Posts Tagged ‘board Game’

Great Heartland Hauling Game

Tuesday, March 19th, 2013

The Great Heartland Hauling heartlandCompany is my latest Kickstarter to come in. It is basically a trading game. You drive your truck around picking up and dropping off various goods. It is actually a surprisingly quick play only taking a half hour or so and probably less once everyone knows how to play. It even came with an ‘inspansion’ thanks to being a Kickstarter which adds in upgrades, of which each truck can get at most one. The “board” is made of a  dozen cards, randomly deployed, with a variety of different possible setups depending on the number of players. While the basics aren’t too complex, the fact that you MOVE every  turn means goods move around, and eventually become scarcer. Making a profit becomes more difficult. I’ve only played two games so far, so I’m not sure if there is much in the way of complex strategy, but for a quick, portable game with fairly simple rules it works pretty well.

There are a few things that aren’t exactly covered in the rules … like just how optional some of the options are. Can you choose to “deliver” even when you can’t? These are things that maybe I could find out by looking up in a FAQ but I just haven’t been bothered to do so yet. Too many other games to play!

X-Wing Miniatures

Tuesday, March 5th, 2013

 

xwingminis

So I’m basically in love with the X-Wing Minis game. I really wish I’d gotten it earlier, on the other hand, there is now more variety in ships than I can actually afford. Even if you’re not big on Miniatures gaming, this might still have some appeal. A turn basically consists of 3 parts. First you decide how each of your ships is going to move. You do this via a special wheel that you secretly set for each of your ships. This has things on it like Hard Turn 1 left, or Soft Right 3, or 4 Straight, etc. Different ships have different movement options, and some moves are harder or easier than others. Once everyone has set their moves, every ship moves, and then can take an action (like Lock On, or Barrel Roll, and more, again they vary by ship). Once that’s done every ship fires. Then you do it again, until all ships on a side are blown up, or the mission (there are several missions) is accomplished.

I’m already thinking about making a B5 Mod for this game, and possibly BSG. Space Dog-fighting is one of my favorites, so to see something super quick and easy is really nice. That said, this does also kind of make me want to pull out all of my old Silent Death stuff and try and get that going again.

Village game review

Tuesday, January 22nd, 2013

village board big So the biggest problem with worker placement games is the huge front end of explaining how the game works. They can be a ton of fun, and they’re great for building tension as you try and figure out how you can manage to accomplish all of the things you need with limited resources. The newest Worker Placement game in my library is Village.

Now, one of the coolest things about this game is that people are going to die, and that’s not entirely a bad thing. In fact, when people die, they go to the village chronicle (the book in the lower right of the board) … well, as long as there is space. If there isn’t space they go to one of the unmarked graves in the lower left of the board. The game ends when the book is full, or all of the unmarked graves are. There are a lot of ways to get victory points, and if you have 3+ people in the chronicle you’ll get victory points. Depending on the number of players there are more or less spots, and there are limited spaces depending on your peoples’ jobs at the time of their demise. In a 4 player game 2 council members will be recorded, and 5 farmers. And it’s first come first serve, so sometimes you do want to die first.

However there’s more to this game than just dying. There are a mess of resource cubes. Each time you do something you earn one of them. And in general you can’t do a thing unless there are still cubes available for that are. So for instance, the council generally starts with 2 cubes. If they’re gone when your turn comes up you’re basically out of luck. Some tasks can be accomplished w/ the appropriate cubes but more often you’ll use time to get things done. Say you want to create a wagon so you can send one of your family off traveling to distant lands. It’ll take 2 time to for your dude to learn how to make a wagon and 2 more to actually make it. On a future turn it’ll only take 2 time to make a wagon… unless of course your dude dies in the meantime. Every 10 time, one of your dudes dies. And it has to be from your oldest generation. You start with four 1st generation people. The family action will get you three generation 2 people, then 3 and then 4.

There’s a market, which may well be the key to high scores, I haven’t yet seen anyone broach 60 points, though the board goes to 80. The game is a little long at 60-90 minutes, and probably will be longer the first few times you play, but it is quite fun once you get the hang of it, and trying to get your people killed off at just the right time can be kind of hilarious, as can be realizing you let one of your mans live too long. I’m certainly looking forwards to playing a game of this where everyone knows how to play.

Legendary lives up to its name!

Tuesday, December 25th, 2012

2012-12-23_01-18-30_121

So one of the newest games I’ve picked up is Legendary. It’s a semi-cooperative Deck building game, set in the Marvel Universe. This is definitely very excellent. First off is the fact that it is semi-cooperative. That is to say either everyone wins (if you defeat the mastermind) or everyone loses.  In the event that you do manage to win, there are victory points for defeating villains and saving bystanders, so one person can be the clear “hero”… the biggest winner. This makes for some interesting dynamics…early on you’ll want to cooperate, work together and try ensure everyone is making progress, otherwise things can quickly get out of hand and you all lose. Later in the game though, you may find yourself wanting to try and hose the other players so you can do all the good deeds yourself.

So far we’ve played approaching a dozen games, and lost three times. All three times have been to Loki, who is admittedly the toughest of the masterminds, but even still it’s been more to bad luck… the heroes all end up being too expensive or the Scheme Twists come out too fast. The fact that almost a third of the games I’ve played have been lost actually is pretty awesome in my mind… there is little more boring then a game that you can always win… and coop games that can be even more true, even if there is an “overall winner” as is the case here.

I certainly hope we get some more copies in stock at Fun-N-Games, because I will not hesitate to recommend this game to anyone (unless they love DC and hate Marvel I guess), and no one who has played it with me has had less than a great time.

Complaints:

  • The game is a little confusing to setup/put away/store.
  • The dividers are very nice, but it’d have been sweet if they were pre-labeled.
  • Needs a “setup” app…
  • Needs expansions so bad… Where are the FF? I really want Nightcrawler (my favorite Marvel character) and Dr. Strange.
  • Doc Oc shoulda been a mastermind, not just a Spider-Foe.

Also to anyone looking to sleeve the game, I’d suggest 2 or 3 colors of sleeves. The Heroes all need to be the same color, as do the Villains, Bystanders, Twists and Master Strikes… The Schemes and Masterminds could probably stand be be a different color (and TBH, you could put each Mastermind and his 4 cards in different sleeves if you have a few extras handy.).