Hey everyone and welcome to Saturday. How’s yours been? Mine’s been busy as f… err… it’s been busy. Since this morning I’ve made homemade caramel sauce, strawberry-lime sauce, peanut-butter-caramel-pretzel-chocolate-bar-things (though having just cut them, “mess” is a good way to describe them), and a batch of dark chocolate chunk cookies. What’s all that for? Well, Ray (the CMON Convention Organizer) has his birthday coming up and we’re throwing a party.
But while I wait for the batch of cookies to cool down enough so I can put them into a tin for transport, let’s get you some gaming reviews.
Today we have: Myths at War, Creature College, Deadzone Second Edition, Legends of the American Frontier, Perfect Crime, HOPE, Steam Time, Guilds of London, Stockpile, Slaughterball, Knuckling Knights, Ice Cool, Maze Racers, Odd World, and Bring Your Own Book.
Toucan Play That Game:
In this video you can find out my thoughts on Myths at War by GDM Games.
In this video you can find out my thoughts on Creature College by Happy Otter Games.
Play Board Games:
Deadzone is a miniatures skirmish that just released its second edition. Read on to see the rules changes and whether they are good or bad.
The Board Game Show:
Anyone who backed Legends of the American Frontier on Kickstarter waited a long time for their game to arrive, which in a way is apropos. Receiving a game in the Wild West from across the country or from the other side of the world was like barkin’ at a knot. Perhaps the anticipation was worth the wait? Let’s find out.
At its core, Legends (that’s how the cool kids refer to it) is about creating your personal story in the Wild West before — presumably — dying of dysentery, typhoid, diphtheria, or at the hands of a dentist or doctor administering drugs laced with alcohol or opium. Follow the link to read the full review!
In Perfect Crime one player takes on the role of the bank and must fend off the remaining players who are bank robbers attempting to break into the bank, open the vault and get out with as much swag as possible.
What do you say when an excitable, well dressed French chap grabs your attention and invites you to take a look at a new board game with a novel twist? You say “yes” of course. Such was the situation I was in at the recent UK Games Expo when introduced to the upcoming Kickstarter game: HOPE.
On first inspection, it’s a very vibrant, hex-based board game with a lot of swirls, blobs and most notably, a space-theme. Colour me interested. The premise is reminiscent of Mass Effect – In the future, there is a force (the Regression) moving through the universe obliterating galaxies as it goes and it’s up to you to stop it. HOPE is a cooperative game where you all work to deposit Pioneers on planets in each galaxy to stop the Regression from taking them. There’s a race going on – colonise enough galaxies with sufficient Pioneers in time and you win, take too long and the Regression beats you.
Board to Death TV:
It’s the year 1899, and strange phenomena are being observed in places like Stonehenge and the pyramids of Egypt. Time goes crazy, and newly discovered crystals have exhibited strange properties that allow for the creation of fantastic apparatuses.
In a race to exploit these discoveries, the rapidly industrializing nations have used them to construct gigantic steam-driven airships to travel through time and space. In Steam Time, the race is on for long-lost knowledge, vanished cultures, and hidden treasures. Travel to past ages, search for crystals, and use your crystals wisely to stay ahead of your competitors.
To win the coveted Creature College Cup, you must collect more victory points than your opponents. Victory points (VPs) can be won by collecting creatures, completing missions, building your research lab, and smacking down your enemies! Creature College is played in three university terms: Spring, Autumn and Winter. Each term consists of three bidding rounds and one battle round. At the end of twelve rounds the game ends and the player with the most VPs wins.
Drive Thru Review:
Intro (00:00); game overview (00:57); final thoughts and review (12:13)
Intro (00:00); game overview (00:52); final thoughts and review (10:18)
Board Game Quest:
In Slaughterball, each player (from here on referred to as “coach” to avoid confusion) controls a team of futuristic players in a grueling match of combat and scoring. During the game, coaches can activate up to 3 different players on their turn, who can take 2 actions each. The coach’s main goal will be to score points, which can be accomplished by either throwing the ball into the goal or knocking down and hurting other players. Once six periods have been completed, the game ends and the team with the most points is the winner.
Throughout the countryside, people are talking about the greatest knights’ tournament of all time going on at King Benjamin’s castle. Today, the knight’s task is to find the secret door hidden in the castle. Players will roll the die to determine if they will add knights to the rumble or find the elusive door. When the door is pulled, the knights will cascade onto the board hoping to avoid the pitfalls on the castle lawn. If knights manage to survive the scrum, they will go back to fight another day. The player with the most knights left at the end of the round will earn a gold coin, with two needed to win the game.
Meeples & Miniatures:
Ice Cool is the new dexterity board game from designer Brian Gomez and published by Brain Games. In a nutshell, it’s a flicking game with penguins.
Maze Racers is a maze building dexterity game for two (or more) players. Players simultaneously design mazes and then race through the opponent’s maze. The first player to complete the maze is the winner.
Odd World is a quick-playing, set collection card game with a very simple, yet compellingly clever push-your-luck mechanism. More importantly it justly returns Pluto to its honored cosmic status.
The goal in this dwarf game (see how insulting that sounds, IAU…?!?!) is to collect sets of planets – including but not limited to Pluto. The catch is that only sets comprising an odd number are worth points. Any set of even numbers is worthless. Each card back illustrates two of the nine possible planets in our solar system. And one of those two will be represented on its front face, as well. So you have a 50/50 idea of what planet is on a given card.
Bring Your Own Book is a party game for three to eight players. Players find phrases in books that respond to the card prompts, and players are given cards for good answers. The first player to reach a certain number of cards wins.
Each player brings to the game a book–any book. On each turn, a new player draws the top card from the stack and reads the prompt. Players then search their books for a good answer to the prompt. The first player to find an answer shouts, “Got it!” and turns over the timer. The remaining players have until the timer runs out to find an answer. Players read their answers to the prompt, and then players vote on which answer was the best. (Ties are broken by the player who drew the card.) The player who gave the best answer receives the card with the prompt on it, and it is the next player’s turn.