Friday, April 29, 2016

Alien vs. Predator: this time it's Battle Yahtzee


Fill-in-the-blanks licensed versions of games like Monopoly or Clue are tie-in products first and games second, and Battle Yahtzee: Alien vs. Predator is no exception. If you're a fan of Yahtzee and the Aliens vs Predator franchise you'll probably enjoy the game, but it's not going to change your mind about either.

That said, the game does add some interesting elements to the game in deference to the confrontational nature of the AvP license. Rather than just trying to score more points than your opponents before the game ends, Battle Yahtzee allows you to use some of your rolled combos to attack your opponents and take away some of their points. It also adds a "battle chance" die that you can roll on your turn, that will either add or subtract from your score depending on how it rolls. Additionally, each player gets to play as a character, either the Alien, Predator, Marine, or Scientist, each with a unique once-per-game special ability.

The additional rules don't really make the game that much more complicated, and it is still recognizably Yahtzee. Players can easily use the included dice and score pads to play by the standard Yahtzee rules, which are included on the rules sheet.

The components are slick and nicely designed, but the dice are a little hard to read, and the included score board is too small for its score tracking pieces, so the board tends to get crowded when player scores are close, and the pieces can get bumped easily.

Rating: 2 (out of 5) Not bad if you already like Yahtzee, but there are a lot of more compelling AvP games out there. AvP Clue looks interesting though...

Tuesday, April 19, 2016

Dracula is FURIOUS in Fury of Dracula Third Edition


Like its title character, Fury of Dracula is a game prone to death and resurrection. It's been released in three different editions over 28 years, with each edition offering substantial changes to the game's structure and rules as well as its graphic design. We played the second edition once or twice, but most of our experience is with the third edition (released in 2015), so we'll look at it on its own merits, rather than comparing it to the earlier versions of the game.

It's a "one against many" game like Mansions of Madness or Middle-Earth Quest, but rather than one player commanding the forces of darkness against a group of hero players, here the Dracula player is on the defensive, attempting to hide his location for as long as possible while he matures nests of vampires throughout Europe. The hero players, taking the roles of characters from the original Dracula novel, need to balance their efforts between finding Dracula himself, and rooting out his hidden lairs.

Since there are four heroes (regardless of the number of players), it would seem that they have the advantage, but that definitely isn't the case. They will still need to apply a good deal of thought and strategy to finding Dracula in the time available. The game's clock is ticking in the form of Dracula's influence track, which increases when vampire nests aren't found and destroyed. Game rounds are represented by days on a calendar, and if Dracula isn't found after three weeks, the influence track starts advancing much faster until the world is plunged into darkness.

It's a neat game that really captures the tension, for both the Dracula and hero players, with Dracula often narrowly eluding discovery, and the heroes desperately scrambling to find him in time.

The third edition, published in 2015 by Fantasy Flight Games, boasts updated graphic design and illustration as well as streamlined rules. The design is very well done, keeping with FFG's house style but adapting it to the gothic horror theme. The rules are fairly smooth and elegant, with a straightforward turn structure that makes for quick turns, adding to the game's sense of tension and urgency.

Rating: 4 (out of 5) A complex but elegant game that gives players a lot of strategic decisions to make, and evokes the gothic horror theme very well.

Thursday, April 14, 2016

Jarl: a tile by any other name

Jarl: the Vikings Tile-Laying Game is a re-skin of The Duke, a tile based combat game with an abstract medieval theme. You could be forgiven for assuming that the Vikings theme has been tacked on in order to make an easy piece of tie-in merchandise; in spite of the photo of Travis Fimmel as Ragnar Lothbrok on the box cover, the game has very little connection to the History Channel television show. Or does it?

Theme aside, it's a very ingenious game system which can perhaps best be described as "chess with more variables." It is played on a grid, and the object is to protect your Jarl (king) from being captured by your opponent.

The playing pieces are tiles etched with a simple diagram describing what moves that tile can make relative to its current position. Some pieces can jump over others, some can attack from afar without moving, some can move other pieces or prevent them from being captured. But here's the catch: after a piece moves, it must be flipped over to its opposite side, which has a different set of possible moves.

So a huge part of the strategy is keeping track of how a piece's new position on the board, combined with its new set of moves, will affect the game.


Unlike chess, where you start with all of your pieces and watch them gradually get whittled away, here you start the game with just three pieces on the board and the rest in a bag. On any turn you can forego moving a piece to instead place a new one, randomly drawn from the bag, which must be placed adjacent to your Jarl. Each turn is a decision whether to use what you have on the board, or call for reinforcements.

The Jarl is no slouch when it comes to defending itself and capturing opposing pieces, and it can't be cornered as easily as the king in chess. This, combined with the fact that the pieces have such dynamic and varied movements, makes for an energetic and vital game that really reminds me of the battle scenes on the Vikings television show. As a fan of the show who probably wouldn't have given the game a second look otherwise, it's a smart bit of licensing.


Rating: 5 (out of 5) a deceptively simple game that is very compelling and gives players a lot to think and strategize about, and the fact that it reminds me of a favorite television show is a nice bonus.

Tuesday, March 29, 2016

Secrets of the manor: Mystery! Motive for Murder


With its Edward Gorey artwork and PBS branding, Mystery! Motive for Murder is clearly intended to appeal to mystery fans and new gamers, and it's a little self-conscious about its own complexity. It is presented as a series of five games, the first three of which are really "training games" designed to introduce the various elements of the game a little at a time.

Game One introduces the core concept of laying down tiles representing murder suspects in a particular pattern by lining up arrows on the edges of the tiles. Relationships can be either love or hate, and the tiles are then scored depending on their position relative to the victim tile, and the nature of their relationships to the other tiles.

Game Two adds the concept of a second murder victim who enters play midway through the game. Tiles can now be placed, and score points, in relation to either victim. Game Three adds a small number of Motive Cards, which can be played to alter the relationships between the tiles, score bonus points, and other game effects. Each player gets two cards at the beginning of the game, and can play one of them (discarding the other).

Game Four is where the full game comes together. Each player gets to start with a full hand of 3 tiles and 3 cards, and has to choose one action to perform on their turn: either play a tile, play a card, draw the top card or tile from the deck and play it immediately, or draw a tile and a card to add to their hand. Each player only gets three turns before the case is decided, so you have to decide carefully how to spend your turn. At the end of each round, points are given to the players who played the tiles worth the most and second most motive points. A case is played over three rounds, with the points awarded increasing a bit for each round. A full game includes three cases.

Game Five is an advanced game that adds Second Interview tokens that allow players to guess which suspect will be worth the most points at the end of the round and score bonus points if they are correct. It also adds some additional motive cards, and each player plays as a particular detective archetype with a unique game ability.

Playing through the three training games is a little tedious, as they aren't all that interesting on their own. But once you get to the full game it's quite interesting, with a lot to think about as you struggle with a limited number of turns, tiles and cards. The artwork and design is utterly charming, and combined with the game's structure it definitely calls to mind the scene at the end of every mystery story where the detective explains whodunit by eliminating the room full of suspects one by one.

Rating: 3 (out of 5) a nice, light game, but the artwork by Edward Gorey is more of a draw than the actual game play.

Friday, March 25, 2016

Reiner Knizia's Samurai: not conquering any new territory


Samurai is a pretty typical example of a Reiner Knizia game. The game play is abstract and deceptively simple, featuring a complex scoring system that is more than simply adding up points, and the theme is, for the most part, a tacked on afterthought. That said, the game still manages to be fairly engaging.

The game board, which scales based on the number of players, represents the islands of Japan. Cities and villages are marked out on the board, and at the start of the game their spaces are filled with tokens representing religion, commerce and military. Each player has a collection of tiles of varying values and symbols that correspond to the tokens on the board. Players take turns placing on the board, and as soon as a city or village is surrounded by tiles, the player whose surrounding tiles add up to the highest value claims the token or tokens that match their tiles' symbol. Some tiles have special abilities, such as allowing placement of an additional tile, or moving a tile that's already on the board.

As usual with a Reiner Knizia game, there is a little more to it than that. While the primary strategy lies in placing your tiles in such a way that you control when a village gets surrounded, you also need to think about which tokens you're claiming. The final scoring depends on how many of each type of token each player has collected, so you have to make decisions on which tokens you are trying to collect, based on what you have and what your opponents have taken.

The beautiful graphic design in the new edition published by Fantasy Flight Games helps to make up for the fairly inconsequential feudal Japan theme. In any case, there's enough going on to keep the game interesting, if similar to many of Knizia's other games such as Through the Desert and even Ingenious.

Rating: 3 (out of 5) A pretty good game when taken on its own merits, but it is very similar to a lot of other games from the same designer.

Thursday, March 17, 2016

Pulp fiction: Race to Adventure

I recently had occasion to investigate Spirit of the Century, a role playing game set in an extremely stylized 1930s world that calls to mind larger-than-life characters such as The Shadow or Doc Savage. While ultimately I found the world described in the game to be a little too over the top for my role playing tastes, I did enjoy the two spin-off board games set in the same universe.


Race to Adventure is, as the title implies, a race, with players competing to visit 9 location tiles and return to home base with the stamps to prove it. It get pasts the usual lack of player interaction that is typical of race games in a very novel way.

Each turn, each player selects one item to use, things as mundane as a magnifying glass and as outlandish as a jet pack. Many of the location tiles require use of one of these items in order to gain that tile's stamp, and there is only one of each item available, so strategy revolves around choosing whether to take the item you  know you need, or block the other players by taking the item you know they need.

Additionally, there are only two items that allow movement between: the jet pack and the airplane. As long as someone takes the airplane, every player gets to move once, but if you need to use one of the other items, you're hoping one of the other players will take the airplane so you can still move. conversely, when you take the airplane to use yourself, you're giving  everyone else a free move. It makes for a really interesting dynamic in a game that is otherwise a bit too simple.

The board is made up of tiles, so it's different every time, and an expansion includes suggested tile layouts beyond a basic 3x3 grid. Other expansions add a lost island that sends flying dinosaurs out to cause trouble, and a sinkhole that collapses one of the location tile into a subterranean world with its own unique challenges.

Rating: 3 (out of 5) The base game is a bit on the simple side, but the expansions add just enough extra depth to keep it interesting.


Zeppelin Attack! switches the focus to the villains of the Spirit of the Century world. It's a small scale deck building game that manages to be quite different from most other deck building games. Where most games of this time attempt to keep player's interest by including hundreds upon hundreds of cards, Zeppelin Attack gets by with a mere 112 and accommodates four players.

Players assemble fleets of zeppelins armed with outlandish weapons, in an attempt to outlast the other players. Launching successful attacks via weapon cards gains you victory points and usually some kind of card advantage, and successfully defending against an attack with a matching defense will usually give you some kind of in-game benefit such as extra card draws.

All cards (attacks, defenses, and operations) have to be played from one of your zeppelins in play, so there is some resource management involved beyond just buying more cards for your deck, and like Race to Adventure, Zeppelin Attack adds a lot more direct player interaction than you normally see in games of this type.

Rating: 3 (out of 5) A little to small scale to be really engaging, but a good simple game nonetheless, and the small size of the box means it travels a lot better than most deck building games.