Flight Games first released Star Wars: Destiny in 2016, I wasn't particularly interested. It appeared to be a collectible dice game similar to Marvel Dice Masters, which I had stopped playing and sold the year before. I thought Dice Masters was a fun game, but the customizable aspect (building a "deck" based on powerful or interesting dice combinations) was failing to hold my interest, while at the same time making the game difficult to play right out of the box.

However, after seeing The Rise of Skywalker in December and really enjoying it, I found myself wanting to play a game with content from the most recent Star Wars trilogy, which neither of our go-to Star Wars games (Rebellion and Outer Rim) has. Combine that with a bargain priced two-player into set and I was willing to give Star Wars: Destiny another look.

As it turns out, Destiny is a fun, simple game that isn't really anything like Dice Masters. It uses a combination of cards and dice for a straightforward dueling game that manages to remind me of everything I like about collectible card games, while doing away with some of the pitfalls of the format.

Where Dice Masters was a dice game that emulated the structure of a dueling CCG, Destiny is a card game that also uses dice. As such, deck construction is a lot more interesting, while at the same time being simpler than the complex CCGs of old thanks to a lower card count (30 cards per deck rather than the usual 50 or 60 cards) and the fact that your primary cards start the game in play, so the rest of the deck consists of support cards built around two or three main characters.

The goal of the game is to eliminate all of your opponent's characters by inflicting damage on them, while at the same time keeping your own characters safe. Roughly one third of your deck's cards will add dice to the pool started by your main characters; dice are rolled at the start of each turn and used mainly to make attacks and generate resources that are used to pay for additional card plays. The rest of the cards in your deck are played for various game effects, which balances the game between card plays and dice rolling.

A few weeks after we started playing, the publisher announced that the game would be ending, which we're not seeing as the bad news you might think it is. Really, it eliminates one of the primary down sides to collectible games: the expense of buying random expansion packs and keeping up with a steady flow of new product. Since the game is "over," we've been able to get product at very low prices, allowing us to build up a decent collection of cards and dice quickly, which keeps the collecting and deck-building aspect of the game enjoyable.

Rating: 3 (out of 5) This will be a good game to pull out when we're in the mood for Star Wars without wanting to dive in to a more complicated game like Rebellion or X-Wing.

Wednesday, April 22, 2020

Come back to Arrakis

The long-awaited reprint of the Avalon Hill Dune board game finally hit store shelves back in November, and honestly it's everything I had hoped it would be: the same game, but with updated graphic design and streamlined, easier-to-understand rules that don't read like a calculus textbook. It's a huge improvement on what was already a great game.

The changes to the actual game play are minimal enough that my review of the original game should still serve as a good description. What remains to be seen is whether or not a 40 year old game design can hold its own in the current (and much more mainstream) board game market. To be fair, new publisher Gale Force 9 have given it every chance, with nice, crisp graphics, a plethora of "how to play" videos on YouTube, a relatively low price point, and wide availability at mainstream retailers such as Barnes & Noble.

The improved production value and availability should help, but the game's biggest problem remains: it was designed for six players, and while it can play with fewer, the shifting alliances are what makes it interesting, and this aspect doesn't come off nearly as well with fewer players. And even with board gaming's popularity at an all time high, it can still be challenging to get six players together who want to spend 3-4 hours playing a game based on a 50 year old book, even if it was a science fiction masterpiece.

Rating: 4 (out of 5) A great game made even better, but the main barrier to playing it regularly remains.
  • Dune official website
  • Dune on BoardGameGeek

Monday, April 20, 2020

No Mr. Bond, I expect you to deck-build...

Legendary: A James Bond Deck Building Game is more proof of how robust the Legendary game system is. Originally designed as a Marvel superhero game, Legendary has gone on to embrace franchises as diverse as Alien, Buffy the Vampire Slayer, and even Big Trouble in Little China. Each new version has added something new to the game's simple deck building mechanics. For the most part these additions have integrated with the core game pretty seamlessly, while at the same time making each version of Legendary seem unique to its particular franchise. With its outlandish villains and often preposterous gadgets, the James Bond franchise isn't that far off from superhero adventure anyway, so it's definitely a good fit, requiring minimal changes to the game's structure.

New to the game the concept of Missions, a new card type that goes into the villain deck. While normal villains have to be defeated by playing cards with Attack value, missions work a little differently, offering alternative ways to defeat them such as using recruit points. Each mission set also includes an "inevitable mission" that starts the game on the bottom of the villain deck, acting as a timer to determine when the game ends and giving the last few turns a bit more excitement and drama.

The James Bond edition also brings a few new keywords and accompanying game mechanics to the game. Chase cards move more quickly through the play area, giving players less time to defeat them, and Squeeze, a keyword created specifically for Famke Janssen's absurdly over-the-top character from Goldeneye, reduces the number of cards available to recruit. Several cards taken from Casino Royale require the player to create a sort of poker hand using their cards' various symbols and values

The game play sticks to the core Legendary structure rather than the Encounters variant used by the majority of the non-Marvel versions, but it does group the encounter cards by film, with cards from Goldfinger, The Man With the Golden Gun, GoldenEye, and Casino Royale. This allows players to play out the events from these four films, but it also means that a ton of content from the other 20 films in the series (including Timothy Dalton's version of the title character, my personal favorite) is entirely missing. Hopefully expansions are coming.

This edition avoids the inconsistent artwork that is the Legendary series' only shortcoming by using stills from the movies, something they seem to be moving towards with their games licensed from film and TV properties. This makes for a better looking game, but also makes it a bit more jarring if you plan to try combining this set with any of the other Legendary games (which should otherwise be possible, at least theoretically).

Rating: 4 (out of 5) A solid entry in the Legendary series that stands on its own if you're just looking for a good James Bond game.

Thursday, April 9, 2020

Complexity escalation

New Zealand designer/publisher Shem Phillips has made a career out of creating a series of worker placement games that manage to be both familiar and different. With each game he comes up with a new take on the genre, whether it's Raiders of the North Sea's focus on using a combination of empty and occupied spaces, or Architects of the West Kingdom's lack of a traditional round structure. However, clever as he is, his games are beginning to fall victim to what's known in collectible games as power creep.

In collectible games such as Magic: the Gathering or Heroclix, the business model relies on enticing players to keep buying more product, rather than them buying just a single game. In an effort to keep players interested (and buying), the designers of such games have in the past felt compelled to make new cards more powerful and complicated. This may have proved effective in the short term (at least, it did in the heady CCG days of the 1990s and early 2000s), but in the long term the added levels of complexity usually end up creating a barrier to new players that's far more detrimental than having older players get bored and move on.

Board games that have followed a similar model of using frequent expansions to sustain interest from an existing player base have fallen victim to a similar problem, where the crushing weight of increasingly complicated expansions makes the games unplayable (I'm looking at you, Arkham Horror). This isn't the exact problem with Shem Phillips' games, but it is similar, as he appears to be increasingly relying on his existing fan base (via Kickstarter) as the main audience for his new games, and so he feels the need to ramp up the scale on each new game.
All of which brings us to Paladins of the West Kingdom, the second in the West Kingdom series and the fifth in Phillips' overall series of medieval-themed games. Like his others, this one starts with a basic worker placement mechanic, and then builds on it with an unusual series of innovations. Rather than giving each player a finite set of workers, Paladins instead has different types of workers (warriors, priests, laborers, and so on), and players draft different combinations of them at the beginning of every turn. Game play then involves choosing from a dizzying array of options, so many that a key component of the game's strategy is to decide what you're going to do and stick to it -- the worst thing a player can do in this game is try to do a little of everything, because the scoring system is focused on doing a lot of the same thing.

It's an interesting game with a lot of options, and it's different from any of Phillips' other games while still being familiar thanks to the consistent illustration and graphic design across the whole series. And that's really kind of the problem. In his rush to avoid repeating himself, he's created a game with just a little too much going on. There is a lot to keep track of in this game, from building garrisons to sending out missionaries to hiring townsfolk (with two different options for each) to choosing whether to fight outsiders for a one-time benefit, or convert them for an extra end-game victory point condition. It's just a little too much, especially when compared to the other games from this designer.
We play (and enjoy) Raiders of the North Sea and Architects of the West Kingdom quite a bit, and we find that both games (even Raiders with two expansions) offer just as much depth and entertainment value, with a much lower level of complexity. In short, they're just as fun but a lot easier to play.

Rating: 3 (out of 5) an interesting game design, but a little too complicated when compared to this designer's other games.

Tuesday, April 7, 2020

Predictable results

We've all been there: I was $10 away from free shipping on an online order, so I bought Doctor Who: Dalek Dice on a whim.

Expectations should be low for a $12 dice game, especially one based on a popular licensed property from a publisher with a somewhat spotty track record for this particular IP -- Cubicle 7's Doctor Who role playing game is terrific, but their Doctor Who: the Card Game didn't really utilize the license well, and their Time Clash game died right out of the gate.

On the other hand, Dalek Dice was designed by Marco Maggi and Francesco Nepitello, the team that has done such a great job with other games based on licensed properties such as the epic War of the Ring and the more recent Jonathan Strange & Mr Norrell. I suppose I was holding out hope that they would come up with something more interesting than the usual press-your-luck dice game.

What they delivered was...the usual press-your-luck dice game. Nothing clever, no unique Doctor Who twist. Just a game that's boring even in comparison to other dice games like Dino Hunt Dice or Age of War. Not too surprising I suppose, but still a little disappointing.

Rating: 1 (out of 5) We will probably never play this game again, especially since we have similar alternatives that are much better games.

You, too, can make the Kessel Run in less than 12 parsecs

Star Wars: Outer Rim turned out to be our most played game of 2019, which took us completely by surprise because it didn't even come out until October of last year, and we hadn't really been planning on getting it at all. A friend bought it and brought it over for us to try, and we were instantly hooked, buying our own copy a few days later.

Not only did we play it 11 times in less than three months, but we've found that it's a big hit among most of our gaming friends. The Star Wars theme is a pretty easy sell, but on top of that it's a really engaging and accessible game, without the direct confrontation in most Star Wars games like X-Wing or Rebellion.

Each player chooses a ship captain to play as, with choices ranging from well-known stalwarts like Han Solo or Boba Fett to more obscure characters like Dr. Aphra from the comic books or Ketsu Onyo from the Star Wars Rebels animated television show. The time frame that the game takes place in is intentionally vague, but is roughly between the prequel trilogy and the originals, a little after the time of Solo: A Star Wars Story.

Characters start with a choice of generic ship and a starting mission or bounty, and the goal from there is to achieve fame points by travelling between planets, delivering cargo, catching bounties, and eventually upgrading to a better ship. Each character also has a unique personal goal they can try to complete to gain extra points and unlock additional special abilities.

What's great about the game is how open-ended it is. Players have numerous options when visiting a planet and can do anything from hiring contacts to having random encounters after they've delivered their cargo, turned in their bounty, or completed whatever errand they've been hired to run. Success or failure is determined by a simple dice roll system, with rolls modified by the various skills and abilities of the player's captain and crew.

It's a "pick up and deliver" game similar to Firefly or Wasteland Express Delivery Service, but where Firefly strains under the weight of its expansions, Outer Rim gives a similarly epic play experience in half the time and taking up a fraction of the table space.

Rating: 5 (out of 5) A terrific adventure game that avoids the epic good vs. evil battles of Star Wars in favor of exploring its rich, textured setting.

Monday, April 6, 2020

It makes sense if you've read the book...

Jonathan Strange & Mr Norrell: a Board Game of English Magic probably seems like a really weird title for a game, at least until it's explained that it's based on Jonathan Strange & Mr Norrell, Susanna Clarke's novel about high society wizards operating in early 19th century England. It may sound like a good idea for a game, but despite a 2015 BBC television adaptation, the novel remains relatively obscure.

Broadly speaking there are two main components to a game: theme and mechanics. Both carry a lot of weight, and a great theme can prop up a mediocre game design (see Grimslingers) just as easily as a good game design can transcend a less interesting theme (see the Resident Evil Deck Building Game or the surprisingly good Spartacus board game, soon to be reprinted without its original TV show decor).

Jonathan Strange & Mr Norrell errs on the side of theme over mechanics, and any fan of the book who enjoys mid-weight board games will probably like this one. It does a good job of referencing the novel's strange blend of supernatural menace and powdered-wig high society, and presents a game design that fits that theme very well, rather than feeling tacked on after the fact like games based on licensed properties so often do.

Each player plays either the titular Jonathan Strange or Mr Norrell, or as one of two secondary characters from the book. The goal of the game is to accumulate enough magicianship to be able to confront "the gentleman with the thistledown hair" (the novel's main villain) before the game ends. This is done by accomplishing feats of magic in the form of playing out cards from your hand that add tokens of different types to the cards on the table in front of you. The catch is that only certain symbols can be played out each turn, so the game becomes an interesting combination of thinking several turns ahead but also madly scrambling to get enough magicianship points to beat the villain and win the game.

Game play is complicated by two additional types of card plays: "invitations," representing social events such as parties and concerts, and "introductions," meeting famous characters of the age such as Lord Wellington. Both types of cards can only be played at certain locations, requiring moving around a board depicting London and Europe of the early 1800s. Invitations are played to draw additional cards (either introductions or additional feats of magic to work on), and Introductions move you along a Prestige track, eventually unlocking powerful game play advantages.
The game as written does have one major issue: it is very difficult to win, so much so that the designers admitted that they made a last-minute change to the game design without playtesting it thoroughly, and have since released a simple variant (described here) to re-balance the game. A rookie game design mistake that should never have happened, but at least the designers have recognized the error and taken steps to correct it.

The game mechanics fit the theme well, and I suspect that the designers (Marco Maggi and Francesco Nepitello of War of the Ring fame) are fans of the book, or are at least very familiar with it. Unfortunately this doesn't necessarily work to the game's advantage, as for the most part the references to the novel assume that the players have read it. I don't think the game does enough to explain the setting and characters for those who haven't, and the game play isn't really remarkable enough to sustain interest in the game on its own.

Rating: 3 (out of 5) if you've read the novel, but probably only a 2 (out of 5) if you haven't. But it's a great book, so go read it and then play the game afterwards...