Showing posts with label steve jackson games. Show all posts
Showing posts with label steve jackson games. Show all posts

Thursday, January 9, 2014

Munchkin Bites 2 Pants Macabre Review

Munchkin Bites 2 Pants Macabre
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I have played many of the Munchkin series games and own several. The "Munchkin Bites!" set are well balanced and fun play overall, but the Powers mechanic confuses new players. The expansion "Pants Macabre" continues the excellent jokes and silliness of the set with more wandering monsters, monster augmenting or deflating, "dead" items -Parrot (see the Monty Python Parrot sketch), friend, batteries-, some new bats and adds the "Mummy" race. No knockout additions but a good strong suppliment. If you have Bites!, you definately want the Pants!

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Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born . . . the Pants Macabre. The World of Dorkness has been busy. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing with the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race . . . the Mummy? In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson. It's got 110 shiny new . . . no, not shiny, dark! It's got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.

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Tuesday, January 7, 2014

Munchkin Fu 2 Monkey Business Review

Munchkin Fu 2 Monkey Business
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I *LOVE* the munchkin card games and own almost every set. This, however, is my least favorite. It does not strike me as as funny as several of the other sets (like they were trying to stretch a little far), and definitly not as funny as they could be considering the number of Japanese and samurai flicks out there to make fun of. Deifnitly worth buying for the Munchkin enthusiast, but I would recommend Star Munchkin or the regular Munchkin as a better alternative for newcomers to the game.

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"More mooks, more mayhem, more monsters, more monks0 more Munchkin Fu. 110 evil and overpowered cards, plus two blanks to create your own. Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu. Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong... and take their stuff. This is an Expansion for Munchkin Fu. It is compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites, and Munchkin Blender. It is not a stand-alone game. Use it wisely, grasshopper."

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Tuesday, December 10, 2013

Munchkin Cthulhu (Revised) Review

Munchkin Cthulhu (Revised)
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My husband and I love Munchkin and were excited to see that there are a variety of themed sets available. I am a big fan of H.P. Lovecraft, so Munchkin Cthulhu was right up my alley. The game is just as fun as the original while including several fun new rules. I love the cultist class and enjoy the green die that came with the set. This is a great game for 3-6 people, though you can play with just two people but it's not as enjoyable. The cards are colorful and the illustrations are wonderful. The game is easy to learn and easy to teach to others. Games usually last about 30 minutes to an hour depending on the cards drawn, but you can play a longer game by downloading the free "Epic" level rules from the Munchkin website. The 3 other Cthulhu Munchkin sets add a lot of fun to the game, but it's a good time just with this set. And as usual this set can be mixed with other Munchkin sets for more craziness!
The only thing that would make the game better is if several green 10-sided dice were included in the set (for use in keeping track of your level). All in all, a wonderful purchase!

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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge - Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?Contents Include:168 cards, rules, and die.

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Thursday, November 28, 2013

Munchkin Impossible Review

Munchkin Impossible
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I've played many of the Munchkin games and own several. The mechanics are the same for all: start as a generic level 1 human and advance to level 10 by defeating monsters, selling goods and special bonuses. Draw from the door pile - if it's a monster - fight, ask for help (or get the monster augmented or weakend by other players) and /or run away. If it is a trap, resolve it. If it is something else it goes to your hand. Collect treasure cards from defeated monsters or trading or helping other players, and use the bonuses to help defeat the next monsters. Backstab your friends frequently, steal their stuff and cheat, sometimes with both hands!
Impossible sees the Munchkins in the super spy world of Bond, The Saint, The Prisoner and Austin Powers. The basic set has a good balance of monsters to provide challenge, augmentation and deflation cards for fights, good stuff and fun abilities in loyalties and classes. Play can change from impeding victory to defeat as you go from unstoppable superspy to all out Spy-vs-Spy, or have another player pull an underhanded sneaky spy move to suddenly pull ahead or make you lose levels.
Of all the Munchkin series I have enjoyed the Original, Bites! and Impossible the most for overall game balance and smart, funny card names, functions and joke references. This one should generate some really fun suppliments.

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The Munchkins are now spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change hats. Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff! You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.

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Saturday, November 2, 2013

Munchkin Quest Review

Munchkin Quest
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I really love the Munchkin card games. My gaming group, between us, own five of the different genres of the game. One of my friends bought this game and its expansion. We've played it a few times now and I have to say, I just don't like it as much as the card games. It's a good concept, but a few glaring problems make it far less fun in my opinion.
Pros:
-Well made. Everything feels like a good quality piece. Everything you need is there and it doesn't feel like it's going to fall apart on you.
-Rules are similar enough to the card game that anybody with experience with the cards will pick up this version very quickly.
-Simple, and mostly intuitive, rules. And if you make a small mistake it won't ruin everybody's experience.
Cons:
-Individual turns can be time consuming. If one person has ways of making extra moves beyond the base three then that turn can take forever. This is especially true if they don't stop to loot rooms and just fight monster after monster after monster while laying down more and more tiles that nobody else is going to bother entering because there's no longer anything there to fight. This is a real problem because...
-...there is far less player interaction in the board game than there is in the card game. Unless you are next to a person there are only so many things you can do to another player. This makes it more like each individual playing their own game and seeing who can win first, rather than everybody playing a single boardgame. For example, I've played in a game where a player went from level six to level 10 and won the game in a single turn. The whole time they were going through the motions to do this there were no actions anybody else could take and nobody could stop them. It was four people sitting around for ten minutes while one person got to play and then it was over. Not fun.
I really wanted to like this game. It just doesn't play as smoothly as the card games and I think it is less fun due to the longer time between turns and the decreased player interactions.

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Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame. Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another tile is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can! Designed by Steve Jackson, and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot munchkins are always serious about that!

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Saturday, October 19, 2013

Munchkin Cthulhu Review

Munchkin Cthulhu
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Munchkin Cthulhu is the newest branch on the Munchkin family tree and as its predecessors, this is a game for gamers, made by gamers, and making fun of gamers.
Game Mechanics
In terms of game mechanics and concept, Munchkin Cthulhu is almost identical to its predecessors. The players kick in doors, fight monsters, steal treasures, and stab their buddies. Traps are now known as Curses, but are otherwise the same.
The new Classes are the Investigator, the Monster Whacker, the Professor, and the Cultist, and of these the Investigator seem to be the one with the most useful abilities (they are particularly neat when combined with the Feline from Star Munchkin), while the Monster Whacker seems to be the most puny. There are no Races (or an equivalent such as Loyalties from Munchkin Impossible), which is a bit of a disappointment as it limits the possible character combinations.
There are some special rules for the Cultist printed in the rules but not on the Cultist card, and it is very important to read these if you want to keep the game from going awry and the players from going mad. Finally, similar to the "...in Black" monsters from Munchkin Impossible, Munchkin Cthulhu offers "Goth" monsters such as the Shog Goth and the Froggoth which can aid each other and cause havoc in combat.
Theme
Not surprisingly, Munchkin Cthulhu is concerned with the game Call of Cthulhu and so it takes on a great challenge. As a game Call of Cthulhu is by many considered an all-time classic among roleplaying games, but the truth remains that it is also a relatively obscure and narrow game. The universe of Call of Cthulhu is complex and a veritable treasurechest of gods and monsters, but even if many roleplayers know and have played the game, the mythology is undisputeably esoteric. This makes it a difficult topic for satire. While the illustrations by John Kovalic do that cards such as the Nightie-Gaunts and the Fun Guy from Yuggoth are amusing in and by themselves, they are probably more so to someone who has encountered Night Gaunts and Fungus from Yuggoth in their games. But many gamers think of Call of Cthulhu as a style of gaming more than an actual game, and so these references to mythos monsters are often for naught. Therefore the challenge of Munchkin Cthulhu is to capture the essence of this style as much as it is to get the references right.
To a large extent Munchkin Cthulhu succeeds in both. In mythos specific references we find monsters such as the Shallow Ones, the Dunwich Snorer, and the Grape Old Ones, as well as Curses such as Learn Yet Another Awful Truth and a card declaring that the Stars are Wrong. It is not a huge surprise that beside the Necronomicon itself, there are no less than four Necronomi-puns (I made that one up myself).
More interesting, maybe, are the cards trying to reflect the sillier aspects and problems of Call of Cthulhu games such as the players being railroaded into the plot (Tchoo-Tchoo People), finding circumstances to be against them (Flashlight Goes Out!), taking drastic measures to defeat the monsters (Backpack Full of Dynamite), abandoning their friends (Shoes of Only Having to Run Faster Than You), and then finally involving outside authorities to deal with the problem (Report Creatures to the FBI), after which they are declared insane (Dragged Off to Snarkham Asylum).
Conclusion
Munchkin Cthulhu is a fun game, and overall the game designers have done a good job of getting the atmosphere of the game just right with a good selection of references and jokes. It shows, though, that the premise of the game - the original Call of Cthulhu - is not as broad a "genre" as for example fantasy or science fiction.
While the many puns on the Necronomicon and the various "Goth" monsters are amusing, they are also a bit repetitious. Likewise, there is a great emphasis on the Cultist, which steals some focus from the other Classes. This is only made worse by the fact that there are no second character-defining trait such as Race in the game.
Even more so than the other incarnations of Munchkin, Munchkin Cthulhu is highly dependent on the players having a specific frame of reference to understand the jokes. While a wide audience can probably appreciate the more universal and pop-cultural jokes of games such as Star Munchkin and Munchkin Impossible, it is doubtful that the same appreciation will be found for the Cruller Out of Space or Gnarlyhotep. But if you do know your Cthulhu Mythos, it is very funny.

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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge - Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up? Munchkin Cthuhlu is the newest stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four new Classes - including the Cultist - and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies. You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

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Tuesday, August 13, 2013

Knightmare Chess 2ed Review

Knightmare Chess 2ed
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My 11-year-old loves this game! He's been playing "regular" chess for a couple of years, but when an adult friend taught him to play Knightmare Chess he enjoyed the game so much that he spent his Christmas money to buy it for himself. He and his friend play several times a week. The game is different enough from chess that they still enjoy a "normal" game, once in a while, as well. Thanks for expanding the use of the chess board!

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Chess will never be the same!Knightmare Chess is chess played with cards - and what cards! Each card breaks the rules in a wild and unpredictable way, giving the game more twists and turns than a roller coaster. A translation of the popular French game Tempete sur l'Echequier by Pierre Clequin and Bruno Faidutti, Knightmare Chess has 80 big, beautiful cards - each with an individual color painting by Brazilian artist Rogerio Vilela.

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Sunday, March 10, 2013

Cthulhu Dice Review

Cthulhu Dice
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Cthulhu Dice is a pretty simple game, but instead of explaining how it works it would probably be more helpful to point you to the flash demo on the SJ Games website.
[...]
I bought Cthulhu Dice at a game shop about an hour away from my house while on a trip with some friends. We opened it on the drive home and played the whole way back, rolling in an upturned frisbee. This is definitely not a game you'll play all night, you'll probably play it in the down time between larger games or while you're waiting for the last few people to show up. That said, the game is extremely fun. It's fast paced, easy to learn, and, best of all, portable. I've started carrying the die that comes with the game when I go out and starting games while waiting in line or stuck in traffic. It's great for killing time and getting some quick fun in.
The game comes with glass beads to use as sanity counters and a large, 12 sided die with several different symbols relating to the Cthulhu mythology. The beads are nothing special, though the sickly green is suitably creepy. The die is beautiful; it's significantly larger than a normal d12 so the images are clear and easy to see.

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Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu - when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

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Saturday, February 23, 2013

Munchkin Review

Munchkin
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...this card game is simple, fun and a riot for any person who has ever played D & D,
In Munchkin you are dealt a hand of cards. Each player starts off as first level, you play items and draw cards, and when you see a monster you fight it, and what monsters, The Potted Pland, the Drooling Slime, the Plutonium Dragon, the stoned Ogre, you get the idea.
You are helped by items such as Don the Horny Helmet, Boots of Butt-Kicking, the singing and dancing sword, but beware, the people you play with might help the monsters to help themselves to your treasure. They may help you instead, for a price that is.
It is very simple, if the strength of your weapons and level combined are higher than the monsters level (enhanced by your foes) you win and get treasure cards and go up a level or you can buy a level for 1000 gold by selling items.
The game is fast paced and very tounge - in - cheek. The maker says it "captures the essence of the dungeon experience...with none of that stupid roleplaying stuff."
Simple, fast paced and full of fun, buy this one...

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Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

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