Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Thursday, January 16, 2014

Lord of the Rings Board Game Review

Lord of the Rings Board Game
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When I saw only one review for this game--and a very bad review at that--I felt obligated to give my opinion so that people can make a more informed decision about purchasing this game.
Personally, I love this game and it stands out from my collection because of its co-operative game play. Instead of playing against each other, the object is to work together to beat the game (destroy the ring)--just like the Fellowship in the books/movies. In that way, it is great lesson in teamwork--for those of you interested in the educational aspect of this game (keep in mind that it's meant for ages 12 to Adult however, because of the complexity).
It's challenging in its normal game play and can be easily adjusted to further increase the difficulty. There have been many times that the game has defeated us--making victory that much more sweeter when we do win!
There are also expansion packs available for the game for when you're ready for something new. If you look at the reviews for some of the expansions (Friends & Foes, Sauron, & Battlefields), you'll see that a lot of other people really do love this game. I think it's the best game based on "The Lord of the Rings" yet.

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Your task is to stop the Dark Lord Sauron from winning back the One Ring, which Frodo Baggins has inherited, and which Sauron will use to forever enslave the land. You must journey through Middle Earth, taking on the challenges of four of the most hazardous regions of the land - Moria, Helm's Deep, Shelob's Lair and Mordor - and destroy the ring in the volcanic fires of Mount Doom. Join Frodo and his friends Merry, Pippen, Fatty, and Sam on a perilous adventure across Middle Earth, using skill and fortune to guide you while preventing the Ringbearer from becoming corrupted.Created by master designer Reiner Knizia, this innovative game follows the book closely, is fully illustrated by celebrated Tolkien artist John Howe, and won the Games Magazine Family Game of the Year award. In addition, this game is unique and original in which players must work together to defeat the game itself, a daunting task that will challenge even the most experienced players. Includes 1 Master Board, 2 double-sided Scenario Boards, 1 Sauron figure, 5 Hobbit figures, 6 markers, 60 Hobbit cards, 5 Character cards, 5 Gandalf cards, 35 feature cards, 23 square Event tiles, 11 round Life tokens, 32 shields, 1 Ring, 1 die, 1 Hall of Fame sheet, and instructions. For 2 to 5 players.A 2004 Games Magazine Games 100 honoree in the Family Strategy category.

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Monday, December 23, 2013

Runebound: 2nd Edition Review

Runebound: 2nd Edition
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'Runebound' is recent entry in the board-based fantasy adventure game market. Board-based, in this context, means players are limited to moving on a board and having adventures based on cards that are drawn after moving. (Those of you old enough to remember Games Workshop's 'Talisman' should be familiar with the concept.)
Play is relatively simple, although the first game or so will go slowly as players adjust to the system. Each player selects a hero, gets some gold, then sets to adventuring. Terrain dice are rolled to determine how players may move during their turn. Players finishing their move on a city may heal wounds, sell treasure, and buy equipment or hire allies. Players who finish their move on an encounter space may trigger a game-altering event or be given a quest, but will always have to fight a monster. Combat is fairly simple; roll the supplied dice, add the character's combat value, and see if the total beats the monster's. Defeat enough monsters and your hero collects gold and experience, which in turn enables him or her to improve his combat power. There are four levels of encounters to be fought; the player who defeats the final boss monster (or three sub-bosses) in the toughest level wins the game.
The rules are well-written and have clear examples of what players may and may not do during their turn, but care needs to be taken while reading them. I recommend players play through a few turns slowly with the rules in hand as they figure out the game.
'Runebound' also has quality components. The many cards are printed on heavy stock, the counters are made of thick cardboard, and the dice are heavy and solid. The map seems durable for the light use it should see. There are also 12 plastic miniature heroes; sadly, these aren't painted, but they do match their pictures on the hero cards.
The real beauty of the 'Runebound' system is its replayability. After playing the enclosed game a few times players may look for a new challenge. The publisher has already released expansion card sets and map sets that expand on the original adventure, and imaginative players could easily design their own adventures.
'Runebound' is a good family game; players as young as 8 could probably play the game without much difficulty. I recommend it for anyone looking for something light but fun to fill a Saturday evening.

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The world of Runebound is a magical, dangerous world of powerful wizards, noble knights, vicious monsters, and power-mad tyrants. It is a world of great quests and mighty deeds. Above all, it is a world of legendary heroes, and the time has come for you to join them"

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Wednesday, December 11, 2013

Britannia Review

Britannia
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BRITANNIA is, indeed, a difficult game to play. But that does not mean the experience will not be a pleasant one.
The dificulty arises from the fact that there are a lot of exceptions and foot notes to the rules of the game. These exceptions were clearley designed to portray history in a more accurate way and add to the flavour of the game. It works, but as a collateral effect I'd say it's almost impossible to play BRITTANIA, at least the first two or three times, without making totally inadvertent rules errors while playing.
The game was really designed with four players in mind, with three or five player it gets clearly unbalanced.Maybe it was pressure form the publisher to try to sell to a broader audience, I don't know. Anyway, this ia a personal opinion, maybe people playing with other number thatn four players will find it efficient also.
It's indeed a time consuming game. Rarely it ends before fours hours playing.
The game components are totally adequate, nothing fancy, but fundamentally operational. Game board very beautiful. Rule book is well designed and with good examples.
This is a war game through and through, but with clever and fast combat resolution mechanics (based in D6 dice) and without thousands of complicated playing pieces that keep stacking upon each other in a hexagonal board. Of course, since there are dice involved, luck plays a big part, and a whole carefully planned strategy may be destroyed by a sequence of two or three bad luck dice rolling. But you can easily regain it by good dice rolling when defending... What I say is: with a lot of battles solely resolved by dice rolling, no matter how good a strategist or historian you are, luck is a strong factor in BRITANNIA.
In general, it's no wonder it's one of the few out of print Avalon Hill games that managed to get new life with another publisher. It's exciting, gorgeous to look at and informative.

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Thursday, November 14, 2013

Descent: Altar of Despair Expansion Review

Descent: Altar of Despair Expansion
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This expansion is a fine addition to the Descent table-top game. I recommend it to anyone who already enjoys the base game and its other expansions.

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Long ago, foolish men worshiped a malevolent power that lurked just beyond the edge of the light. Now, they work to awaken their dark master once more. If they succeed, it will mean the end of all you hold dear. So, while lesser men quail in terror, you must take up arms to defend the world against those who would enslave it forever.The dangers that lie ahead of you are not for the faint of heart. Deadly crushing walls, unspeakable curses, and assassins cloaked in shadow will try to claim your life long before you ever reach the corrupted temples of Zorek. However, if you're lucky enough, you just might find some help in unexpected places.Descent: the Altar of Despair includes more than two dozen new plastic miniatures, featuring six new heroes and five new kinds of monsters. Heroes have powerful new skills and treasures to discover, while the Overlord gains a host of deadly new tricks and tactics, including dark glyphs and relics.Expansion Contents: Rulebook/Quest guide, 6 Hero Sheets, 6 Plastic Heroes, 21 Plastic Monsters, 110 Cards, 8 Map Pieces,45 Prop Markers 28 Effect Tokens, and much more.

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Monday, November 4, 2013

DungeonQuest Review

DungeonQuest
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Let me get this out of the way first.
I'm a proud owner of the original 1985 edition published by Games Workshop, along with the Heroes of DungeonQuest and Catacombs expansions. There are an absolute myriad of unscripted ways in which you can die, and your job is to survive with as much loot as possible. Thank DungeonQuest for turning me into a connoisseur of rogue-like video games such as NetHack, Diablo, ADOM, and even ToeJam & Earl.
DungeonQuest (1985 edition) has been an almost unmatched favorite board game of mine for over 20 years. In fact, I purchased Descent: Journeys in the Dark in an attempt to find an newer game with similar gameplay to DungeonQuest. Alas, Descent is great, but doesn't scratch the itch. When I heard that Fantasy Flight Games picked up publishing rights, I anxiously awaited their release with skepticism. I could finally stop worrying about losing/damaging the long out-of-print contents, but only if they could reproduce the experience!
I've played this 2010 edition of DungeonQuest very aggressively both solo and with up to 3 players (age 30+). Ready to pass judgement. I'll try to clarify for new players, though there are many references to changes from the 1985 edition.Pros:
- Custom characters. Each of the 6 unique characters has meaningfully distinct perks. Depending on which character you draw at the start, you will significantly change your combat or exploration strategy.
- Catacombs. Including what was previously an entire expansion (as well as 2 extra characters), is very generous. Catacombs are much more dangerous, but offer faster, diagonal movement beneath the dungeon floor.
- Extended sundown. Game lasts longer than before, giving chance to survive after the doors would normally have locked you in the dungeon to die. The increasing chance of death looms like a game of Russian-roulette (why not, since you should be dead by then in the original anyway).Cons:
- Sell-out. Obviously, some things were changed just to fit Terrinoth, rather than having Terrinoth fit DungeonQuest. Most of this is not bad, and, in fact, the 6 new cross-over character sheets for Descent more than make up for this downside! However, it's more than a bit unnatural to run into "easy" demons and trolls in the once goblin-filled dungeon. Similarly, the combat system uses melee, ranged, and magic instead of the more natural melee-only stances.
- Chance of survival has increased. Based on my 28 plays, there's a 32.1% chance of survival. The original survival rate was 15%. I've had games where all 3 smart players successfully survived with loot. Terrible. Life should feel much more fleeting and precious.
- Combat card mini-game is complex. In the original, I enjoyed reading my opponent's face in the "slash > leap > mighty blow > slash" intuitive combat. Some immersion is lost in the new combat card game. It's much more strategic, but also more abstract. Though, even newcomers to board gaming can pick it up after about 2 games.
- Catacomb movement is unintuitive. For instance, in the catacombs, movement is only diagonal, but the player is asked to declare a compass direction (N, S, E, W) upon entering. In the original, this compass direction was the predominate movement direction, but in this version, the player is necessarily offset into a NW, NE, SW, SE direction on exit.Changes:
- Includes Catacombs; an expansion in the original.
- Includes 6 heroes; the original started with 4.
- Rules are clearer; addition of ~10 official optional rules.
- Combat is more complicated, but retains rock-paper-scissors elements.
- Heroes are more legendary; likewise, mundane orcs are now trolls, golems, demons, etc.
- Arrows are gone, so bows no longer have ammo; they're abstracted into new combat.
- Pets are gone, hence no separate HP; they're abstracted into new combat.
- Not limited to 26 turns; sun has increasing chance to set after turn 26.
- Rings are now runes (and different).Complex combat rules and much better chance of survival slowly become less of a downside as you play. In fact, you get used to the combat, learning to build feeling into it. The more abstract combat mostly comes when using one of the characters that has no pro-combat perk or lame combat cards. I'm loving the extended sundown and unique, unpredictable potions and other new loot. Catacomb deviation isn't crazy either when you look at it as diagonal movement from the start.
As in the original, there are numerous cases where a player must remember to resolve certain rules in following turns, despite no on-board representation. Also, many tiles have special rules that need to be frequently looked up until remembered. However, most of the time, these special rules add a dynamic flair that keeps the game fresh and immerses you further into the story.
Bottom line, this is a game about survival. It's for those who love randomity and randomly generated dungeons. It's also a game that tells a story. Win or lose, each game you'll have totally unique experience to talk about, and walk away fulfilled.

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DungeonQuest is a re-imagining of the classic board game of dungeon exploration for 1-4 players. Set in the vibrant fantasy realm of Terrinoth (first popularized by Runebound), DungeonQuest retains the peril, tension, and brutality of the beloved original game while updating both mechanical and thematic elements. Players take on the roles of brave (or foolish) heroes willing to brave the legendary dangers of Dragonfire Dungeon. Fortune awaits those able to venture into the dragon's lair. In DungeonQuest, Players must guide their heroes through the twisting halls of Dragonfire Dungeon in pursuit of unimaginable riches hoarded by the Dragon Lord Kalladra. Whoever can amass the most wealth and make it out of the dungeon before the closing of the doors seals their doom will emerge victorious. However, merely surviving the harrowing dungeon is a feat all its own.

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Thursday, April 18, 2013

Cave Troll Review

Cave Troll
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Overall, it's a fun game and I'd recommend it to anyone who's into fantasy board games--as you'll be playing with an orc, barbarian, dwarf and of course one cave troll per player. But I do have my gripes! There's definitely some thing the makers overlooked in designing the game, and it does take a while to learn. The box says it takes 20 to 40 minutes, but give yourself an extra 40 if it's your first time.
The object is to earn the most gold during the game and at the end of the game, which comes when one of the players has used all of the cards in his or her deck. You do this by having control (aka the most figures) in a room at the end.
When you draw a character card from your deck, the corresponding figure comes into play on the board. Other cards give the player a chance to retrieve an artifact, which usually means more gold.
You can use your figures' special powers to kill your opponent's figures -- just to make sure you have more on the board than they do.

Pros:
The art is phenomenal. The figures are very detailed and look a lot like they do on the cards--even striking the same poses. The actual board looks great, with pits, staircases and a stone-walled labyrinth. Even the box is stunning.
Once you get the hang of it, the game is pretty easy to master. It's also really exciting, since you never know what card your opponent is going to draw next or when they'll use their cave troll to attack.
When playing with four people, you can split into teams or have a rumble (everyone against one another).
Cons:
You're supposed to keep track of your gold with markers on the perimeter of the board. However, the amount only goes up to 100! You will definitely earn more than that. When you find five hour glasses you earn the sum of all the gold on the board (about 90). If you already have 11 in gold, your marker is already off the board! I say ditch the markers and just keep track on paper.
The cards are so tiny, you'll need to break out your reading glasses to read the character's special powers. And even though the figures are sculpted differently, they're all relatively the same size and color. It's hard to notice the differences and you might have to search the board when you want to use one.
The cave troll himself is kind of overrated. He can kill everyone in a room, aside from one figure each player chooses to escape. However, he can only do this once! Once you use your cave troll, he's no good except for maybe taking control of a room.

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Inside the lair of the cave trolls lie riches and dangers beyond one's wildest imagination. In the Cave Troll board game, players command brave heroes in an attempt to reap the most treasure from the dungeon. In order to defeat your enemies, you will wield powerful artifacts and summon vile monsters to prevent your opponents from achieving victory. Lead brave adventurers, avaricious dwarves, and valiant knights into the dark. Assault your foes with deadly orcs and terrifying wraiths. Above all, fear the wrath of the deadly cave troll! Cave Troll is a board game of treasure, danger, and excitement for 2-4 players.

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