Are you a "quoter?"
I am that player, always referencing line from films while thinking that I'm going to win. And what better way to do that than in a game that encourages it.
What is your favourite film to quote?
Mine is Ghostbusters (you'll be surprise what games it works with)
Badasses is finally here...well, not here...Kickstarter
"In an alternative near future, Badass Force is the name of the most popular live show of the ultra-net. Like The Ninja Warriors before it and Big Brother before that, contestants go into a battle arena, not as themselves, but as someone else. Before the show became a household name, historical leaders were pitted against one another. All due to the holographic projects suits the contestants ware. Yes, holographic technology is here and over the course of many years, many players have gone head to head, taken on the looks and skill of Napoleon, Julius Caesar, Vlad The Impaler and even Cleopatra.
But after a large fire, all historical documents were lost and data destroyed. And the show runners had to find something else to reference. Now, our culture is now limited to the action movies of the end of 20th century / early 21st century and many of those recordings have deteriorated. And it is these distorted figured that are now used in the arena. As well as "Guns, Attitude and Bluffing." This week you have finally been selected and it is your turn to fulfill your destiny and prove you are the most Badass in Badass Force!"
Bluffing & deduction are key...but laughs are too
Here is a short, abbreviated version of the rules I did for the Funky Sheep team.
And here is a play-through that brings a tear to my eye. Yes, this video is side splitting demonstration of how the game plays. With jokes a plenty. And, you'll notice that I'm not at my usual office, but at the Holy Grail office.
You'll get to see that cool hammer with the unpronounceable name, plus Jamie Johnson and Owen Hermsen. Big thank you guys for a great game.
Join in on this movie fun and on the Kickstarter by clicking the link below.
Racing games are one of the core mechanics that you are introduce to when discovering board games as a child. From Snakes and Ladders to Pachisi. And the many other knock off, cheap crappy games that are aimed at the kids market. Dice are attached to these games as a way to gain speed. Luckily, we have moved on in the regards of this basic Roll n' Move system, that haunts many a memory in gamers. One racing game that stands out and that I love in particular is Jamaica. In fact, it's the only racing game I own.
Less than 10 years ago, I saw this other racing game that looked right up my ally. Being a bit of a Rally fan, (not the real thing but of the Playstation titles) I was tempted to pick up this game, called Rallyman. A game where one player would create a course. Then traverse that course in the quickest possible time, without damaging the car or coming off the track. Then do it again, to try and beat the previous time. And again. And again... I never did get it. Then it sold out! It was a great success and still to this day, has a devoted fan base.
Well, the wheel has turned and the game is coming back. To Kickstarter. And I finally got a chance to test the game, even though it was in prototype form. And I am content with what I saw and how it played. I will not be giving a full review here, as so far, I have only played it once. That will come a little later, so watch this space.
This new, sparkling edition is being brought to us by Holy Grail Games, who gave us "Rising 5" earlier this year. It will feature a new way to play the game. Competitively. Yes, you will be racing on the track against other players, as well as the solo, time attack mode. It also has a new modular board system, so circuits can be made, as well as “point A” to “point B” routes. Lots of new art and probably a lot of new cars to race with. But at it's core, it's the same system.
To play, racers will be given a turn order to play, based on their current speed and position. Then, one by one, they will plot a trajectory with speed dice and then with those dice used, roll them. Either “flat out,” rolling all at the same time. Or steadily, one by one. You'll be trying to avoid the hazard signs, marked on the dice. Rolling too many of these will cause you to damage your car or come off the track. That's it. Simple. But there are also some little detail that will lead to compelling and competitive races. Details like, your tyre choice and the weather conditions. And of course, the course itself. Obstacles and bends will have you changing lanes and slamming on the breaks. All for the glory of crossing the line in first place.
As I said, the game is coming to Kickstarter. You can check it out on the following link.
Here is a rules video that will show you how easy the game is to learn.
a grime world
Zombie board games can be found everywhere. It is one of those subjects that are a recurring theme in our hobby and they don't show any signs of stopping. There are one's that feel like your taking part in a Night of the Living Dead. Other that make you feel you are in 28 Days Later. Some that sink you into the deaths of the worst B-movies of this genera. But this little card game has the feel a little TV show called the Walking Dead.
In that respect, Rick Grimes is always putting a team together and holding up in some place until the hopeful end of this plague of zombies dies out. But every time, his house is given a 'once over' by an outside group of survivors, that will brake up his team or kill a few of them, but most definitely bring an attack of those walkers into the mix as well. And that is what you'll be doing too. Creating a team of like minded characters, use their ability's to your advantage, maybe score some points. Then another player will steal one of your team. Or leave your door open, so the horde walks straight into your camp, slaughtering your friends, leaving you alive to witness this massacre. Just like the Walking Dead, the zombies are the backdrop. The real enemy's are sat to the left of you and the right.
This is all done in a very light humoured, quick playing card game fashion. Everyone will be given a hand of cards that, at the beginning of the game will be drafted with the others players at the table. Each person taking one card from that hand, to form their own deck, before passing on the remains of those cards to the next player. This gives everyone at the table a chance to analyse what cards are available at the beginning of the game, as there are several types and you may wish to collect a certain set. There are a scattering of zombie cards. Some event cards. And a large chunk of survivors from four different factions and some that belong to none.
On your turn, you'll recruit characters from your hand into your camp. These need to be of the same faction, so no mixing of Hippies and Punks is allowed. Although the neutral characters can slide into any camp without causing a fuss. Each faction has strengths and weakness, plus all of the three ability's that the game has to offer. But all of these are in different moderations. Hippies have more chance of manipulating. Survivalists are more violent with attacks, where as Economists, Punks and the Neutrals have their own holes and forces. This makes choosing the faction you want to use and important stepping block. Although you may have in your hand, three Survivalists that can search but have no other ability.
reinforce those walls!!!
Having characters in your camp means that you can use these ability's as actions, but within boundaries. Having placed those three search worthy Survivalists, you can only search with one of them. If you had characters with the attack and manipulation action, you could also preform those. One of each of course. Having diverse characters that can do a bit of everything is a bonus, as they can do their secondary action instead. Having this limit puts pressure on the player as they puzzle out, who does what. Added to that is that once a character has activated, it is exhausted and laid on it's side and will only stand back up at the beginning of your next turn. Where as those that are not used are left standing. Technically, they are standing guard of your camp. If any intruders come along, they are your first line of defence and will die in the line of duty, if attacked by the zombies. Or even worse, another player. You will feel the pinch of pressure as you decide, who is expendable and who is useful, every turn.
There is a bonus to having a great number of people in your camp, as you can transform four characters into one victory point. That sounds easy, yes? And it is easy. Plus, using their ability's before hand is big bonus as once this is done, they are removed from the game, leaving your camp empty and your hand a little thin. You'll feel a little naked and unprepared for an attack. Mind you, it probably wont be the zombies that come after you, as they have their own objective. It will be the other players. If you have no one defending your camp, they may attack to make you discard a card from your hand. If that card is the last one in your hand, you are neutralised and have to also hand over one of your victory points to them. Nasty humans!
must eat cardzzzzz!
That bonus of having a great number of cards to do almost anything and everything you want, has a down side. If at the end of your turn, the player with the most cards, in their camp and hand, will become an automatic target for the zombies attack. This doesn't happen once or twice...no, no! This happens every players turn. Now, you may be lucky as there may not be any zombies in the Downtown area of the game, which is the centre of the table. But that will be more than unlikely as zombie will amass when a character defending a camp, is killed. Or when players decide to discard cards zombies from their hand to deplete the likelihood of being the automatic appetiser for the horde. You can also discard and survivors from your hand to Downtown. These stay as survivors that anyone can recruit on their turn, with a bit of manipulation. You'll do all of this, just to avoid being attacked by the horde. But is it worth it. Sometimes it's better to be picked on by the zombies than the other players. What do “THEY” want? To see you defenceless! Or see you have your potentially good cards given away!
This back and forth of eyeing up your opponents and judging whether certain risks are worth taking, are what this game is about. It is a real “Dog eat Dog” world. Of course, players could work together to keep the horde at bay...But that wont happen.
let the zombie win
Event cards are also in the mix and can be played at anytime. You may be worried that they can mainly be used to knock over other players sandcastles as “Take That” cards. Fret ye not! They are more defensive. Diverting a zombie attack or give you a few more cards. They even helping cull the numbers in the horde. So, not so Munchkin like as it looks. In fact, the amount of brain strain you will get from this game is quite high. Every card has a variety of uses, not just to keep your score or count the number of zombies. Balancing out your actions by the amount of cards you play, trying not to be the target of the zombie, while at the same time painting a target on your chest, is difficult. There is a lot of ducking an diving, playing lots of action then playing none. It may be a bit back and forth for some players, never feeling like your advancing in the score department. But it is a intense, player dependant and interactive game. The fact that there are different ways to play, are a bonus. You can tweak the game to your suit your level, making it harder or easier. I have only play tested the normal version and therefore can not comment on how these extra ways to play feel. I will say that I do like the idea of the size of the horde as the zombie victory point on the casual mode, in comparison to the zombies having an independent score pile. Coz the zombies can win as well...
this ain't no munchkin
Talking of that, a draw back is the fact that the game uses nothing but the cards. They are your VP's, the zombies VP's, the horde and of course, the characters and events. This can sometime get a little confusing on the table and in the aftermath of an action. As you can mistake the horde for their score or even when discarding a card from your hand, does it become a VP, zombie or go straight to the graveyard. Some other components would have been nice. Tokens, markers or a score board to register all this information. Even just a play mat to represents Downtown would benefit the game, indicating where everything goes...Maybe a stretch goal!
The art has a layer of dark comedy behind its grim and bleak cartoon designed. The zombie, well, they all kind of look the same. But the character art is very distinct for each person. You can even tell which character is which from across the table, thanks to the colour pallets used and the shapes and forms of each. On close inspection, you with see lots of in-joke, mainly movie references on the mashed up survivors. For example, Claude-San is a mix of The Bride from Kill Bill and Walter Sobchak from The Big Labowski. As in Munchkin, this humour only traverses the first viewing of each card. After that, it's just a face.
All in all, a game that has teeth and looks that are deceiving. Not so Munchkin as you think. Although the actions are simple, you can accidental mix up rule sets, causing a little confusion at the table. And as simple as those actions are, you will be scratching your head for a while, when your turn comes around. A very, in you face, small and quick playing game that does a lot with minimal components. Playing with fewer player can be very aggressive, as I found in a three player game. More players, I believe would be more fun, as there would be time for you to breath in-between turns, a chance to regroup your camp and your thoughts. You will feel hot and clammy after playing this, just like Rick does after thing turn to crap. And maybe you'll end the game with a splash of blood across your face.
Back on Kickstarter, is a game I took a look at early this year. That game has had some tweaking and is back with a vengeance. If Euro game had such a thing. That game is Chartered: The Golden Age.
If you remember, this was a game that I quite enjoyed playing. As it was simple in explanation, with only two actions to choose from and it has a nice brain-burner effect with it. The game has had a few changes, like the addition of event cards that will throw the stock market against the wall from time to time. And a scaling system for the number of players.
All in all, it still is the same game that I enjoyed. Like a 3D, card driven Carcassonne, but with an added stocks and shares element. Look out for my review coming later and the Kickstarter, which starts on the 16th of October 2018
Keep up to date on the progress of this Kickstarter with this wonderful chart here
Neta-Tanka is now available to backers and has already successfully funded.
What is Neta-Tanka...?
The Frostrivers tribe dwells along the Great Frozen River. Its members live in harmony with Nature. The tribe obeys the laws of the Four Elders, themselves guided by the most venerable of the Elders: the Neta-Tanka. When the Neta-Tanka enters the twilight of life, the Frostrivers gather at the Sacred Grounds to designate a successor. During this ceremony, each clan presents a young leader, who will need to demonstrate generosity and the ability to provide for the tribe in order to become the new Neta-Tanka.
If this sounds like your thing, the link to the Kickstarter is bellow:
You can check out my written article here on BGES. Or you can if you prefer videos, here is one;