Wednesday, August 13, 2025

Journey to the center of the Savage Core

Portions of the text for this review originally appeared in my Savage Core Expedition Journal project blog at OnTableTop.com.

As is often the case with skirmish games, the thing that initially drew me to Savage Core was the miniatures. I was shopping for wild west figures and stumbled into what might have happened if Jules Verne and Edgar Rice Burroughs had worked together to design a line of miniatures. The Savage Core is an underground primeval jungle populated by superintelligent apes, lost Atlanteans, ice age cavemen, dinosaurs, and more.

The game looked interesting too, so I wasted no time in placing an order. In fact, I got so distracted by thoughts of pulp adventure that I completely forgot to order the cowboys I went there for in the first place...

A game of Savage Core is a head-to-head battle, with around seven figures per side. A player's force revolves entirely around their faction’s Boss, an individual character who has six game stats and a unique set of “tricks,” special abilities that can each be used once per game and are themed to that character. Your other six models (in a normal game) are “Bods,” nameless minions whose stats might vary slightly between one faction and the next but who don’t have any particular abilities of their own.

A game round starts with each player rolling for initiative to determine who will go first. Each player then gets a chance to play one of their tricks, which can be anything from devastating area attacks to causing an opposing figure to get lost in the jungle, only to reappear on a later turn.

The first player moves all their models, then the second player moves, then the first player makes all their attacks, then the second player. Going first isn't an advantage, as the second player will have the opportunity to move out of range before you get a chance to make any attacks. The only thing that can possibly help with this is the fact that movement distance for each figure is random, with each model rolling a d10 and adding their Clip (movement) value. So if you move into position for a great ranged attack, you can at least hope that they don't roll high enough to get away. It might sound fun in theory but in practice it can be pretty aggravating.

Combat in Savage Core is resolved first by an opposed roll using the relevant stat (Moxie for ranged or Buff for close combat) plus a d10 roll to see if the target is hit. After all hits have been determined, the targets roll for each successful hit to see if they’re wounded. Bods die after one wound, but Bosses can take four or five before they go down. Damage is resolved at the end of the round, so if one of your characters gets eliminated they’ll still get a chance to attack before they go.

By far the most interesting thing about Savage Core is Double Trouble. On any round that both players roll the same number for initiative, it triggers a random encounter taken from a list that can include anything from a wave of lava creeping across the board to a ravenous T-Rex stomping out of the bushes and eating any models it comes into contact with. Double Trouble is what got me interested in the Savage Core rules set in the first place, and it is easily the most fun and interesting thing about the game.

These encounters add a lot of flavor and enjoyable chaos, but they don’t happen nearly often enough in an average game. We were lucky to get one on our first turn, but in our previous match we didn’t get one until the last round, when it was too late for it to have any appreciable effect. And it’s certainly possible to go a whole game without having one at all. There is a scenario in the rule book called “Rumble in the Jungle” that has a Double Trouble encounter happening every single turn, but that seems like a bit too much.

I do like how simple the game is -- there's not a lot you have to remember, with only one named character on each side, and the six once-per-game abilities still provide a fair amount of flavor and variation between the different characters. It’s not like Shatterpoint, where you really have to stay on top of the synergies between characters, or Knight Models’ Batman, where each character has so many complicated special abilities that it’s impossible to keep track of it all.

On the other hand, the game can (and does) swing wildly based on the egregious amount of die rolling. Successful hits only result in damage half the time (even less for ranged attacks), which can be frustrating. Additionally, most of the the more powerful and interesting trick cards require a seemingly arbitrary die roll in order to work, and there is generally no way to mitigate these rolls. And don’t get me started on rolling for movement...

It might just need an attitude adjustment to make peace with the randomness of it all and enjoy Savage Core for what it is. But this is still a miniatures wargame that require a hefty level of preparation in the form of assembling and painting models and terrain -- the game play needs to be substantial enough to justify all that work.

Rating: 3 (out of 5) There are a few great concepts here, and the setting and miniatures are magnificent, but the core mechanics revolve around completely arbitrary die rolls a little too much.

Wednesday, August 6, 2025

A kinder, gentler wild west: Old West Empresario

There are a few games in my collection that I would classify as “comfort games” – games I’ve played enough times, and with relatively simple rules, that I don’t need to worry about re-learning the game when I sit down to play. These games tend to be relatively non-confrontational, but not often cooperative, as co-op games tend to ramp up the difficulty to compensate for the lack of a thinking opponent. No, I’m talking about games that are relaxing to play, maybe after a stressful day or on a lazy weekend, competitive but not overly confrontational.

One of my favorites in this category is Old West Empresario, a sadly out-of-print game about building a town in the old west. The western theme appeals to me, but what appeals to me even more is the simple but engaging game play.

Like a surprising number of wild west games, this one is about building a town. The game starts with 12 tiles, representing buildings, in the center of the table. These are in groups of two, with each group numbered one through six (identified by a number tile). The rest of the tiles go in the box lid or a bag, to be drawn randomly throughout the game. Each player starts with a Town Hall and a random tile, which begins the game on its unconstructed side, and also a character with a unique game ability, and three coins. Additionally, the game begins with three sets of two Wanted cards, each of which will reward the first and second player to accomplish particular objectives.

At the start of each game round, the starting player rolls a number of six-sided dice: two for each player plus one extra. These dice are placed next to their corresponding set of tiles in the center of the table. On each player’s turn they choose one of the remaining dice and either take a tile from that die’s set, or use the die to activate their town (more on that in a moment). The die is then discarded, and after each player has taken two turns the last remaining die is used by all players to activate their towns.

When a tile is taken, the player can either discard it to gain three coins, or place it in their town on its unconstructed side – the building it represents will still need to be built. Tiles must be placed adjacent to other tiles. A lot of the game’s strategy is in where you place particular types of buildings, as many of them will give income, end-of-game victory points, or other bonuses based on what buildings they are adjacent to.

But buildings still have to be built, and this is where activating your town comes in. Instead of taking a new tile, a player can use their turn to choose a die and then activate all the constructed buildings in their town that are marked with the number shown on the die. Early on this will be your town hall, which allows you to construct the other buildings that you’ve placed, but eventually you’ll have a range of different options such as gaining townsfolk or coins, collecting extra tiles, or even forcing your opponent to lose a coin with the dreaded Undertakers (which also causes you to lose points at the end of the game if it’s too close to the center of town).

Since you only get to activate the buildings that match the die you’ve chosen, you have to think carefully about which tiles to place in your town. If you end up with a lot of the same number you’ll get to do a lot when that number comes up on a die roll, but if it doesn’t, you won’t be able to do much on your turn. You also have to think about when to choose and place certain tiles, since their neighboring buildings will affect how many points they’re worth a the end of the game. But if you wait too long to grab that tile, one of your opponents might get it first.

The game ends when one player has 15 or more buildings in their town, or when a pre-determined number of townsfolk counters have run out. The townsfolk are a secondary currency used to pay for some game effects, and are also worth victory points. Additionally, the artwork on them is adorable, and eagle-eyed players might just recognize a few of the characters...

Maeve and Dolores from HBO's Westworld.

Townsfolk from Old West Empresario.

The only direct competition is the available dice and tiles each turn, and the Wanted cards which offer extra points to the first and second player who hit specific achievements such as having a certain number or type of buildings in their town. So it’s fairly non-confrontational and puzzle-like, but in a good way Honestly I like it better than similar but more complex games like Carson City, especially when considering its effort-to-entertainment ratio. The amount of decision-making hits that sweet spot where you always feel like you have good options, without descending into the dreaded analysis paralysis.

Sadly the game’s publisher went out of business a few years ago, and I don’t think it made enough of a splash to entice anyone else to pick it up for a reprint. But there seem to be plenty of copies out there, on eBay and in the used games market.

Rating: 4 (out of 5) One of those great “simple but engaging” games that we might not play all that often, but is always a joy when we get it to the table.

Tuesday, July 29, 2025

Get all the animals living together happily in Harmonies

Harmonies is one of those rare games that lives up to the phrase "deceptively simple." Placing tiles on your board to match the patterns shown on your cards sounds simple enough, but this game uses its theme, the idea that an ecosystem is a balance of interlocking pieces, to give players a bit more to think about when they're selecting and placing their tiles.

A game of Harmonies starts with five sets of three random tiles in the center of the table. Each player has their own small board, a grid made up of hexagonal spaces in either a 5x5 or a 4x7 pattern. There is a spread of four cards with absolutely stunning artwork by Maƫva da Silva, depicting a range of animals from penguins to meerkats. Each card shows a specific pattern of tiles needed in order to place a cube representing that animal. The patterns will usually involve placing two or more tiles of different colors (representing terrain such as mountains, grasslands or water), but the cube only occupies one of those tile spaces -- there can only be one cube placed on a tile, but patterns that use the same colors can intersect, neatly demonstrating how different animals share the ecosystem they live in.

Players take turns, first choosing a set of three tiles to place, and then choosing a card from the spread. Each player can only hold a maximum of 4 cards at a time, so you have to be careful to pick cards with patterns that complement what you already have in play. Each card comes with between two and five cubes, to be placed each time the player manages to form that card’s pattern on their board. The more times a player is able to create the card’s tile pattern, the more points the card is worth, and when all the card’s cubes are placed, the card is moved to a separate victory pile, making room for a new card.

There is a lot to think about over the course of the game. You want to choose complimentary animal cards, but that doesn’t necessarily mean cards that use the same types of tiles – you also have to look at which tile in the card’s pattern the animal cube needs to occupy, so you can try to place the most cubes using the fewest tiles.

When choosing tiles, there are five sets of three random tiles to choose from. The catch is that a player must place all three tiles on their board right away, so there is a lot of anticipating where to place the tiles that you don’t need right now so that they’ll be useful on a future turn.

At the end of the game, players score based not only on their animal cards, but also on the type, quantity and patterns of the tiles they’ve played. Mountains score more if they’re connected in a range, and also if the tiles have been stacked to form higher mountains. Trees score based on their height, and rivers based on their length. Players have a lot of options for how they want to play: go for long rivers or high mountains, and seek out animals that will fit in those environments, or look for combinations of animals that can be placed as densely as possible.

Harmonies is very similar to Habitats in theme, look, and game play (although the artwork in Harmonies is definitely nicer), but I think they’re different enough that I won’t mind hanging on to both games. Habitats makes more of a game out of how the tiles are selected, where Harmonies is more about planning for how you play the tiles in order to maximize their position on the board. On balance I find Habitats to be a little more mechanically interesting, but Harmonies is just more delightful in terms of the artwork and overall attractiveness of the components.

Rating: 5 (out of 5) Whenever I finish a game of Harmonies I almost always want to play it again. Everything about the game is just pleasing, from the gorgeous artwork to the simple but high-quality wooden tiles.

Tuesday, January 28, 2025

Marvel D.A.G.G.E.R. and the importance of perceived value

Marvel D.A.G.G.E.R., a cooperative board game in the same vein as Arkham Horror or Pandemic, was released by Fantasy Flight Games in 2023, with very little fanfare. There wasn't much marketing for it that I can recall -- the first time I remember seeing it was in a local store, and while the game looked interesting, I balked at the $90 price tag, which (if the prevailing discussion on BoardGameGeek upon its release is any indication) is what many potential buyers did. I eventually picked up a used copy for a much more reasonable price.

The game itself is quite engaging. It does indeed play a lot like Pandemic or Arkham Horror/Eldritch Horror -- players take on the roles of Marvel superheroes attempting to stop one of four powerful supervillains from destroying important locations such as New York City, Wakanda, and Atlantis. Each villain has its own particular way of spreading their minions across the board, giving the heroes foes to fight and tasks to perform in a race against time.

Over the course of the game, the players will have three villain-specific missions to solve. These usually involve moving to a specific location and passing a dice-rolling test, or doing a particular action a set number of times. Each hero also has their own side mission, which will reward them with an in-game bonus if they complete it, and the game will deal out more general side missions such as defeating less powerful supervillains. Meanwhile, at the end of each turn a threat tracker counts down based on how many locations have been destroyed, and how many villains are in play -- this tracker acts as a timer, giving the players a limited number of turns to complete each mission.

Once all the main missions have finished (pass or fail), the heroes enter into a final showdown with the villain, which plays out differently depending on who you're fighting.

There are 20 different heroes to chose from...sort of. The game leans into the legacy aspect of many of Marvel's characters, where a new personality will take over a well-known identity like Captain America or Spider-Man. Each hero card is double-sided, featuring a different version of the hero (or a similar hero) on each side: Sam Wilson or Steve Rogers, Iron Man or War Machine, Hulk or She-Hulk, and so on. You choose which one to start with, but if you character is incapacitated during the game (which happens often), you flip the card over as the other version of the character steps in to take over.

In addition to heroic identities, each player begins with one of six aspect cards. These are descriptors such as Protection, Vigilance, or Justice that put a different spin on the game's four basic actions. It adds a lot of interesting variety to the game and should substantially increase replayability, as players will be able to try out all the different hero/aspect combinations.

Thematically it's very similar to the Marvel Champions card game, carrying over the hero/aspect idea as well as the structure of heroes acting cooperatively to defeat a game-controlled villain. But Marvel Champions tends to emphasize the individual players acting based on the strengths and weaknesses of their deck, while Marvel D.A.G.G.E.R. requires a much more Pandemic-like, teamwork driven approach.

It doesn't quite have Arkham Horror or Eldritch Horror's depth of story, but that's not really a problem. Most players will be familiar with the back stories of the Marvel heroes and villains in the game, and if they're not, the game includes a handy booklet detailing each character's biography. One of my biggest problems with Eldritch Horror was the breakneck pace of the game -- I never felt like I had time to just explore the world and its storylines. With Marvel D.A.G.G.E.R. I already know the characters, so I'm happy to focus on being in the moment and defeating the villain. The sense of urgency is fun rather than stressful.

So what went wrong with Marvel D.A.G.G.E.R.? While it is still in print and available from the publisher, the consensus seems to be that it is a failed product and not likely to receive any further support in the form of expansions or promotion. Well, as mentioned before, the first problem is the price. Board games have gotten steadily more expensive over the years since, say, Arkham Horror second edition or the original Pandemic came out. Some of that is just general inflation, and a lot of it is being blamed on post-pandemic supply chain issues, specifically drastic increases in printing and especially shipping costs.

The game has a generous amount of content, with hundreds of full-color cards and counters, but it does feature cardboard standees in place of the plastic miniatures that have become fairly standard issue for this type of game. Although the truth is likely a lot more complicated, there is a perception that cardboard is less expensive than plastic, and therefore a game featuring standees instead of miniatures should cost less. In reality, the vast bulk of a game's cost is (or at least, should be) down to its design and development.

I think it's possible that a lot of the game-buying public has grown accustomed to Kickstarter games that tend to be lavish productions but also labors of love from small companies or individual designers -- the asking price of these games covers their production costs but not necessarily the hourly labor that went into creating the game's ideas and mechanisms. Put another way, when people are assessing the value of a game, they're often only looking at the relative amounts of cardboard and plastic. In any case, Marvel D.A.G.G.E.R.'s asking price was just more than the market would bear.

Cloak & Dagger by Rick Leonardi. © Marvel.

The other problem with Marvel D.A.G.G.E.R. is the title -- it's terrible. It doesn't give you any idea of what the game is about. While the game's logo explains that D.A.G.G.E.R. stands for "Defense Alliance for Global and Galactic Emergency Response," it seems like they could have come up with something less clinical and more exciting. Besides, Marvel's Dagger isn't even in the game...

Rating: 4 (out of 5) If you've ever thought that Pandemic or Arkham Horror would be more fun with Marvel superheroes, this game is probably a good bet for you, and a lot of online retailers have it for a much more reasonable $50 or less.