Monday, October 30, 2017

Conan: Let me tell you of the 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.

Monday, October 23, 2017

Send lawyers, guns and money: Tiny Epic Western


At its core, Tiny Epic Western is a game about controlling commercial real estate in the wild west.

The game consists of six mats placed in a circle, with locations on each that offer different resources or game abilities. Players use worker placement to secure those locations to secure the resources they need, either money, law, or force (or lawyers, guns and money for you Warren Zevon fans). These resources are used in different combinations to buy building cards from an available pool, which then give victory points as well as additional locations that can be used on future turns. Play goes for six turns, at which time the winner is the player with the most victory points.

That may not sound particularly wild or western, but if you think about it, the struggle in the American West was entirely about controlling land - land for farming and settlement, land for mining gold and silver, land for building towns to exploit the new found wealth of the people mining the gold and silver, land to build railroad tracks, and so on. The famous gunfight in Tombstone was the result of a power struggle between two factions trying to control the town, and the range war that Billy the Kid found himself involved in was started by two competing mercantile companies. So really, nothing could be more wild western than fighting over who controls the general store or the post office.

In order to convey the sense of struggle and lawlessness, Tiny Epic Western adds some very clever game play to the standard worker placement game model. In most worker placement games, you place your worker to either get a particular game effect (usually a resource of some kind), or to prevent your opponent from getting it. Tiny Epic Western does that too, but many of the spaces on the board only give a reward if the player wins a hand of three-card poker, either against the other players who have placed their workers on the same mat, or against a non-player rival.


The way the poker works is particularly interesting. As already mentioned, the main play area is made up of six mats placed in a circle. In between each mat there is a poker card drawn from an abbreviated deck made up of cards numbered one through five in four suits. At the start of each round, players are dealt a "hole card" from the deck, and after all workers are placed, they must play a round of poker against the other players who have workers on the same mat, using their own card and the cards on either side of the mat to make the best poker hand they can. The winner earns an overall reward, and additionally many of the spaces on the mat only pay out to the poker winner.

To prevent a player from winning simply by virtue of being the only player on a particular mat, there is a non-player "rival," a card which is dealt face down at the start of each round and revealed to provide an opponent when no other players are fighting for control of that particular mat.

It's very thematic, and it adds an air of strategy and uncertainty to worker placement, when in most games the advantage always goes to the player who places first.

As if that weren't enough, it's also possible to duel other players for placement in a particular space. If another player's worker is in the space you want, you can challenge him to a duel, which involves rolling dice, spending resources for re-rolls, and possibly using your hole card to give you an extra advantage. The winner of the duel gets control of the space, and also gets the "wanted" card, which provides extra resources, and is also worth victory points to whoever is holding it at the end of the game.

The game is tense, exciting, involves a lot of strategic decision making, and the only real random element is the dice-rolling during gunfights. It's very engaging, and the western theme is fully integrated rather than just painted on. Not bad for a game about real estate...

Rating: 5 (out of 5) It's everything it says on the box: an epic power struggle of a game with a strong western feel, and it comes in a very small box.

Tuesday, September 26, 2017

7TV: wargaming in the world of cult TV

Before playing 7TV, most of my experience of tactical combat games was with collectible miniatures games like Heroclix and Star Wars Miniatures, which really play more like 3D trading card games, where killer combos and extensive knowledge of what each piece does usually win the day. I've also played quite a lot of X-Wing, which is a bit of a hybrid in that, while the pieces aren't actually collectible in the blind-box sense, the game does hinge largely on upgrade card combos and knowing what to expect from your opponent's ships.

7TV is a more traditional miniatures skirmish game of the type favored in Britain and Europe, where painting the figures and constructing the terrain to play on are at least as important as actually playing the game. There are skirmish games based on every imaginable genre, from straight up historical warfare to Tolkien-style fantasy to far-future combat; this one is based on 1960s and '70s cult television, and draws its inspiration (and many of its figure designs) from British "spy-fi" TV shows such as The Avengers, Doctor Who, Danger Man, and The Prisoner, to name a few.

Some of 7TV's Future Freedom Fighters
We decided to jump into 7TV because we are big Blake's 7 fans, and the game's Future Freedom Fighters bear more than a passing resemblance to Blake, Avon and the crew of the Liberator. We ordered a bunch of figures and, after lovingly painting them, sat down to play. Since we didn't have any of the fancy terrain that most miniatures wargamers use, we decided to play on a poster map from the Star Wars Miniatures Game, as many would argue that Blake's 7 was the BBC's answer to Star Wars anyway.

We enjoyed the game quite a bit, but we did agree that we needed some proper terrain to play on, so we put the game on the shelf until we could get some (in our case, the excellent modular sci-fi terrain from Battle Systems). Our second play-through was a lot more enjoyable, which got me wondering: I never minded playing Star Wars minis or Heroclix on flat maps, so why did having 3D terrain seem to make this game so much better?

2D vs 3D - a huge difference
Our conclusion, reinforced by a recent game of Heroclix, was largely that the structure of the games is so different. The rules for Heroclix are significantly more complicated, which I think is intentional. Played at the in-store tournament level, Heroclix is a very competitive game where a player's knowledge of the rules and ability to manipulate them is the key to victory, so they need to keep changing the rules in order to keep those high level players interested (and buying figures).

On the other hand, I think the point of games like 7TV is really the tactile pleasure of moving hand-painted miniatures around in an evocative environment, so the job of the rules is to provide a framework for that, and then get out of the way.

That said, the rules for 7TV do have some very interesting elements in the form of two decks of cards that are used while playing: the Gadget deck and the Countdown deck.

Gadgets are one-time use cards that a player can use to spice up the game a bit, providing relatively simple effects such as free moves, re-rolls and extra victory points. They can only be used by a player's main character minis, which gives some incentive to avoid swarming the board with tons of low-level troops. And of course, mad scientists get extra Gadget cards.

The Countdown deck is probably the aspect of the game that provides the most flavor. It adds quite a bit of randomness to the game, which may be a turn-off for more serious-minded gamers, but we thought it was a great way to keep us from taking the game too seriously. The deck is populated with a number of random event cards based on the size of the playing surface, broken up into an equal number of relatively mild "act one" cards, slightly more significant "act two" cards, and game-changing "finale" cards.

Each player draws a Countdown card at the start of their turn, and the game ends when the cards run out, so in addition to random effects, the deck provides the game with a built-in time limit. Effects range from temporarily neutralizing figures on the board to bringing back dead characters, and players have the option to draw 2 in one turn if they wish, which gives them more of the currency the game uses to move figures, but also accelerates the end of the game.

All in all we had a great time playing 7TV, which in a way is unfortunate because it has set us on a path to one of the more expensive and time-consuming aspects of the gaming hobby. But it might also be one of the more rewarding.

Rating: 5 (out of 5) It would have to be, given the amount of cost and effort involved in playing any game like this.
  • 7TV official website
  • 7TV on BoardGameGeek (not much activity here)
  • 7TV Productions Facebook page (very active)
Check out my OnTableTop.com project blog about playing through all six chapters of the 7TV Dracula Feature Pack.

Tuesday, September 5, 2017

Return to Madness Mansion, this time with an app: Mansions of Madness Second Edition


The first edition of Mansions of Madness is a great game. It really is a role playing game without all the extra work, however, it does have some issues. It requires one player to play as the Keeper, in charge of unfolding the plot and controlling the monsters, and that player's role is much more difficult and often less rewarding than that of the other players, who just have to bumble around in an old house until they either die, go insane, or (very rarely) solve the mystery.

Its nature as a board game requires it to have a very strict structure, where a "real" role playing game is much more free form, and one mistake during the game's complicated setup can ruin the whole experience. It's also extremely fiddly, with tons of cards and counters on the table -- a strong breeze or curious house cat could end the game in a moment.

For Mansions of Madness Second Edition, the game's designers set out to solve the game's problems by introducing a companion app to take over the Keeper's job, managing the storyline and a lot of the fiddly bits and allowing all the players to work together as investigators.

When this idea was first announced, there was a lot of resistance among players of the first edition, mainly of the "you got video game in my board game" variety, but I believe most of those fears were put to rest. While the app is a vital component of the game, it functions more like a story book, keeping track of the timed release of the game's story elements. What it doesn't do is make Mansions of Madness into a video game. Players still track the majority of the game's progress using a board, miniatures, and counters, but the app has allowed that tracking to be greatly simplified, allowing the players to concentrate on the game's story and atmosphere.

The game play has been modified enough that most of the components from the first edition aren't of any use, but the designers did include a "conversion kit" consisting of monster tokens and character cards that allows owners of the first edition to use the older miniatures and location tiles with the new game. A new dice mechanic for accomplishing tasks (borrowed, with a few changes, from X-Wing) replaces the old game's boring old 10-sided die and counter-intuitive "roll low" system.

It's a very rare case of a game being simplified without losing any of its depth. All the rules changes make the game easier to play, and the app isn't intrusive at all -- on the contrary, its artwork, sound effects and music add greatly to what is already a very atmospheric game.

Rating: 5 (out of 5) A vast improvement on an already great game.



Read our review of the First Edition.

Tuesday, August 15, 2017

Return to Lucky Mansion, this time without the mansion: Get Lucky, the Kill Doctor Lucky Card Game


Taken on its own merits, Get Lucky: the Kill Doctor Lucky Card Game is quite amusing. Players take turns trying to kill Doctor Lucky by attaching motive, opportunity and weapon cards to characters, and then manipulating the position of those characters in order to make repeated attempts on the life of poor Doctor Lucky, whose presence in the game is represented by a pawn that moves between the characters. It is up to the other players to foil the murder attempts by spending cards from their hands, which are valuable and finite resources.

The cards are peppered with the usual great graphic design and biting humor that we've come to expect from James Ernest's Cheapass Games, and they are further enhanced by a series of word puzzles that have no direct bearing on the game, but give players something to talk and think about while playing, which enhances the 1920s drawing room flavor of the game.

The game does a good job of being a card game version of Kill Doctor Lucky -- perhaps too good. The game play, flavor and overall experience of playing both games is so similar that I can see little reason to choose one over the other, and I can't even say which is the better game. When looking at both games, Get Lucky doesn't really seem like its own game so much as it feels like a variant of Kill Doctor Lucky where you play without the board.

Rating: 3 (out of 5) if you don't already have Kill Doctor Lucky, 2 (out of 5) if you do, or if you just prefer board games to card games for whatever reason. They really are so similar that I don't see much point in having both games.

Modern Art: not quite so masterly

Reiner Knizia's Modern Art is fairly typical for the prolific game designer, with a fairly simple game mechanic, clever scoring system, and a theme that is tacked-on but still makes sense. It's generally a fun game, especially if you're playing with non-gamers who might be turned off by complex game play or a preponderance of elves and goblins.

Where it falls down is on the artwork, which, while clearly intended to poke fun at the 1960s pop-art movement, is also very hard to look at. So it was nice to see the game re-skinned as Masters Gallery, using classic (and copyright-free) paintings by such masters as Monet, Degas, Renoir, Van Gogh, and Vermeer.

Players play cards representing masterpieces by the five different artists in the game. At the end of each round, the artist with the most cards in play is worth the most points, and players score based on how many cards by that artists they played during the round. Strategy involves attempting to manipulate the "market" by recognizing as early as possible which artists are going to be worth the most points that round, and trying to play cards by those artists.


The game play actually makes more sense in a game about up-and-coming artists than it does in a game about established masters, but at least you get to look at better artwork while you're playing. Except...the design of the cards is such that a heavy border takes up almost half of the available space on each card, so the actual artwork is very small. The brightly colored borders aren't doing the works of art any favors either.

Rating: 3 (out of 5) The clunky graphic design isn't quite enough to kill the game, but it is a pity that, in a game about amazing works of art, the art itself doesn't take center stage like it should.