When we originally reviewed Eldritch Horror, it was still very new to us. Like most players, we approached it as an evolution of (and perhaps even replacement for) Arkham Horror, and we were dazzled by the streamlined game play and improved graphic design. At the same time, we praised it for being different enough from its predecessor that the two could peacefully coexist.
Having played Eldritch Horror several more times since then, we've got a better sense of what we do and don't like about the game. It is overall a much smoother game when compared to Arkham Horror, taking out some of Arkham's more tedious game elements such as needing to keep track of money to buy equipment.
However, in some areas it oversimplifies, such as with the character skills. Eldritch Horror gives players set skills with the ability to improve them, which takes time away from other, more urgent game tasks. Arkham Horror groups character skills into sets of two that relate to one another, such as Sneak and Speed, and allows players to adjust these somewhat at the beginning of every turn, with the catch that, for example, if you increase your character's Sneak it is at the expense of their Speed. This makes skill improvement into a strategic decision, where in Eldritch improving skills is semi-random and turn-consuming.
We played Arkham Horror recently for the first time since getting Eldritch, and one thing that struck me was how much more depth there is to the older game, almost overwhelmingly so. Granted, we have several hundred dollars invested in Arkham expansions, and to compare that to just the Eldritch base game isn't even remotely fair. But part of the point of this blog is to assess these games within the context of our game collection, so we have to look at the whole package. I have no doubt that Eldritch will soon have at least as much expansion content available, but do I really want or need to invest in all that content, when Arkham already has more expansions than I can handle?
The answer would be yes, if we preferred Eldritch to Arkham, even more so if we intended Eldritch to be a replacement, or truly found it to be different enough that we would play both regularly. But I don't think that is the case. For all its clunkiness, we are finding that we prefer Arkham. The games are similar enough that we're playing Eldritch instead of Arkham, and not having as much fun with it. Which isn't to say that one is a better game than the other, and in all honesty I would probably recommend Eldritch over Arkham for most new players.
One of the things we find frustrating about Eldritch Horror is its almost overwhelming sense of urgency. The game presents players with a detailed world with lots of places to explore, but then moves along at such a breakneck pace that you never have time to explore it. For example, the board features several locations featuring expedition sites such as central Africa, the Himalayas, and the Egyptian Pyramids, but in all the games we've played we've never felt like we had time to visit any of them, because we're given so little time to achieve the game's victory conditions.
This brings up another comparison, this one possibly less obvious: Fortune and Glory, Flying Frog's game of 1930s pulp adventure. Most online criticism of Eldritch Horror has focused heavily on comparing it to Arkham Horror, which is natural due to the games' common subject matter and publisher. I know this contradicts what I say in my earlier review, but in a lot of ways, Eldritch Horror has more in common with Fortune and Glory, with a similar early 20th century setting, and even more similar world-spanning game play. A major difference is that Fortune and Glory lets you slow down and enjoy the game's setting a little bit.
While it lacks a sense of impending Lovecraftian doom, Fortune and Glory does have a cooperative mode in which players team up against the Nazis or the Mafia, and with the Rise of the Crimson Hand expansion it even adds a sinister, Lovecraft-style cult for players to fight against. Additionally it's a bit more versatile, with a competitive game option where players race to be the first to recover a certain number of fortune points, and it's easily scalable for longer or shorter games by adjusting the amount of fortune needed to win, in either the competitive or cooperative modes.
The bottom line on Eldritch Horror for us is that, if it existed in a vacuum we would probably play it regularly. But we can't help but look at its similarities to Arkham Horror and Fortune and Glory, both of which we enjoy more.
Read the original review.
Original rating: 4 (out of 5)
New rating (pass or fail) FAIL
It took us a year to play and review all the table top games in our collection...in alphabetical order. Now we're just trying to keep up.
Monday, June 22, 2015
Thursday, June 4, 2015
Middle-Earth Quest: new adventures in Tolkien's world
I have little doubt that Middle-Earth Quest started out as a Lord of the Rings version of Arkham Horror. It's a largely cooperative game in which each player controls a character, traveling around the board to put a stop to the evil Sauron's schemes, and exploring the world of Middle-Earth via encounters with monsters, evil minions, and helpful supporting characters, much as the intrepid investigators do in Arkham Horror.
While there is a goal the players are trying to achieve, and a somewhat urgent time frame in which they need to achieve it, the game's emphasis is solidly on exploration and story more than on merely winning. Where Arkham Horror combines elements from dozens of stories by Lovecraft, Chambers, Howard and others to ensure that each game is different from the last, Middle-Earth Quest sets its action in the 17 years between Bilbo Baggins' journey in The Hobbit and his nephew Frodo's epic quest in The Lord of the Rings, and players control original characters rather than the familiar personalities from the books, all of which keeps the game from seeming like simply a re-enactment of events we've already seen.
Middle-Earth Quest differs from Arkham Horror in a few important respects. The most obvious difference is the addition of a Sauron player, who works openly against the other players by controlling the forces of Mordor. The Sauron player acts almost as a game master, driving the plot forward by playing cards representing Sauron's nefarious schemes and moving monsters and minions around the board in a strategic manner. As a result, the game feels less random than Arkham Horror, and more challenging without necessarily being more difficult.
Another important game element that makes Middle-Earth Quest seem more strategic and less random is the complete absence of dice in the game. Cards still provide an element of chance that keeps the game from being the same every time, but conflicts rely on choosing the right card to play in order to outwit the Sauron player, rather than an arbitrary roll of the dice.
The world Tolkien describes in The Lord of the Rings is vast, and a comparatively small amount of it is actually seen in the books. Middle-Earth Quest gives players a chance to explore that world in more depth and detail, while providing an immersive story about the fight against Sauron.
Sadly, this game recently went out of print.
Rating: 4 (out of 5) Not quite as smooth or expansive as similar games such as Arkham Horror or Mansions of Madness, but an excellent Tolkien-themed adventure game.
- Middle-Earth Quest on BoardGameGeek.com
Tuesday, May 19, 2015
Revolver: cowboys or Aliens?
Revolver is kind of a strange game, but perhaps a little bit less so if you know how it started out.
It's a two-player card game set in the wild west, with each player using a separate deck. One player is the fearsome Colty gang, who have just robbed the bank at Repentance Springs and must now escape to the Mexican border, pursued by Colonel MacReady and his horde of lawmen and bounty hunters. It seems like a pretty straightforward plot for a western, but once you set up the game and start playing, you begin to notice a few peculiarities.
The game begins with four location cards in the center of the table. The outlaw player has spend a certain number of rounds at each location, fighting off lawmen before moving on to the next location in the line. If the outlaw player makes it to the fourth and final location with at least one or two of his characters intact, he wins.
The outlaw player starts with 16 character cards in play, each representing a distinct member of the Colty Gang. Some of them have particular game text and/or a negative effect if that character dies, but many of them appear to be nothing but cannon fodder. The cards in the outlaw player's deck represent weapons and actions, most of which contribute firepower to the battle raging at whatever location is active.
The lawman player doesn't start with any characters in play, and in fact only has a few unique characters, with most of his deck made up of generic deputies, scouts and hired guns, who directly contribute firepower to the current battle (unlike the outlaw characters, who must play weapon cards).
At the end of each round, if the lawman player has more firepower in play than the outlaw player, one of the outlaw characters is killed and taken out of play. Each round that the lawmen fail to kill at least one of the outlaws, the outlaw player gets to remove a token from the "Mexican Border" card that is off to the side, and can win the game early by removing all the tokens from this card.
The game has a weird flow to it that doesn't make a lot of sense unless you are aware that it was originally an unlicensed, fan-produced game based on the second movie in the Alien series. It was re-themed as a western game when the designer decided he wanted to publish the game without paying for the Aliens license.
Now it all makes sense. The 16 outlaws are the human Colonial Marines, along with Ripley, Newt and Burke, being picked off one by one as they move through the different areas of the doomed colony, trying to escape from hordes of nameless, faceless Aliens, who have been replaced with nameless, faceless deputies and bounty hunters.
I must admit that I haven't played the Aliens version of this game, but it's obvious that the structure of the game is based solidly on the film, and it's easy to look at the Revolver characters and guess their Aliens counterparts. I suspect that this is a case where the game play suits the theme too well, to the point that changing the theme diminishes the game. All the game elements make sense when married to the Aliens story, and I can see the Aliens version doing a decent job of putting you in the action of the movie and making you care about characters you're familiar with.
Unfortunately, Revolver doesn't do a particularly good job of telling its own story, so you're left with ill-fitting game mechanics and a game about characters and situations you aren't given any reason to care about.
Rating: 2 (out of 5) The game play doesn't fit the theme, and doesn't hold up particularly well on its own.
- Revolver official website
- Revolver on BoardGameGeek
- Aliens: This Time It's War on BoardGameGeek
Tuesday, May 12, 2015
Another look at Star Trek: Fleet Captains
I really wish Star Trek: Fleet Captains was a better game than it actually is. It has an incredible amount of potential to be a truly epic game, but is hampered by some clunky, overly complicated game play. A lot of this could be solved by a tiny bit of rules streamlining, but really the game just needs a reference card that clearly summarizes the rules and mechanics, so that players won't be forced to constantly refer to the overwritten and poorly organized rule book.
One of the core mechanics of the game is each player's assembly of a Command Deck of cards. For each faction (Federation, Klingons, Romulans and Dominion) there are 10 mini-decks of 10 cards each, grouped around themes such as "Way of the Warrior" or "Sensor Upgrades," or around particular characters like Captain Kirk or Worf. Each player chooses four of these to shuffle together, giving them a deck of 40 cards that they can use during the game. It's a neat idea in theory, and it adds a bit of CCG-style strategy to the game, but in practice I too often find myself with uninteresting cards that I can't use clogging up my hand. This could be solved by allowing players to further customize their decks by removing cards they don't think they'll use during the game.
An unfortunately under-utilized element of the game is the Encounter Deck, consisting of cards that represent things a starship might encounter while exploring space, such as Abandoned Outposts or Independent traders. Again, this is a wonderful idea that fails a bit in practice, since each unexplored location a ship moves into will only sometimes give up an encounter, and even then, only once per location. We've tried a few different house rules to make encounters happen more often, such as always having an encounter in a newly discovered location, and then checking for additional encounters each time the location is moved into again.
There are also a few superficial issues with the components, such as the unpainted ship miniatures, the poor font choice on the clix dials making them very hard to read, or the flimsiness of the cards and especially the location tiles, but these are easily fixed or ignored. The point is that there are just a few things stopping Fleet Captains from being a magnificent game, and I don't think any of them are insurmountable.
Most of the time I shy away from creating "house rules" or other improvements to commercial board games, my argument being that there are so many games out there that work fine without me needing to change them, so why should I spend my time picking up the game designers' slack? But in this case, the game is so tantalizingly close to being great, and there really isn't another Star Trek game like it...
Read the original review.
Original rating: 3 (out of 5)
New rating (pass or fail): PASS
Another look at Star Trek: Expeditions
With its generic game board and easily replaceable plot cards, Star Trek: Expeditions was clearly designed to be expandable with new missions and challenges for the Enterprise crew. But so far, the only expansion for the game has been a little box containing three new crew member miniatures and their corresponding character cards -- no new mission cards, which is what the game really needs. My suspicion is that the game failed to sell particularly well, and the double-whammy of the license for the Star Trek reboot film and game designer Reiner Knizia's no doubt higher-than-average royalties have made the game's continuation too expensive for the publisher to consider.
We dug the game out recently for a replay, and we enjoyed our game quite a bit, perhaps even more than we were expecting to given the noncommittal rating we originally gave it. We enjoyed everything you are supposed to enjoy about a cooperative game: working together to make decisions, dividing up the game's resources and challenges based on whose characters were best suited, and the feeling that we were struggling against difficult (but not impossible) story-driven game mechanics.
I can still see that my original assessment of this game holds true, in that the thing that will get old after repeated plays is the repetitiveness of the plot cards. While there are incidental side-plots that are randomized for each game, the core plot cards that move the game forward (and determine the players' score at the end) are always the same. Other co-op games like Arkham Horror or A Touch of Evil give players a variety of different enemies to fight, in order to add variety and increase replay value.
However, I honestly don't think the repetitive game play is too much of a problem for us since we only seem to play it every seven months or so, and we always have a good time when we do.
Read the original review.
Original rating: 3 (out of 5)
New rating (pass or fail): PASS
Labels:
board game,
caught and released,
clix,
miniatures,
Reiner Knizia,
space opera,
Star Trek
Thursday, April 30, 2015
Star Realms: saving the CCG
Unfortunately, the CCG business model demands a fairly large financial commitment from its players, and the market, combined with a flailing economy, just couldn't keep up with the sheer number of games that were produced. Additionally, many CCGs would continue to add layers of complexity in order to keep players interested, which usually put up a barrier making it very difficult for new players to get into the game. The CCG boom eventually collapsed under its own weight, with only a handful of games such as Magic and Legend of the Five Rings still being produced today.
Fantasy Flight Games pioneered the Living Card Game format in order to keep their Call of Cthulhu and Game of Thrones CCGs alive, and that has since proved to be a viable format that preserves CCG-style gameplay without the random booster packs. The games are much easier to keep up with in terms of the amount of cards you need to buy, but keeping up with evolving rules and strategy for just one of these games can still be a full-time job.
Enter the deck building game, a sub-genre of card games that is also helping to preserve CCG-style game play, but with the strategic focus on building your deck during the game with what happens to be available, rather than chasing rare cards to build the ultimate card-gaming machine. It's a lighter and much more accessible type of game.
All of which brings us to Star Realms, a science fiction themed deck building game created by a group of professional Magic players. Unlike most deck building games, which tend to involve players racing to achieve a certain number of points or other goal, the object of Star Realms is to knock your opponent out of the game by directly attacking him.
Much like in Magic, each Star Realms player starts with an amount of Authority points, which are whittled away at by opponents' attacking ships. Cards in the game represent ships and bases, with ships making attacks and bases providing defense, as well as other resources. Cards also generate trade, which players use to buy more and better cards for their decks. The universe of the game consists of four spacefaring factions, each with its own strengths and weaknesses. Ships and bases from the same faction will often work better in combination, but the factions can be combined as needed.
It's a lot like Magic in a lot of ways, but what makes Star Realms such a great game is its simplicity and accessibility. The rules are incredibly simple, with a loose turn structure and easy to understand game text on the cards, and only a few different card types to keep track of. It's easy to play, easy to teach, but still has a surprising amount of strategic depth, with lots of decisions to be made by players during a game.
Best of all, a base set containing enough cards for two players is only $16 retail, well below the entry point for almost any other game on the market. $5 expansion packs add a few interesting extras like hero characters, event cards that affect all players, gambit cards that give players unique abilities at the start of the game, and even outside threats that make it into a cooperative game, with all the players working together against hordes of pirates or unfathomable space monsters.
Rating: 4 (out of 5) Star Realms is very quick to pick up and easy to play, and offers a lot of the strategy and entertainment value of a collectible card game for a fraction of the time and money.
- Star Realms official website
- Star Realms on BoardGameGeek.com
Subscribe to:
Posts (Atom)






