Articles Reviews [Boardgames] Ken B.'s Review Round-Up, Feb 8th 2011
 

[Boardgames] Ken B.'s Review Round-Up, Feb 8th 2011 [Boardgames] Ken B.'s Review Round-Up, Feb 8th 2011 Hot

roundup

Alright, so I had my mega "Yomi" review almost ready and the !#$*& editor ate my review.  So instead, I'm just going to rattle off some quickie reviews of several games I've gotten to play lately.  Feel free to talk amongst yourselves.

Fast and furious here, folks.  Just some off-the-cuff reviews of stuff I've played lately.

Bugs_CoverBugs (Valley Games, 2-6 players, 20 min.) - Valley Games went on a spree late last year, pushing out several family and card games to supplement their heavier gamer's game selection they had already (Titan, Hannibal, Republic of Rome).  One of these was Bugs.  Bugs is a card game that comes in a small box with good card stock and decent artwork on the bugs cards.  It plays like a reverse Great Dalmuti with some Uno mixed in, I think is the best way I can describe it.

There are cascading numbers of cards of values 1-9, but opposite Dalmuti in that the higher value cards are fewer (9 1s as compared to only one 9.)  A person leads a number of cards of the same value, such as three fours.  This gives a swarm value of 12.  The next player has three options:  increase the swarm by adding cards of the same value (adding a four to make it a swarm of 16), increase the swarm by playing a new set of like cards that have greater value than the current swarm (playing two 7s to give a new swarm value of 14) or taking all the current swarm cards into their hand.  Since you want to get rid of all your cards, this is a bad thing.

However, there are two wrinkles; if a player ever has all of one value card, they may lead with it and remove it from the current hand, and lead again.  So getting all eight of the 2s would allow you to lead with them all, remove them completely from the current hand, and lead again.

The other wrinkles are the special cards.  The Net allows the swarm to pass you by (think a "Self-Skip" in Uno terms...keeping you from having to take the current swarm if you can't play), a Bug Spray that is exactly like Uno's Reverse, and one of the powerful Exterminator cards which will reset the current swarm's value to zero.

Play continues until one player runs out of cards.  All players tally up one point for each card left in their hands, and after six hands, and much like in Hearts, the player with the fewest points is the winner.

My family loves Dalmuti, and this hits some similar notes.  I think honestly there's more 'game' in here than in Dalmuti, but Dalmuti is all about the externalities with the trash talking, taxes, and silly hats.

If you didn't care for Dalmuti because of this sort of stuff, but liked the core gameplay, you might find this fits the bill more accurately.  It's not a bad little game, it's very affordable, portable, and will give us some variety.

 

 

Dog (or more accurately in my case, Compact Dog) is one I got to play last Friday, and it is basically partnership Sorry/Trouble, but with hands of cards instead of rolling the dice or topdecking for your move.  There were a few more wrinkles, including your pieces being invlunerable and impassable while they were in that initial start square.  Also, the number of cards in hand goes down each round before bouncing back up again.  Last but not least you pass a card to your partner at the start of each round, giving them a "Start" card if you think they need one, for example.

It can be pretty viscious, but it does run long and there can be so much screwage in some rounds that neither team really accomplishes anything.  Making it all the way around the board can take forever, but using the tried and true "go back 4 and then zip into your home" is so risky since you have an enemy right at your side who can stomp you, forcing you to waste two cards.

I've heard that some people have made custom boards for this, and the actual printed version (German, I think) is hard to find in the normal channels.  Still, I've heard it's popular at some conventions, and it's a good, mean-spirited game that you can shoot the shit while playing.  Not bad, but I'm not going to chase this one down.

 

Yomi - INCREDIBLE game.  Has more and more depth the more I explore it.  Massively full blown review to come soon.

 

Puzzle Strike is still a massive, massive hit.  I have the second edition now(which I'll do a proper review of, possibly bundled with another review, just to cover the differences in the new edition.)  I am amazed at how I burned out on Dominion's base 25 but I still find Puzzle Strike's base game so engaging.  It's definitely the variance in characters and the hyper-trumped up interaction, both of which are extremely welcome.

 

Mousquetaires du Roy (Ystari/Rio Grande)  Wow...this one came out of NOWHERE for me.  Like, wasn't even on my radar.Mousquetaires-du-Roy I'm going to give this one the full review treatment in a couple of weeks after I've had time to get it to the table more.  It's a game about the Musketeers attempting to thwart the villainous Milady de Winter in her attempts to dishonor the Queen, sabotage the war efforts in La Rochelle, kill D'artangan's lover Constance, or simply stall the Musketeer's so that they can't recover the Queen's jewels in time.  I'm not used to looking to Ystari for games like this, so this is a really nice surprise; it's Fury of Dracula meets Shadows Over Camelot meets (sorta) Middle-Earth Quest, with some pretty novel stuff mixed in there to boot.  It's a really nice production too, and it's thematic and fun.  Great, great game.

 

Beep! Beep! (Valley Games) is another of their family card game offerings released late last year, and most closely resembles those "slap" traditional card games like Spit, where you had to quickly grab cards from a common pile to play on before the other players.

In Beep! Beep!, you have animals with differing colors. You start with two random cards in front of you.  There are five piles of cards around a small squeak toy car (yes, a squeak toy.)  When the game starts, players grab from these piles and place them on the stacks in front of them; to play them, you must match either the color or the animal of your top card.

The squeaky car comes into play whenever there are three of the same animal or color face up in the five stacks.  When this happens the first player to slap the car gets to take three cards from the middle and put them off to the side as bonus cards.

Once enough piles get depleted (based on number of players), the game ends.  Add up both your stacks, but you only get points for the smallest stack.  Also add in a point for each bonus card you claimed by BEEP BEEPING during the game.  If you want to play again, you gotta shuffle up the cards well and deal them into five piles again, which sometimes takes longer than an actual game, which can be a pain in the ass.

It's silly, kinda fun but definitely strictly for kids...though it might make a good drinking game (are there any games which DON'T make for good drinking games, though?)  Just make sure your buddies are okay with you bringing a game over that has a squeaky car toy in it, though, or you're gonna get some weird looks.

 

 

7 Wonders (Asmodee) is one I got to also play last Friday night, and I enjoyed it for what it was.  It definitely has some of the feel of Fairy Tale, like in Fairy Tale you're often looking to use your drafts to specialize in things to really run up a high score.

7-WondersThere are more options for sure than in Fairy Tale, as you can go for set collection in multipliers (a lot like Fairy Tale, actually, in that regard...think of the guys who are worth X points, where X is the number of them you have), you can go for "bonus buildings" that give you bonus VPs for having certain types of buildings, you can get resources to build your Wonders.

It's a little light and fluffy, I can see the appeal as it plays quickly and suits up to seven, which is definitely a rarity.  It's really, really hard to hate draft though as you only have one "throwaway" card, wherein Fairy Tale gives you two...it makes a lot of difference.  So you end up drafting something that's not useful to you but you end up having to play anyway, which kinda sucks.

I'm not thrilled in the military aspect of it, either, as it seems fairly weak.  Typical of my play style I honed right in on Military, getting easy dominance.   I exerted dominance on both neighbors in all three ages...and I still came in like third because the player to my right made some massive sets.

It has its niche, but it's definitely not half the game Dominion is.  It's the new hotness for sure, and I can see it being addictive, but I wonder how much more quickly you'd burn out on this than Dominion.

 

 

 

Whew...that's enough to chew on for now.  What are you guys playing these days?  Or your thoughts on some of these games?  Let's hear it.

 

 

 

Ken is a member of the Fortress: Ameritrash staff.

Click here for more board game articles by Ken.

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Comments (15)
  • avatarKen B.

    Heck, here's a bonus mini-review I forgot:


    Those Pesky Humans: Okay, I didn't hate this as much as Loter did, but seriously, there is some WTF going on in this design, as in, "How is this supposed to be fair?"

    It makes the overlord in Doom look like he's taking it easy. Your spawns in TPH almost all have at *least* two health, and each hero can only attack one time per turn barring certain cards. Add in to the fact that many of them move nearly as fast as the fastest hero, and you end up with the heroes trying to make it through legions of foes that can constantly chase them down and surround them.

    Give you an idea about how bad the balance is...I was playing against my young stepson, and I wasn't even coming close to playing every card I could. Not even close. I felt so badly for him that I started pulling punches, as he was down to one hero quickly...it was RI-DAMNED-DICULOUS. The ogre just farts out endless waves of foes that don't die easily.

    Then you've got this bullshit rogue who can steal the gems the heroes are trying to get away with...I ended up lying to my stepson ("No, the rogue missed, just keep running.")

    It's a good production, though. The silly art is okay with me, I dig some of the humor, the cards though are the same cheap-shit crumbly fall apart stuff that plagued Legitimacy, so if you're gonna play TPH, be sure to sleeve the damned cards so they don't fall apart immediately.

    I may still tweak this somehow, as my son enjoyed it. Maybe cull out some spawns or something, who knows. But seriously...wtf, man.

  • avatarJonJacob

    God damn you play a lot of games. Good work. Mousquetaires du Roy sounds interesting and it's something I would have completely overlooked. I'm still tempted to buy 7 Wonders but you've cooled me down somewhat so I'll probably hold off for now, that's a good thing.

    Puzzlestrike inches close to the "I don't care about the fucking price!" category everytime I read more about it.

  • avatarKen B.

    Man, I know I was in a hurry to get this done, but did I use the words "Fairy Tale" like seven times when talking about 7 Wonders? Oy.

    It's fun, JJ...but seriously, like super fluffy. I don't mind super fluffy in Fairy Tale (D'oh! again!) because the game costs $10 and it's advertised as a filler.

    There's more depth to be mined I'm sure, but you can see the system has its limits. The main thing is looking for "free" buildings, that can be huge I guess, but remembering who would benefit from a free building just by glancing over the table? Fuhgetabowdit.

    The main thing is that you have to draft and then play immediately instead of drafting a hand and playing from that. Meaning, to deny you a card, I literally have to play it instead, even if it does jack shit for me. I don't like that at all...how are you supposed to effectively hate draft without crippling yourself?

  • avatarmoofrank

    Couple of comments:

    Mouseketeers du Roy: The rules are such a train wreck. I do kind of want to try and play the thing at some point. Read the rules, thought I had it, and we burned an hour trying to figure out what to do.

    Dog: You kind of have the order wrong, the game is very easy to find in Germany now. The game is actually a public domain game that spawned out of the RV-centric migrant senior citizens of Florida and Arizona. It is in fact a Parchisi variant that was often played on handmade wooden boards with marbles or small clay balls. The original names of the game vary, but Dog and Dirty Balls are common ones. It apparently appeared somewhere in Florida in the early 90's. I did a translation of an early German version that made it to the Geek.

    http://files.boardgamegeek.com/file/download/44bw5w3yi/dog.htm?

  • avatarChasch

    I want to hear more about Mousquetaires du Roy. MORE DAMNIT!

  • avatarKen B.

    Well Chasch, to tide you over...

    It's an all versus one game, with one side taking on the roles of the four Musketeers, and one side is the vile Milady de Winter. The Musketeers have one way to win but multiple ways to lose. Milady moves in secret each turn, but unlike Fury of Dracula, often she is looking for a confrontation (thanks to her skilled swordsman and bodyguard, Rochefort, who is a formidable duelist.)

    The Musketeers have to put out the "fires" that she starts, whether it's making the war effort in La Rochelle go badly, spreading rumors against the Queen in the Louvre, or making her plans against Constance, D'artagnan's beloved. It is easy for them to get distracted overcoming Milady's plots, defeating her henchmen, and overcoming challenges put in front of them...when it's the Quest boards they need to be focused on. If they don't progress on these boards they'll never win, but if they let Milady have free reign elsewhere, she'll achieve one of her many victory conditions.

    The dueling mechanic is dice and card based. Milady throws traps and henchmen to slow the Musketeers down and protect her plots.

    Anyway...that's the gist of it. Like I said, a full review will follow, I think it definitely deserves it.


    -------

    @moofrank: You know, a friend (David Knepper aka Aging One on here) said the same thing--that he was at a con and some people were trying to learn it and gave up in frustration.

    I agree the rules aren't organized very well, but I think that the individual subsystems aren't that hard to grasp--there are just a lot of them. Rules for La Rochelle, rules for how Rochefort behaves, how Milady moves, rules for how Paris plots work, how to overcome challenges, how duels work (and by extension, Special Maneuvers in duels)...but all of it is pretty simple. I'll go over it in my review, for sure, but besides some potentially badly organized rules--likely due to the fact it wasn't originally written in English--I don't think the game is that difficult to grasp.

  • avatarratpfink

    The rules for Mousquetaires are a bit rough, but not really any worse than many FFG rulebooks. I read through a couple of times and then explained the game with rulebook in hand and we only made a couple of mistakes that we clarified during the first game. By the end of the game everyone had it down because ultimately the game is pretty simple and all of the subsystems make sense.

    I think this is the best game Rio Grande has published in a long time. It's extremely well themed, and yet I just had the thought... this could be a FFG game if it was "Captain Scary Looking Monster" vs "Big Muscled and Big Titted Fantasy Heroes" using the same mechanics.

  • avatarAdamK

    I like Dominion and Thunderstone, but Puzzle Strike leaves me cold. I wanted to like this game, but it's got some big flaws. It's ok as a 2-player game, but in a 3 or 4 player game, you can only crash gems towards the player whose turn is next, meaning you cannot target specific opponents - you're stuck attacking the same person every round (or you use attacks that target everyone indiscriminately). In a 4-player game, you will rarely directly interact with the person across from you, stuck to being attacked from the player on your right and attacking the player on your left.

    Sirlin Games also needs to do some work on their rule books. One of the most important concepts in Puzzle Strike - counter-crashing - isn't even explained in full in the rulebook, as it's written. Nowhere does it state what happens to the gems when you counter-crash, which led me to play the game wrong for a few sessions until I looked up the addendums to the rules online. Yomi is similarly vague, with abbreviated rules that don't fully explain many of the concepts either. You can pick up the gist of it in a few plays, but for the cost of the decks and all the talk about how carefully it's been playtested and balanced, the lack of clear explanations is bothersome.

  • avatarMattLoter

    We played some mega drunk Beep Beep at WBC and I don't really remember what happened exactly but I know that King Putt ended up wresting with Uba's man and things going flying and then Uba delivering a tray of shots. I think I had a fantastic time.

  • avatarKen B.

    Yeah, it's one of those that's goofy enough to be a con drunk staple...the squeaky car definitely sends it over the top.

  • avatarmoofrank

    I suspect the Mouseketeers rules are all there. But they are still utter crap. FFG knows to put a sidebar with an example to help explain the flow of a hard-to-understand bit.

    Here is my worst case. On my turn, I move to Paris. What Happens? The answer to this question are found:

    1. In the Paris section, where whenever M. places a new card, she also places Adversaries and Traps.
    2. Back in the Paris section where it says that some cards require 6 successes to defeat. That starts a debate on which cards do that because THEY DON'T SAY SO ON THE CARD!!!
    3. In the little combat section near the front which explains how you roll the dice against an opponent.
    4. But you still haven't figured out what to do about the opponent until you notice that the Action list for a player turn includes attacking an adversary. Then you notice that dealing with the card is NOT listed as an action, so you have to look back at the card to see that it says "As an Action...."
    5. It never actually says anywhere whether you have to defeat the adversary before or after the Paris card.
    6. If M. is present, then the effect is on the...in the rules for...The Paris section. That leads to a combat with her bodyguard which....Is that an Action? I think it says so in one of the other sections.

    You might as well just write every sentence in the rules on a jigsaw piece and throw them in a box....And then set the box on fire.

  • avatarKen B.

    LOL. Valid points, Frank. I did write my own rules summary to help teach it, and it was likely organized better than the base game rules. So for Paris, I culled all the relative rules into that summary section.

    Does that make the game bad? I don't think so. The rules need help? Yeah, definitely. They're there, just like you say they are all over the place.

  • avatarmoofrank

    Agreed. After I got over my initial BURN IT, HATE, DESTROY, and Sandi's request if she could be allowed to just "bleed from the eyes" instead of continuing to try and play, I did sit down with the rules.

    It looks a lot like Shadows over Camelot with dice-based combat, more twists to the mission system and unique missions, equipment for your heroes, and an obvious traitor. Which kind of mean that Eurogame stalwarts Ys and Rio Grande are out AT-ing traditionally fluffy Days of Wonder.

  • avatarvandemonium

    Great stuff Ken, thanks!!

  • avatarMad Dog

    7 Wonders biggest feature is definitely that it accommodates seven players with no real downtime. Its second biggest feature is the Manneken Pis promo because its funny and adds a beer rule.

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