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  • Privateer Press Monsterpocalypse

    Review
    by Bob Barnetson

    Privateer Press will soon be releasing Monsterpocalypse, a collectable miniature game (CMG) based upon kaiju: giant monsters fighting it out for supremacy… oh, and stomping some buildings flat in the process. The game is designed for two players, age 10 and up and comprises starter packs, random boosters and figures available through special offers.

    Initial Impressions
    Monsterpocalpyse is been the subject of much pre-release publicity, including a very slick website. The components (figures, dice, rules, playing maps) are very nice looking. The prepainted figures are well painted, although the array of different factions and units was hard to make sense of at first.

    I was a bit surprised that the rule book ran 60 pages. Obviously, this is a more complex game than other CMGs I’ve played, such as Pirates of the Spanish Main. The quick reference sheets proved very helpful in explaining the basic mechanics of play. That said, I’m not sure the game is suitable for 10-year-olds as is indicated on the booster and starter boxes.

    Components
    The review package contained two starter sets, six unit boosters and two monster booster packages. The starter sets each contain a playing mat, quick reference sheet, game dice, 60-page rule book, miniatures representing an apartment building and a high rise, four units common to all starter sets, two versions of a randomly determined single monster and a monster health tracker. Starter sets retail for $24.99 USD. Unit boosters contained four random units and one random building. Monster boosters contain two version of a random monster. Both types of boosters retail for $12.99 USD.

    Each of the components comes sealed in an individual bag inside a glossy cardboard box. The monsters, units and buildings contained in each booster are random. Although I didn’t keep a tally sheet when opening the packages, I don’t believe any booster contained more than one figure from each faction. This suggests building a themed army requires purchasing multiple boosters.

    The printed components are well designed, full colour, and printed on glossy stock. The miniatures are made of bendy plastic affixed on a hard-plastic base. Each of the miniature is pre-painted and comes with a unit stat card incorporated into the base. The prepainting of high quality, with teeth and the eyes on a one-inch tall Terrasaur figure clearly picked out. There are multiple colours on each figures. For example, the Terra Khan figure has five colours with some blending of colours. The blending may be unintentional airbrush overspray, but the effect is nice. The figures show some mould lines and also assembly seams where they comprise more than one piece.

    Terrasaur detail

    Each of the factions has a different visual identity. The Terrasaur, Lords of Cthul, Planet Eaters and G.U.A.R.D. factions are fairly pleasing and distinctive. I thought the Martian menace and Shadow Sun Syndicate were less inspired. The figures are approximately 1:1000 scale (my measurement) and could be used in other games, although none jump to mind. That might require detaching them from their bases.

    There are 10 buildings for which stats are available in the game. I received four. All are crisply sculpted and have a fair amount of detail. The buildings are also approximately 1:1000 scale (my measurements). Again, they would might require detaching from their bases for use with another gaming system.

    Of the 38 figures I received, two had slight breakage (easily fixed with glue), two had an incorrect stat card incorporated into the base, and one had the stat card inserted 90 degree out of alignment. Of the 10 buildings I received, one was incorrectly adhered to its base and one had slight breakage (again, fixed with glue).

    There are two types of figures in the game: monsters and units. Each player’s army is led by a monster (advanced rules allow for multiple monsters per side). Monsters have both an alpha and hyper form, each with slightly different powers. To represent this, each monster has two different figures (one solid and one translucent). My impression after five playtests is that the hyper form seems to be more useful for individual combat, while the alpha form is more useful if the monster is leading a group of units. That said, I’m not entirely sure that applies to all monsters and it might be more accurate to say that the alpha and hyper forms are offer players different options.

    Alpha and Hyper

    The remainder of the army comprises up to 15 units. Each of the figures belongs to one of the themed factions (e.g., Martian Menace, Lords of Cthul). Although your army can be constructed with units from any faction, units work best when combined with other figures from the same faction. By making units from the same faction work better than a mixed army, Privateer Press has created an incentive to buy booster packs of units and/or trade.

    At present, each faction belongs to one of six agendas. For example, the Terrasaurs are the only faction currently subscribing to the Radical agenda. The goals of each faction are part of the narrative of competing interests that underlies the game. When expansions are announced, they will include new factions that will work within one of the six agendas. According to the rule book, units from different factions but sharing the same agenda will have complementary abilities.

    Agendas

    • Protectors are the good guys. They try to defend a way of life even if it means demolishing a few buildings in the process.
    • Radicals are only interested in an ideal, and civilization takes a back seat when it comes to advancing their goals.
    • Fiends are pure evil, through and through. They destroy because they enjoy inflicting pain and suffering.
    • Destroyers are motivated by wanton destruction. It’s nothing personal; just don’t get in their way.
    • Invaders want what Earth has to offer, and they’ll stop at nothing to have it.
    • Collaborators have their own objectives. Sometimes they work for the good of humanity, but other times humanity is just a stepping-stone.

    Factions

    • G.U.A.R.D. (Protectors) The giant robots and armored tanks of Globally United Advanced Research and Defense fight for life, liberty, and the pursuit of happiness.
    • Terrasaurs (Radicals) The Terrasaurs, earth-shaking, gargantuan dinosaurs, prefer a simpler time before technology and progress changed so much of the world.
    • Lords Of Cthul (Fiends) Dark beings from another plane come to enslave the human race.
    • Planet Eaters (Destroyers) These ravenous creatures from a far away world want nothing more than to wreck our planet.
    • Martian Menace (Invaders) These diabolical visitors from space have come to harvest Earth’s inhabitants and resources for their own insidious plans.
    • Shadow Sun Syndicate (Collaborators) Mystery surrounds the motivations of these stealthy scientifically engineered ninjas.

    Game Mechanics
    Monsterpolcalypse is an igo-ugo game, with each side taking turns spending the 10 white action dice they are allocated. While the game also uses red power dice and blue boost dice when attack rolls are made, the white action dice act as both the activation mechanic and core of combat resolution.

    Dice pool

    Each side gets 10 action dice and they are placed in the unit dice pool. On the first turn, players can “spend” dice to bring units onto the board from the unit reserve, activate units to move, and conduct combat. As dice are used, they are moved from the unit dice pool to the monster dice pool. This creates some tough choices. For example, if a unit wants to conduct combat, it rolls (and thus uses up) a fixed number of action dice (assuming you have that many dice remaining in your pool) to determine the outcome. If a player finishes a turn and there are dice left in the unit pool, they player can push them to the monster dice pool.

    The turn consists of a Unit Activation phase and then a Monster Activation phase.
    A Unit Activation consists of:

    • The Spawn Phase, when your units in Reserve can enter the battle map.
    • The Advancement Phase, when your units advance.
    • The Attack Phase, when your units make attacks.
    • The Push Phase, when you may move any unused Action Dice into the Monster Pool.

    A Monster Activation consists of:

    • The Power Phase, when your monster can Power Up.
    • The Hyper Phase, when your monster can turn into its Hyper form.
    • The Advancement Phase, when your monster advances.
    • The Attack Phase, when your monster makes attacks.
    • The Push Phase, when you may move any unused Action Dice into the Unit Pool.

    The map board is a square grid. Figures move horizontally and vertically on the grid and may also make one diagonal move per turn. Grid squares may be open, contain rough ground, a building or have a special use (e.g., a spawning square, a power square). Most units move on foot and are affected by terrain, but some units may jump or fly and thus interact differently with the terrain.

    Units on the game board

    After the first turn, players can choose to activate either their monster or their units and spend up to the number of white dice they have in the activated figures’ die pool. Most commonly, players will activate their units and their monster on alternate turns to take advantage of the natural flow of the action dice from one pool to the other as they are used.

    The combat dice are iconic, rather than numeric and have a combination of blank sides, sides with one hit, and sides with two hits on them. In combat, units and monsters throw up to the maximum number of dice noted for the type of attack (blast, crush, or power). As this number can be high, not all units will move and fight during a turn. Dice management thus becomes a central task of players.

    Some units have blue “boost dice” that can be added to increase the effectiveness of the attack. Monsters can also use red “power dice”. These red dice are earned by completing tasks (e.g., destroying a building) thus play entails not only fighting an opponent but also securing buildings and strategic power spaces so a player can accrue valuable red dice for combat.

    Securing a building

    Once a player has the appropriate number of dice in hand, the dice are rolled and the number of hit icons are tallied. If the number of hits equals or exceeds the defensive value of the target unit, a hit is scored. Units are destroyed when hit and are then returned to the owning player’s unit reserve from which they may be re-spawned. In this way, the units continue to cycle back into the game, although spawning and moving the units up into combat is a drain on the owner’s limited number of action dice.

    Monsters are able to absorb multiple hits and each hit is tracked on the monster’s health tracker. A monster is destroyed (and the game is over) when both the monster’s alpha and hyper form are destroyed. In addition to being able to use power dice in their attacks, monsters are the only figures able to use power attacks (e.g., body slams, head butts, rams, rampages). These attacks do damage as well as have special effects on other monsters, units and the buildings in the game.

    health tracker

    In addition to have attack, defence and move values, many figures have unique actions, advantages, triggers and skills that can affect the game. Skilful use of these can provide a significant advantage to a player. All of these traits are shown as icons on a cardboard insert that is incorporated into the figure’s base. As the game normally entails monster-on-monster fighting, the choice of monster tactics and effect of monster advantages and triggers are important. Such fighting can be quite dramatic, with monsters being thrown or knocked about the board, causing significant collateral damage.

    Base closeup

    The picture above is of a monster base. The data on the left side and bottom are the figure stats and information. The information on the right side are abilities. In left column (top to bottom) are the figure’s speed (6), defensive value (5), and the maximum number of dice the figure can roll in brawl, blast and power attacks. Where there is a star followed by a number below and icon, this indicates the number of boost dice that are added to this kind of attack. Where there is a two-piece bar, this indicates the range of a blast attack. One black and one white bar indicates a range of three spaces while two black bars indicates a range of five spaces. The heart icon at the bottom of the column is the number of hits the figure can take before being removed.

    The row on the bottom (moving left to right) indicates the figure’s faction, agenda and energy type. Certain game effects may do more or less damage based upon the energy type of the effect and the unit. The right-hand column indicates the unit’s abilities (moving top to bottom) including sacrifice, summon, telekinesis, power gorge, fling, flight.

    Stat positions on base

    The final component of the game are the buildings. Buildings are placed on the board in designated squares by players in an alternating fashion during game set-up and initial placement is constrained such that there are always buildings in the centre of the map. Buildings provide cover to units adjacent to them, securing buildings by having three units adjacent to them can yield power dice during the power-up phase of monster activation, and destroying buildings can yield power dice as well as create hazards on the playing surface.

    The complete rule book is available as a pdf download. If you flip through the book, you’ll see two-page spreads containing background information on all of the factions. I found this interesting when I first read the rules, but a frustrating interruption when trying to interpret rules during play.

    Game Play
    You can see an abbreviated example of game play from GenCon on the TGN website. Some of the subtleties and strategy vare left out of this explanation due to time constraints, but it gives a good overview of game play. Not shown in the example of game play are the more complex power attacks that are used by monsters against buildings, units and monsters. For example, a monster can body slam another monster (i.e., pick it up and throw it to a new location). This inflicts one point of damage on the target monster (from the attack) as well as destroying any buildings and units the monster is body slammed into. The target monster may also take additional damage if it hits a building and potentially even more damage, if destroying the building creates a hazard.

    Hazard

    The mechanics of a power attack are similar to that of regular combat. You can roll up to the maximum number of action dice for the monster’s power attack stat as well as any boost dice noted on the monster’s base and you must use a minimum of one power die (although you can use more). The distribution of hits on the power dice creates a significantly greater chance of hitting, which is necessary in order to generate enough hits to damage another monster. The requirement for the power die (which is easy enough to meet most of the time) does create some limits on the number of power attacks that are possible in a row—roughly approximating the effects of fatigue. A monster will also more often have skills, triggers and reactions that must be considered in resoling combat (there is a set order for applying these).

    After reading the rules (two hours), my initial play through of the game took another two hours to bring the game to conclusion. Part of this reflects decision paralysis: there are so many features and options that both affect strategy and combat (and each is represented by an icon on the unit base that takes time to become familiar with) that I was overwhelmed playing even a small game. Subsequent games went faster, although I still found them mentally taxing.

    Cthul detail

    The complexity of the rules creates something of barrier to introducing the game to new players, although ignoring the special skills and abilities on first play simplifies things. That said, my usually indulgent (and sometimes gamer) wife balked at playing as the rule explanation mounted. And the two game-savvy 14-year-old Games Workshop junkies I tried the game also grew frustrated quickly.

    As I play games to relax, I usually have the most fun when the rules are easily assimilated and fade into the background. With five games under my belt, that has not yet been my experience with Monsterpocalypse. Additional play will change this, but I am having a hard time finding other gamers willing to make that investment in the system.

    Despite the learning curve, the mechanics worked well and the rules answered my questions. I was a bit unsure about whether moving dice back and forth between the unit and monster pools would be tedious and it has not been so. The use of boost and power dice is very slick and when to use power dice can be a tough choice. Combat involves rolling a lot of dice and, in this way, is reminiscent of Warmaster. Overall, the combat mechanics work and the only area of complication is understanding the effect and sequencing of various reactions and triggers. Again, this got easier as my experience with the system increased.

    Comments
    Monsterpocalypse is a CMG of some complexity. Specifically, it allows players more opportunity to develop strategies based on differentiated force composition and tactical play. In this way, it feels more akin to Warhammer or Flames of War than CMGs such as Pirates of the Spanish Main or Starship Battles. This makes the game well suited for both tournament competition and expansions of the game over time.

    The trade off is that the game is somewhat less accessible to casual gamers than other CMGs. For example, the game says it is suitable for ages 10 and up, however, the casual and more avid gamers I tried to teach the game to became frustrated with the complexity of the units and the amount of memory work required. With practice I expect they could master the game but, without any real interest in kaiju, I doubt they will want to play again. Although the game’s complexity is apparent when reading the rules on line, this will likely be less obvious to dad-and-lad game buyers in a store.

    The single and mutually exclusive goal in Monsterpocalype (i.e., destroy both forms of the other player’s monster) colours game play significantly. It rewards power gamer tactics (e.g., careful army list construction, knowledge and aggressive use of special abilities) moreso than games with more complex objectives, greater fog of war, and conflicting but not mutually exclusive goals. Game designs of this sort often result in polarized reactions among players with different preferences so it is important to be aware of this before buying into the game.

    Buildings

    The basic mechanics work well. The activation mechanic (i.e., deciding what to do with a limited stockpile of dice) is basically an opportunity-cost mechanic. It forces hard choices. I was struck by the potential options being knowable by the player (e.g., with these three dice I can do A and B or X and Y). With the exception of the outcome of combat rolls, there is little chance or fog of war built into the game design. The result is a “helicopter God effect” (where players are all knowing). This is not to my taste, but CMG fans may not find this problematic.

    The use of activation dice (when combined with the ability of units to respawn) is useful in managing the size of forces arrayed against one another. With only 10 dice, having 15 units on the board is of limited utility because most will not get to activate in a turn. Further, units remain a part of the game throughout. Combined with their limited individual abilities, they are something of a sideshow to the monster combat (consistent with the kaiju theme of the game), yet they cannot be entirely ignored because of their ability to garner players power dice and also the potential of well positioned units to conduct combined attacks on monsters.

    Despite working well as an activation mechanic, I’m not entirely sure what the finite number of action dice represent in real life. In a game of this scale, I don’t see what natural constraints there would be that would prevent each unit from activating each turn. Perhaps, though, it is unreasonable to expect a monster-game to be entirely grounded in reality. The activation mechanic does a nice job of forcing players to use all of the figures on the board. Because dice cycle back and forth between units and monsters, you can only play an “all monster” strategy by forfeiting turns where the dice reside with your units.

    Rules page sample
    Rules page sample

    A common criticism of random booster CMGs is that companies manufacture scarcity to drive sales of boosters. This is true of Monsterpocalypse. Not only are there different kinds of boosters, and figures of varying rarity, the game mechanics reward players for buying extra boosters. Boosters allow players to gain desired units to optimize their force. The more buildings there are on the map, the more power dice you can collect. And the more figures you have from a single faction, the more powerful your units are in play.

    While I can see the value of a mixed starter package, I would really rather buy the figures and buildings I need, either individually or as part of a fixed set. Having six initial factions means it will be more difficult to collect a matching force buying boosters than other CMGs I’ve tried. As a mostly historical gamer (where one generally buys exactly the number of figures one wants), I find this random factor frustrating. It may be, however, that the target audience of Monsterpocalypse will enjoy the collectable aspect of the game. There are, of course, excellent business reasons for random boosters. Among them is that it reduces the level of stock a retailer must carry to sell the game and it prevents Privateer getting stuck with stock should one of the factions turn out to be unpopular.

    The packaging compounds the wastage random boosters entail. Each of the booster boxes is at least 40% larger than necessary to accommodate the contents. Inside this box, each figure is contained in its own (unnecessary) plastic bag. Yes, a bigger box makes it looks like you are getting more for your money at the store and perhaps make packaging physically easier. But I experienced a significant let down when I arrayed the $150 worth of review items in front of me and found the quantity of the product was small and that I could barely put together single themed army of a monster plus 7 units.

    An area of the game that I remain confused by are the factions and agendas. A backstory and narrative seem an important part of the genre, yet the game implications of the factions and agenda are fairly limited. You can have a force combining units of any factions, although this is not as effective as a force of units from the same faction. But you can also have units from the same faction on both sides, thus fighting each other. This helps make the random booster system work, but it strikes me as odd. Further, that one faction is interested saving Earth and another in eating (enslaving, profiteering from, etc.) it does not seem to impact the game at all, other than perhaps in the advantages and triggers monsters from different factions have. This seems like an area that could have been further developed to deepen the game and make the backstory more meaningful.

    Conclusions
    Monsterpocalypse is a well designed and lavishly produced game. The pre-painted units, monsters and buildings are well done. The terrasaurs are particularly striking in their appearance. The game mechanics are sound, although I did not conduct enough playtests to determine if any faction is over- or under-powered. That said, the complexity of the mechanics means Monsterpocalypse is not something to pull out and play.

    Terrasaurs

    For all of the production values, I was underwhelmed by the fun I had during my first few games. My reaction might change over time, but I think the game is more complex than what I want from a CMG in a niche genre and that I can’t really see myself investing the time required to become good at playing Monsterpocalypse.

    Pros

    • High production values.
    • Game mechanics work well.
    • More depth and options than most CMGs.

    Cons

    • Rule complexity may be off putting.
    • Random boosters make raising a good force expensive and frustrating.

    44 Responses to “Privateer Press Monsterpocalypse”


    bj says:

    Great review, very unbiased and fair. I share some of the same views; production wise it looks great, but it’s the cost of the game, for some other CMG’s $150 would give you a wider variety of figures to use. I already gave this game a pass, but this nails it for me, thanks!


    Zac says:

    I’m actually in the opposite camp. I’ve become a lot more interested in the game after reading this. I don’t like a lot of CMGs for many reasons and one of them is the sad state of the rules (I’m looking at you Star War Starship Battles!!) but the depth in the rules here makes me a lot more interested in this.


    Stu says:

    I’d certainly play this game if it weren’t a CMG. As it stands, I’ll probably wait a year or so and see if the product is still around, because one would hope something of an after market will exist by then.


    Zac says:

    The CMG aspect does bother me as well and I am going to see how much of this I can pick up in a few months from my more fickle and impulsive friends :-)


    Ogma says:

    Nice, thorough review, but it still looks like cheap, garishly colored plastic crap you’d find at K-Mart versus a miniatures game from the likes of Privateer Press.


    hdan says:

    Thanks for taking the time to write this review! Given my lack of a hard-core Kaiju fan gaming group, I’ll probably spend my bucks elsewhere.

    I had hoped to use the game with some young/newbie gamers, and it sounds like that may not be the best choice after all.


    briguy says:

    Great review. I’d echo the above comments. I was skeptical as to whether I would be interested in this game, and this review nails down that I will not be spending money on this. If somebody had the game and wanted me to play with them I would, but I’m not going to spend my limited dollars on this.


    Zac says:

    but it still looks like cheap, garishly colored plastic crap you’d find at K-Mart

    Well it is a prepainted plastic CMG so I’m not sure why you think it would look like anything other than what it looks like :-)

    The Terrasaurs are actually very nicely painted… at least the large monsters.


    elone says:

    How does it compre to D&D mini game?


    Zac says:

    Did you have something in specific you wanted to compare or did you just want a general comparision?


    LarkinVain (Joel) says:

    All the CMG folks that I’ve shown the game to love it and actually find it cheaper to collect. They love the fact that there’s is such a limited number of monsters to collect. They love the fact you can choose what kind of booster you want.

    I don’t think the learning curve is high at all. There were tons demoed at GenCon and those who bought it were immediately playing it. I played in a couple events and it was filled with folks of all ages from really young kids to older adults.

    I think the negativity the surrounds it comes from people wanting this game to be something that it’s not.
    Also, if the review copy is anything like the ones purchased at GenCon, the point about having little variety to make a complete faction for $150 worth of product is misleading as the GenCon boosters and starters contained a limited sample of the entire collection. If I remember correctly the sampling only included 1 monster and 3 units from each faction.


    elone says:

    Just a general idea. Like the level of thinking involve for each game.


    Gitteau says:

    I think the models look about ten times better than any other CMG. I think adding some texture or detail to the bases might have improved the overall look of the models, the little tabs under monster’s feet and the big open areas of black plastic are the only aesthetic issues that I see.

    Unfortunately, I was planning to play this one with my girlfriend, and I imagine she’ll have the same reaction as Bob’s wife. The complexity of the rules, while noble in concept, might hurt the game’s longevity. They’ve had to simplify Heroclix several times now, so I would guess that the CMG crowd generally doesn’t take to complex rulesets.


    Zac says:

    Heroclix suffers from requiring players to remember way too much data about each unit on the table and also from “power creep” where the game had innumerable team powers that people often had to forget as well.

    Heroclix chose a target market and aimed its rules at it, as did WotC with their horrible Starship Battles rules.

    I don’t know that you can talk about the “CMG crowd” not appreciating or wanting more complex rules because no-one has really given it to them yet AFAIK.

    Heroclix was a fairly basic game but it bogged down under additions.


    supervike says:

    I’ve been hot/cold on this game since I first heard about it. I won’t hash over the CMG aspect of it, as I just don’t agree with that as a marketing decision, but the game itself looks wonderful. I downloaded the rules, and it does look complex, and well thought out.

    It’s a fantastically different genre, look, and feel to any other game out there…and that does make it pretty enticing to me. Kudos for PP for taking a different direction on something, and then giving it a glossy slick feel of high production values.

    I’m still undecided, but once I see it in the store, I’ll probably cave…if nothing more than to just get me a few Cthul figures!!

    Yay us!

    Great review BTW!


    Blarg D Impaler says:

    I think the game shows a lot of promise. I tried that Mechwarrior: Dark Age game and was very disappointed by the rules. I’m getting the vibe that a lot of the CMGs out there have some pretty lame rules, so having a CMG that is actually detailed appeals to me.

    Once this game gets hopping I think you will see Monsterpocalypse miniatures showing up on Bartertown - that would be an excellent way to get what you want in the miniatures. Of course, I’d be interested in collecting them all just so I can vary who/what I play…


    blkdymnd says:

    I was against it at the beginning, I was very skeptical after the horrible looking Gencon demo’s, and then they released the rulebook and I saw more units, and I’m in.

    I picked up a Mega bundle at PAX, so got a starter, 4 monsters, and 4 unit boosters and after that $130, I can actually play a lot of varied forces. My main force will be the Martian Menace as I am all about retro sci-fi, and got that in the starter. So had I popped in a store and bought my starter with the Mothership in there, I probably wouldn’t have bought 4 more monsters to begin with, maybe 2 and would still have 8 more units. So you can really do a lot with aobut $120-$150 worth of models, and you should have 5-8 models from your faction to have bonuses with. The only faction I didn’t get a decent smattering of was Cthulu, but I didn’t get their monster, so no loss.

    Complexity-wise, this is just right for me. Most CMG’s are way too simple (I’m also looking at you Star Wars Starship Battles! Why did you even have a rule for moving?) and this is a great mid complexity between a full blown mini’s game and something akin of Pirates. I’m happy with the mechanics from what I’ve read.

    And the mini’s are absolutely top notch for mass produced pre painted. No CMG comes close to this game. The paint jobs are multi-layer, non washed, and done very well with the right parts glossed up (the armor on the Planet Eaters monster is amazing in person, and I hated that model from the get-go)

    This is the only collectable game I’ll play because it seems PP is actually doing this the right way. Hopefully with their eager expansion ideas, they can keep it this way. Looking forward to my first game in about a week (though I’ll dry run through a game or two before then to get the rules right).


    Zac says:

    I would have liked to be able to get my hands on some of the Martian figs at GenCon to check out the painting on them.

    Is there any additional detail in them? They didn’t appear to have any layering on them but that was at a distance, under lights and through glass so it wasn’t even close to being an adequate place to judge the painting from :-)


    LarkinVain (Joel) says:

    Hope this helps.

    http://gloryandcoin.files.wordpress.com/2008/09/dsc_0236.jpg

    In my opinion the Martians aren’t really the best painted faction. Terrasaurs, the crabs and cthulus have the best paint jobs.


    blkdymnd says:

    Not really much layering on them, but the combination of the silver along with the translucent green, makes them look pretty sharp without a lot of paint.

    @larkinvain: Good pic. The pics don’t do them as much justice, only because when you get them in a lighted room, the translucent green is actually decently see-thru, so I think it gives them a bit more depth where the painting could have been washed maybe.


    nanite (Seth) says:

    I’m going to buy into the game, that’s not in doubt. I am concerned about the exclusive hyper-forms. Looks like each monster already has rules for one more hyper-form, and based on gencon, and Comicon, I’m guessing they will be exclusive to an event or something. That’s going to get expensive for completists, and annoying for players facing the hard to get, powered-up forms.


    LarkinVain (Joel) says:

    I’m not to concerned with the exclusive Hyper Forms. I do own two of them that I got from GenCon. They aren’t more powerful than their standard hyperforms. They just play differently. For instance I prefer Ultra Terrakhan of Mega Terrakhan (the exclusive) because it has a better range attack. Now the Ultra is better at power attacks but I prefer the Mega’s special abilities as it fits more to my play style.


    Doc_Savage says:

    I am very interested in this game but I can’t help think that it would look way cooler if the figures were on clear bases so you could see the map under them. They don’t need the big plastic bases, they could have just printed cards with the stats that you could keep off the map in front of you. All the players could look at them easier, pass them around, etc.

    Is this a miniatures game, or a board game with large prepainted tokens? Does figure facing or line of sight come into play at all?


    LarkinVain (Joel) says:

    It’s like most pre-painted collectible miniatures games where its more like a board game. (D&D, Star Wars, HeroClix, WoW, etc.) Sort of like Tannhauser. Facing your figure the right way is purely for game feel.

    I don’t mind the bases so much for this form of game. Less stuff to potentially lose.


    a_thousand_hats says:

    Absolutely fantastic review Bob - one of the best yet!

    I’m definitely going to give this one a go - even more so after your review.

    The complexity issue doesn’t put me off, in fact it makes me want to play more. As I play several CCGs I like building decks/forces and tinkering with synergies so the fact there looks to be a large element of that really appeals.

    I may have to evaluate this one once I have it to see whether my kids would enjoy it or not (they’re under 10 but like chucking dice around and fighting with figures - D&D minis is fun for them ).

    I think the game looks good enough to appeal to players who might only play it in a very basic form like younger players would initially. But it’s got plenty of depth of play to engage older gamers like myself who can exert some tactical and strategic muscle in it.

    And it does look like it lends itself perfectly for constructed tourney play and obviously has good game in a sealed format too, which is great!

    :-D


    brumcg says:

    That was a great review!

    I was “lucky” enough to have a friend pick up an Event pack for me at GC. One of my other friends wanted to get into the game, and I decided to follow suit more due to PP’s rep than anything.

    Long story short, our Event packs were 90% identical. That just took all of the wind out of my sails, and I’d be stunned if I ever tried a CMG again. I have confidence that PP will fix any sorting problems and hopefully this was just random chance or an issue with the preview boxes, but this just left a bad taste in my mouth.


    lordbubonicus (David) says:

    @brumcg: From what LarkinVain said earlier, it sounds like the Gencon stuff didn’t encompass the entire range, making it more likely that you and your friend would get similar packs. I can see why they did this: it was the first time on sale, so they may not have had everything available yet. Still a wee bit off putting though, I agree.

    I’ve been keeping up with the updates on the official site, and I have to say that they game has kept my interest enough to check any new news on it, and it’s awesome to finally see a review. I was certainly interested to see that Bob echoed my thoughts on the painting side RE: Martians and SSS. But the description of the rules along with the demo video has confirmed to me that I’d at least like to try playing it at some point, probably proxying before I try to buy any figures. I was dreading the rules being really simple, but it sounds as though they have enough complexity to keep me interested.

    Thank goodness for the free rulebook, I think that was a smart decision from PP.


    baileyrecords says:

    I’ve heard rumors of an official soundtrack coming down the pipe. :)

    As for the game, I love it! I play a lot of CMGs and this is the best one yet. More fun than just move and shoot like Star Wars. And abilities like tossing other characters into buildings for damage is awesome!


    Bob says:

    Doc,

    There is no facing.

    LoL is an interesting abstraction. Monsters are so huge, they are visible anywhere on the board. Units adjacent to buildings receive cover (that is the only LOS rule I could find) and seems to lead to a few weird situations here your target is between you and the building but seems to still get cover. I could be wrong about that though.


    brumcg says:

    @David: Agreed. The thing that really got me, though, is that we had 4 Monsters (2 starters, 2 boosters) and ended up with 4 Terra Khans. I’m sure that we can do some trading to rectify this, but… I dunno…


    Keirof says:

    Great review. To be frank, I was not inclined to get into this game and, I think in fairness to PP, as a 40-something working FT professional and PT miniature war gamer and board gamer I am probably not part of its target market for Monsterpolcalypse, whatever that market is.

    Someone said there was a view amongst CMG players that the game was relatively easy and inexpensive to collect as there were few monsters. I understand that there is a somewhat vigorous release schedule planned by PP so I wouldn’t bank on that continuing to be a major selling point.

    The game seems expensive too. I mean everyone seems to be in at US130 or more just to start. It’s going to be a big investment, particularly given the blind booster aspect, and then there’s the power-creep and new releases and their synergies all to come.

    Finally, the rules look a little complex in a clunky sense to me. And by way of comparison, I don’t think the Warmachine rules are complex. To borrow from Rumsfelt, there are things that I know I don’t know about Warmachine because I don’t read all the rules about the other armies, and there are things that I don’t know that I don’t know because I don’t read all the posts on the Rules forums, but it is a simple game. This game doesn’t seem simple to me from what I’ve seen, read and heard.


    CCotD says:

    Not to rehash the Collectible part of it. That sucks but I picked up 2 Starter Sets at PAX and have played 8 games so far and I love it. To me it has enough of a complexity to not be overwhelming for the casual gamer, appeals to all audiences as far as age.

    Our gaming group is already talking about how were going to divvy out the miniatures when we get the booster packs (group orders).

    I was going to write a review, but this one really hits the nail on the head.

    This game is going on the list to definitely be played at our monthly meet ups.


    Bob says:

    Sorry, “LoL” above should be “LoS” (Line of sight). Danged lousy typing.


    ChiVenger says:

    This game has a lot of upside. I have to disagree with whomever said they have simplified HeroClix. I’ve played it since the beginning and it has only gotten more complicated with the additioon of Feats, Battlefield Conditions, and now Special Powers that take away from the mechanic of “everything is on the dial.”

    I like this game. The collectibility is what it is. It should be relatively easy to pull/trade/ebay the factions you want. Find the players in your area for better trading opportunities. I know I’m trying to resist collecting all the factions. We’ll see how well that works out for me. There will be pieces from all of the factions that will just be too tempting to pass up. But we can only hope those are the commons or uncommons.

    My only concern will be all the brain space it will take to learn what all the symbols mean. Nothing a few more games shouldn’t fix. Teaching will be a matter of breaking the game down. I taught the game to a few players over the weekend and it works okay if you just ingore the abilities in the beginning and start off with a smaller number of units. Three worked pretty well for me.


    Aulbath says:

    And now I know what I will not buy. 130$ would be what I would spend at most for stuff like this… not getting much with that money makes this game extremely unappealing for me, Kaiju-bonus not mattering anymore.

    If you PPress guys are reading this… give us unpainted, not random plastics (the detail in these figures is just fine - don’t change stuff), change some rules (like, not usable in tourneys with the rubber-prepaints), statcards and skip the bases, slap “ELITE HARDCORE EXTREME EDITION” under the logo, double the prices and I’ll be getting it. You might skip the “ELITE HARDCORE EXTREME EDITION”-part, but I am serious about the rest.

    The way things are know, I am going to get a few Terrsaurs to wrestle various Gashapon-Gojiras and the Chtuls for Call of Cthulhu roleplaying and be done with it.

    Oh… to dream of a minis game where the models have the look and feel (and detail ;D) of the Rhinodon…. hmmmmm.


    Corphus says:

    Personally, I’m happy with the product I got for the $115 I paid. I picked up an Event Pack, plus one starter and one Monster Booster, and now I have 4 monsters (Terra Khan, Cthugrosh, Zor Raiden, Gorghadra), 20 units (5 Cthul, 4 GUARD, 3 Terrasaurs, 3 Martian, 3 Planet Eaters and 2 Shadow Sun) and 7 buildings. If I weren’t interested in diversity, I could easily trade/sell the factions I don’t care about and focus on one or two favourites.

    As far as the comments on rules complexity, I haven’t had a problem. I’m a seasoned gamer, taught the game to my playgroup (a combination of seasoned/casual gamers who play mostly CCGs and CMGs) and did not have any major issues. Our first games took a little longer than usual as people got used to the rules, but there was no major difficulty with understanding. We’ve even played a few games using the 2-monster team rules, which are a blast!


    Keirof says:

    I think the reviewer was commenting on the complexity issue from two perspectives. First, the notion that PP put out that the game was suitable for 10 years of age and up, and secondly looking at balancing the amount of work in vs. enjoyment out, as it fit into his expectations. Course he can correct me if I’m wrong.

    No one is saying they are unable to grasp the rules. I think what some people are saying is that for a game about giant monsters crushing buildings and beating on each other on 5th Avenue, life may be too short for a 60 page ruleset.


    Corphus says:

    Ok, in that case I misinterpreted his comments about a 2 hour read of the rulebook, mental fatigue during play and the “two game-savvy 14-year-old Games Workshop junkies” becoming frustrated with the rules. Sorry if I misread the original intent. :)

    As far as the 60 page rulebook you’ve got about 15-20 pages of fluff/illustration and a 5-page Glossary, which brings the total rules down to 35-40 pages (many of which contain illustrated play examples). I found them neither particularly heavy nor particularly complicated, and would probably have been disappointed if these rules were simplified any further. Your monster has the capability to do many of the things one would expect based on the source material, such as throwing tanks/units, rampaging straight through buildings, bodyslamming opponents, etc., and simplified rules may have left these out in favor of more generic attacks (like those found in the Clix games). Combat is quite kinetic, as it should be for a game based on Kaiju slugfests.

    I’m not trying to disprove any of the reviewer’s points as they are all valid from his own perspective, I’m just trying to give a balanced view based on my own experience and opinion. :)


    Zac says:

    Corphus wrote:

    I’m not trying to disprove any of the reviewer’s points as they are all valid from his own perspective, I’m just trying to give a balanced view based on my own experience and opinion. :)

    Critical to reading a review is the understanding that they are comments based on the reviewers own background and perspective and if you don’t share those same preconceptions then your opinion of the game will differ.

    Its why we don’t place numerical values or stars or ratings to the product reviews. One person’ four star game is not necessarily a different person’s four star game and I’d much rather see reviews that present a gameand let the reader make their own decisions based on that

    I actually like that the rules are a bit more complex than the average CMG


    yslaire says:

    Do we have any hint about the actual release date of this game? Will it be on the shelves by the end of september?


    Zac says:

    yslaire wrote:

    Do we have any hint about the actual release date of this game? Will it be on the shelves by the end of september?

    October IIRC


    Morf says:

    Got it at GenCon and played it - it is as complicated as Warmachine so not your typical CMG. I like the gameplay though it favors (as WM) people who know their faction and special combat actions.
    The major collecting issue for me - you really should have as many buildings as possible to dominate the game. Collecting rare buildings is not something I am too fond of.

    Now, the prepaint quality sets a new standard. It is much better than on most action figures. Downside on the aesthetic part - the minis are glued to the bases in the most ugly way with glue blobs. I had some pieces off the bases when I bought them. After opening the box that travelled from GenCon, there were many more.


    yslaire says:

    yslaire wrote:

    Do we have any hint about the actual release date of this game? Will it be on the shelves by the end of september?

    October IIRC

    thanks ! :o)


    Will says:

    Thanks for the review, Bob.

    I appreciated how you gave us your background and made it clear that everyone might not have the same experience as you.

    I really like the game. With the $150 I spent at GenCon I got enough to trade for all six monsters in the preview set. I have around five units for each faction, and feel like that’s enough of a preview to let people get a feel for the game.

    I’ve already gotten some of the guys I play WarMachine with interested in the game, and we’re talking about buying a case of unit boosters.

    It is a bit more complicated than most CMGs, but as a player first and a painter hardly ever, I’m excited to get my hands on a deep prepainted game.


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