News NEW and Upcoming Games Guards!Guards! A Discworld - Pratchett board game - In Stores Now
 

Guards!Guards! A Discworld - Pratchett board game - In Stores Now Guards!Guards! A Discworld - Pratchett board game - In Stores Now Hot

Guards!Guards! A Discworld - Pratchett board game - In Stores Now

Game Information

Game Name
Guards!Guards! A Discworld Boardgame
MSRP $
49.95

Publisher Information

Publisher

Release Schedule Information

Expected Release Date
Expected Ship Date
Ship Date
September 07, 2011

Great News! Discworld fans will have not one, but two new Discworld Games to enjoy in 2011. Guards! Guards!, the second boardgame play tested in Wincanton last year is well on its way to hitting the shelves this summer.

It will be published by Z-Man Games in the US and will be distributed by Esdevium Games in the UK & Europe.  The game was designed by Leonard Boyd & David Brashaw (Backspindle Games) and will be in the shops in June/July 2011. The game sees players taking on the role of newly recruited members of the Ankh-Morpork City Watch.  With the Eight Great Spells missing from the Unseen University® the future of the Disc hangs in the balance.   On their quest to save the Discworld, the players are faced with the many hazards of everyday life in Ankh-Morpork, the Discworld’s oldest, grubbiest and least law-abiding city.   Some perils are thrust upon them by the hand of fate.  Others are directed at them by their opponents in the shape of sneaky guild abilities, or skulking saboteurs, secretly planted to disrupt their attempts to return the Great Spells to the Unseen University.   Add to this the constant threat of being trampled by the Luggage, an 800-pound magical chest thundering endlessly through the city on hundreds of little legs, and the players soon learn that life on the Discworld is not always easy...  With over 90 characters cards illustrated by Discworld Artist, Stephen Player, each carrying a short quotation defining the character in the authors own words, the players are quickly emerged in the magical and wonderful world created by Terry Pratchett.

Backspindle Games. New to the scene, designers Boyd & Brashaw bring a fresh approach to this boardgame.  Both long time game fans and avid readers of Terry Pratchett’s books, the unlikely team of talented graphic designer Leonard and three-time Karate world champion David, have produced a game that is visually enticing, strategically challenging, but above all great fun!

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Comments (3)
  • avatarSuperflyTNT

    That has to be the single most nondescript description of a game ever. Not ever reading Discworld novels and not knowing what this is about really does hurt my chances of wanting it. The only redeeming factor at this point is that Z-Man is publishing it, so that's a definite plus.

  • avatarHalf-Shaft

    A few more details as requested here & on blog:

    brief description of game play:

    Guards Guards
    The players are tasked to collect and return five of the missing spells to the University

    Each player selects one of four Guilds to infiltrate, Thieves, Assassins, Alchemists or Fools. Their chosen Guild card will give them a specific selection of the Great Spells to collect and grants them a unique Guild Ability which can be used to hinder their opponents. It is also used to mark the players Charm, Guild and Magic abilities, which can be developed throughout the game.

    Time is short, so rather than returning each spell in person, the players have been granted the power to recruit the good, and the not so good, inhabitants of the city to act as guards and runners to protect and return the spells to the University. There are twelve locations on the board where players may charm (or bribe) volunteers to join them on their quest.

    The characters are split into three Volunteer Decks each representing the range of inhabitants who might be found in different locations within the city; Lords & Ladies, Man & Beast and Shades & Shadows.
    Each Volunteer is assigned a set of skill attributes which can be used individually to protect the Spells, or combined with those of other volunteers and used to complete the Wizards Challenges - five tests of strength, brain, and worthiness which the runners must complete in order to enter the Unseen University with the Spells.

    A selection of enchanted scrolls, weapons, armour and magical items can be purchased by players to equip their volunteers and boost their attributes.

    The Elucidated Brethren of the Ebon Night.
    A number volunteer cards carry the ‘Mark of the Brethren’
    A secret society who aim to summon a greater dragon to the city in a plan to overthrow the powers that be in Ankh-Morpork.

    If a player holds three of these cards at any time, he may choose to call a dragon to a specific city quadrant. This effectively shuts down that area of the city until the dragon is driven off. (handy if there are spells located there that are needed by your opponents) Opposing players may choose to face the dragon individually or to co-operate with other players and send a combined squad of volunteers to see off the beast. (Dragons may also be called to the city automatically during the game (on the turn of a fate card) If this happens all players must send at least one volunteer to face it.)

    Members of the Brethren may also be secretly planted in city quadrants to operate as saboteurs.

    Spell Runs
    When a player feels has recruited the right volunteers they move to collect and return the first required Spell (as marked on their Guild Card)
    You can send up to 4 volunteers on a Spell Run. Opponents may use magic, or Saboteurs if they have one in play, to try and stop a spell run.
    If all (or any) of your runners make it to the Unseen University, they must attempt one of the Wizards Challenges (resolved by totalling a specific attribute score of the successful runners, with any bonuses gained from items or magic and a dice roll).

    If successful they have returned the Spell. The volunteers used are seen to have fulfilled their duty and are discarded. The player then goes on toward his next spell (recruiting new volunteers along the way). The winner is the first to return the five Great Spells shown on their Guild Card).

  • avatarwice

    This one sounds better (more thematic and adventure-ish) than the other Discworld game coming out this year (which is basically a dry area-majority game with a clearly pasted-on theme). This is a bit like Talisman, as I heard. My only concern is that the rulebook is written very badly; after reading it I still have no idea how the game plays.

    BTW, SuperflyTNT: Read the fucking Discworld novels. All of them. NOW! You owe it to yourself.

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