Skip to content

Silent But Deadly

Silent But Deadly published on 11 Comments on Silent But Deadly

Silent But Deadly

Magic Maze is a co-op game where talking amongst players is not allowed.

It is the only one of this year’s Spiel Des Jahres nominees that we have played, so we can’t say whether or not it deserves to win above Kingdomino and Race to El Dorado. Having spent just one frantic, fraught, evening playing it though, I can say for certain that it at least deserves the nomination that it got.

Ostensibly a co-op, Magic Maze will nonetheless have you so furious at your friends that the game’s ‘no talking’ restriction is all that stands between your group and forever fractured friendships.

While playing, you control four cookie cutter adventurers – mage, dwarf, elf, barbarian. You will be laying out tiles, and navigating the heroes through them to pick up items and make it to the exit.

In a brilliant twist on a well-worn theme, though, you are not navigating them through a dungeon, but through the local mega-mall. Your down-on-their-luck adventurers lost all of their equipment on their last adventure, and are forced to shoplift in order to restock. So instead of orcs and dragons, you have to navigate security cameras and guards.

Where the tension (and fun) comes in, is that while everyone is collectively controlling all of the adventurer meeples, each player is restricted to certain actions. One player can make them turn right, another left, another backwards, another up the escalator. While you can all see what is happening on the board, there are four adventurers, simultaneous play, and a sand timer.

And you can neither talk nor gesticulate to your fellow players. There is a marker that you can place in front of a player to hint that they need to do something, and you can ‘stare meaningfully’ at someone. But that is it.

Chaos ensues – although this doesn’t even begin to describe the scene, as you repeatedly slam down the player marker in front of someone who hasn’t seen that the mage needs to go back two spaces to continue on his path, because that player is focused on the elf and moving them away from where you think they should be going.

And as you repeatedly slam whack that marker on the table in front of them, their confusion goes to frustration, and you haven’t even noticed that someone else is staring balefully at you because you are paying no attention to the barbarian and the timer is almost up.

Not speaking leads to a lot of barely contained non-verbal utterances of mixed and heady emotions. To an outsider, I suspect our game sounded like the zombie apocalypse. In fact, when one of us called to check where our pizza delivery was, the alarmed lady on the phone actually asked him if everything was OK.

It should go without saying that I thoroughly recommend Magic Maze.

Munchkin: Pandemic

Munchkin: Pandemic published on 8 Comments on Munchkin: Pandemic

Munchkin: Pandemic

Munchkin we don’t really play anymore. Pandemic, on the other hand, remains one of our all-time favourite games. But that doesn’t mean we’re above poking some gentle fun at it. It’s important to be able to maintain a sense of humour about things. This is probably more true the more sacred you hold something. Nothing should be above satire.

I don’t begrudge either Munchkin or Pandemic the number of versions and expansions they each boast. Both are great gateway games, and variations and licenses are only going to help them reach more people. Also, I’m a firm believer that if you don’t like or approve of a product, simply don’t buy it. Problem solved.

While I’m perfectly fine with Munchkin spawning new editions like disease cubes during an outbreak, as I said above, we don’t play it anymore. Pandemic, on the other hand, we continue to devour, like Shoggoth spawning in a crowd of innocents. And in all fairness to the game (brand?), we haven’t come across a bad edition yet. Each brings something different, and interesting, to the board, and none feel like a mere re-skin or cash-in. We’ve played and loved Cthulhu, Iberia, Legacy, On the Brink, The Cure – and we haven’t even gotten through all of the expansions/iterations yet, and our campaign of Legacy is one of our all-time great board gaming experiences.

Thoughts? Opinions? Favourite versions of Pandemic? Think there are too many versions of Pandemic?

Cross Words

Cross Words published on 38 Comments on Cross Words

Cross Words

“Truly, there is no sentence yet uttered that could not be made greater with the inclusion of a pun.”

– Woodrow ‘Wordplay’ Wilson, 28th President of the United States.

This week we are celebrating comic number 150. That’s over three years of weekly comics, and a very big deal for us. If you’re reading this, we want to thank you. You are why we do this. If you want to help us celebrate, there is no better way than to leave us a comment, and join the conversation. Tell us what you’re playing, what you think of the comic. Give us a Catan pun. If you are feeling particularly generous, tell your game-playing friends all about us! Like, share, tweet, etc. That’s always a big help, and makes a difference.

 

This week, after a long sabbatical, I have returned to playing my beloved X-Wing Miniatures Game. I got to play a few games during the week, and my love for the game has not diminished in the slightest. Its mix of fast-paced flying and serious tactical thinking made it my most played game of last year, and I think that might be the case again this year. I have played a lot of great games so far this year, but it would take something really special to knock X-Wing off the top spot for me.

 

Thanks again for sticking with us for 150 comics, and if you have just joined us recently, welcome to our own little corner of the board game internet. We hope you feel welcome, and we would love it if you said hello. We are all about making board games the most fun they can be. We truly believe board games are for everyone, and should never be taken too seriously. It’s a game, after all. If you’re not having fun with it then you are probably doing something wrong.

Winsome Lose Some

Winsome Lose Some published on 1 Comment on Winsome Lose Some

Winsome Lose Some

Before anyone leaves a comment: the title of this week’s comic is not a typo, it is a poor attempt at wordplay. You may not find this to be a preferable alternative.

Second note on this week’s comic is that I think Aileen really knocked this one out of the park. Since we moved house we now have a separate office space, so I don’t usually see the comic artwork until is it complete. Previously, due to a shared living/work space, I would get to see Aileen producing the artwork all week. I love not seeing it until it is complete, as it’s always an exciting surprise. She is really good at adding detail that I never thought of in the script, which is a constant delight. Opening up the art file to letter it is becoming a highlight of my week.

 

Arkham Horror LCG is designed as a campaign game. You play a scenario, note down your results, and then play the next scenario, carrying over your successes/failures so that they have a continuing impact. Your character can be injured or traumatised, bad guys you fail to kill will turn up again, and much more.

The interesting thing is, though, that you don’t play a scenario until you ‘win’. Each scenario has a variety of end conditions, including the investigators ‘resigning’ whenever they feel they have done enough, or from fear of not surviving. The consequences of a scenario ending this way will still carry over, essentially forcing the players to live with their defeat. Instead of chasing a victory, you find yourself taking whatever kind of win you think you can get. That can be as simple as surviving.

Forcing players to accept defeat, and to deal with it, rather than giving them the opportunity to try again and do better is not something that games do very often. In Pandemic Legacy, you get a second chance in every month, after which you move on regardless. A defeat stings, but the game doesn’t acknowledge it to the same extent as Arkham. It just adjusts the difficulty in your favour until you find a winning level. Which is a brilliant mechanic, but an altogether different feeling.

In Arkham, you have the option of replaying a scenario as often as you like, so accepting a less-than-perfect game is the player’s choice. Putting it in your hands is humbling, and frustrating-as-hell. You have to take the defeat, and carry it with you. You will not be a perfect hero, you will just be good enough to get by, and hopefully do more good than bad.

The video game L.A. Noire is the only other instance of this that I can think of. If you failed a case in L.A. Noire by accusing the wrong suspect, the game didn’t restart and make you replay the case. You got chewed out and demoted. It was horrifying and brilliant, and it made me love the game.

Noir is not a genre filled with clear-cut heroes and world-savers. And in allowing you to fail, L.A. Noire became the most authentic noir experience it could be. Similarly, in the works of Lovecraft, you won’t often find heroes. You will find failures, cowards, and people unable to deal with what they have seen and experienced.

Of course, facing down an Elder God with pistols and a book of spells isn’t exactly faithful to the source material. But the Arkham Horror LCG makes up for this by putting its players through hell, and making them really feel like they are fighting against forces that cannot be easily defeated. This flavour, this feeling of struggle, makes it Fantasy Flight’s best take on Lovecraft yet.

Sad Panda

Sad Panda published on 10 Comments on Sad Panda

Sad Panda (and the Goonies)

Takenoko is, of course, a fantastic game. But the harsh reality is that pandas are basically the Darth Vaders of the animal kingdom.

 

I hadn’t heard any hype at all about publisher Albino Dragon’s ‘Goonies adventure Card Game’. A recent Kickstarter release, the game had managed to escape my attention completely until the most recent Dice Tower episode. Guest contributor Richard ‘Rahdo’ Ham gushed about the game, and in doing so used Pandemic as a comparative.

Good enough for me.

By happy coincidence, Tabletop had just added it, and I’ve just recently come upon an unexpected glut of free time. While I’m sure ‘The Goonies’ holds up as a fun film (probably), I have no great nostalgia for the title, so approached the table without prejudice.

What I discovered was a very straightforward co-op, but one with enough challenge and crunch to make me want to play again after our first defeat. The core mechanic is very simple, but it did take me a while to get my head around.

There are five locations, and the players need to discover the treasure in each location. The treasure must be stored along a path, which first needs to be opened. Obstacles will mount on the locations, and booby traps can be sprung. Meanwhile, an encounter deck will throw up random hindrances, including some ‘Fratelli’ cards – familiar faces to fans of the film. Players will play item cards from their hand, assisted by their characters special abilities, to take actions each round.

Here’s the thing: The players’ item cards and the obstacles that mount on each location are drawn from the same deck. These same cards also correspond to a location, and discarding a card allows movement to that location. Discarding matching symbols (different to locations) allow for obstacles to be removed), and discarding three of a kind allow for a path to be cleared for treasure. You can search a location by discarding any card.

Basically, the game’s engine is a single deck, and the puzzle is in figuring out the optimal use for every card you will draw from that deck. In each round, players can collectively take up to four actions between them – another simple but effective way of ensuring cooperation at all times. There is nothing more frustrating for me than a co-op that doesn’t require the players to actually cooperate in order to win. I see little point or fun in a game like that.

Going back to ‘The Goonies’, the usual Pandemic-a-like rules apply. The game end can trigger for the players in a number of ways: a location having five obstacles on it, a deck running out, etc. The single deck system makes for streamlined play and a really interesting puzzle. I’m only one game in, so replayability is still up in the air for me, but I’ll definitely be giving it a bash again next week, so that’s a good sign.

 

In the meantime, we are finally moving onto the third and final scenario in the Arkham Horror LCG core box, so expect a return to Arkham in next week’s comic. And yes, we did an Arkham comic just a couple of weeks ago, but right now it’s fair to say we’re both a little obsessed with the game, so you will have to bear with us. Or suggest some other games we should be playing in the comments?

More Like “Crazy” Garden

More Like “Crazy” Garden published on 10 Comments on More Like “Crazy” Garden

More Like “Crazy” Garden

The description of Cottage Garden in the above comic is accurate. I have not yet played Cottage Garden. Make of this what you will.

In all seriousness, though, we enjoy Patchwork, so there is no reason we shouldn’t enjoy Cottage Garden. Well, there is one reason, but excepting the mistreatment of dice, I think we would get along fine with the game.

It takes the basic structure of Patchwork, adds some new mechanics, and ups the player count to four. There is also a change of theme, but in both games, the theme is so light as to be relatively unimportant.

In fact, it was the theme of Patchwork that initially kept me from playing it for so long. I would mentally switch off at the mention of it, so uninteresting was the theme to me. So despite the praise it garnered, I never as much as watched a review or playthrough. Eventually, seeing it crop up on so many lists of recommended two player games piqued my interest. Once I had gotten over the theme, the core mechanic (Tetris, after a fashion) is actually really cool, and something I hadn’t come across in a game before – although I gather Uwe Rosenberg has also incorporated this into ‘A Feast for Odin’ as well as ‘Cottage Garden’.

 

International Tabletop Day is tomorrow! What’s everyone doing? I’m going to be helping out in Tabletop Cork, teaching people games and running a game of Fiasco. Fiasco doesn’t technically need a GM, but the event is designed for RPG beginners, so I will be facilitating.

Whatever you are doing (and I hope you are doing something), you should check out these awesome printable badges/stickers that the amazing folks over at Semi Coop have designed. There is a full range of achievements/accusations to pin on your friends throughout the day, and the design is just gorgeous. The guys at Tabletop Cork have a full range printed and ready to go, including this, ahem, particularly awesome ‘mentioned a board game webcomic’ badge. Wear it with pride!

Arkham Horror Horror

Arkham Horror Horror published on 24 Comments on Arkham Horror Horror

Arkham Horror Horror

Not the most original of comics, I know. We haven’t actually had the opportunity to play many games at all these past few weeks – besides one game of Arkham, it’s just been Pandemic Legacy. And while Pandemic Legacy is one of the most tense, exciting, brain-burning, and brilliant board game experiences we have ever had, it has had more than its fair share of coverage in our comics already.

By the way, if you are playing Legacy, and have gotten past April, check out this old comic of ours. We made it just after Pandemic Legacy was announced, and only just realised how inadvertently prescient it was.

 

Meanwhile, in Arkham … much like Fantasy Flight’s flagship LCG Netrunner, it took us a few games of the Arkham Horror LCG to actually get our head around the rules, how it plays, and how you need to play it to stand any chance of winning – or even surviving a scenario.

The gameplay is not that complicated, it’s just that the mechanisms are not that intuitive. The rulebook is also written to cater for years’ worth of expansion, and new mechanics, so by necessity it is more detailed than it needs to be for just the core set, even including several timing charts. There is a quick ‘learn to play’ guide, which is useful, but at the same time won’t take you very far.

Unusually for an LCG (Limited Card Game, if you are unfamiliar with the term, it means that instead of random boosters to increase your collection, the game uses set decks of new cards released regularly), it is a co-op game. Two players fight their way through a nightmarish stew of Lovecraft-ian settings, monsters, and horrors, all distilled into one convenient encounter deck.

The thing the game does so well, though, and what ultimately broke our resolution to never touch either CCGs or LCGs, is that each time you play, you are playing through a story-driven scenario. It is guided by ‘Act’ and ‘Event’ cards, which tell the story, and also time the game. The clock is always ticking, as you race to discover clues and fend off winged ghouls. Each expansion (typically around 15 LCEs (Local Currency Equivalent)) gives you another scenario to play through. They include cards to add to your deck, which allow you to level your characters up between sessions.

Deck-building, co-op, and campaign games are my three favourite types of game. So, despite the collectible nature of it, I was never really going to be able to resist its siren call, which could have been designed specifically to lure me onto the rocks of excessive acquisition and poverty. Collecting further expansions to continue the story of your investigators is fine though, great even.

The issue I have is with the assortment of cards with the base game. The core box provides five investigators, and cards to build decks for two of these investigators at a time, but only in select combinations. You can play Roland Banks and Agnes Baker, for example, but you can’t combine Agnes with Daisy – they use a similar card type in their decks. Even this I am fine with. Five investigators is generous, as is allowing all of the deck archetypes to be played with straight out of the box.

The issue is with the deck-building. If you want to go even slightly beyond what is suggested and craft a custom deck out of the core box, you will very quickly hit a brick wall, and the only way around that obstacle is to buy a second copy of the core set, something I will not do out of principle. I am willing to buy future expansions (there are already a lot) and over time, this will allow me to customise my deck. With time, I will have a wealth of options. But having basically no options out of the box feels like it’s just asking players to go for a second core set, and that can’t help but feel a little dirty.

Back Seat Pilot

Back Seat Pilot published on 8 Comments on Back Seat Pilot

Back Seat Pilot

New format! I discussed the reasons for our change of format last week, but for those of you who missed it: We are changing format so that Aileen can unshackle herself from the bonds of a gruelling update schedule on top of a full time job. So that she may discover rooms in our new apartment other than the office. Perhaps she might even once again feel the unfamiliar warmth of the sun on her skin, and feel the burden of overwork lift from her tired shoulders. Maybe she will then stop referring to the comic as ‘my precious’ and speaking in riddles all the time, pausing only briefly to snap about hobbitses.

I have talked about this before, but while comics are a collaborative enterprise, the workload is not equal. A nap on the couch and thirty minutes at the computer is all it takes for me to write a strip, and maybe an hour and a half again to letter it. Meanwhile, this brief flight of my imagination will hold Aileen to the desktop – researching, sketching, drawing, flatting, and then colouring for hours on end. A reduction from six to four panels is an interesting creative challenge for me, but for Aileen it means a significantly smaller amount of time in front of a screen each week.

Maybe come next week she won’t draw me quite as evil looking as in panels 1 & 2. What’s that all about? I definitely don’t remember writing ‘looks like he kicks puppies for sport’ in the character description for this week’s comic.

In further ‘Aileen is overworked’ news, she created this fantastic poster for our friends at Tabletop Cork, for their International Tabletop Day celebration. If you are in or around Cork on the day, come check it out. I will be there all day, either helping out or playing board games, and if the new four panel format is working out, so will Aileen!

Fury of Dracula

Fury of Dracula published on 19 Comments on Fury of Dracula

Fury of Dracula

This week’s comic barely got made on time, and as this is becoming an ongoing problem for us, we had to look at making some changes. We are still committed to making the comic, and to delivering it weekly. Tiny Wooden Pieces means too much to both of us, and we love the creative outlet it allows us. Sticking with the same comic and the same schedule just leaves the format.

Starting next week, we will be dropping the panel count down to four. Four panels is really the archetype for a humour strip, and the unequalled Peanuts was the template for that. There is a long tradition since then of four panel strips (three is popular as well, we might dip into that), so there is no reason we shouldn’t be able to produce the same quality of content with this new format. Besides which, I am actually quite excited to get to play in the same sandbox as so many great comics, and see what I can do with it.

And also Aileen is excited to have more than 35 minutes total spare time in a given week. We hope you all stick with us, and can appreciate our reasons for the change.

 

We played our very first game of ‘Fury of Dracula’ last week. Although I was disappointed to learn that it does not actually play as depicted this week’s comic, one playthrough was enough to make me very glad that we managed to get a copy while it was still available.

‘Fury’ was a co-production of Games Workshop and Fantasy Flight, and so became a casualty when the two companies ended their relationship late last year. I don’t know what this means for future printings of the game, or even if that is still possible, but as of now the game can only be found for ever-rising prices through online resellers. If you are interested in getting the game, it might actually be best to bite the bullet and get a copy now before the price gets really spooky.

 

As for the game itself, it is up to four hunters playing together to trap and defeat Dracula, who is played by a fifth player. The board is a gorgeous, historic map of Europe, through which the hunters will take carriages and trains trying to find a lead on the Count, who lays all manner of fiendish traps and surprises for the hunters.

Dracula’s movement each turn is hidden, so the game begins as a tense game of cat and mouse, played against a ticking clock, as Dracula becomes more powerful, and spreads more influence across Europe. But once the hunters happen upon his trail, the tension explodes into a few climactic rounds as the hunters come together to try and defeat Dracula before he slips through their fingers again.

This is a finely-tuned, tense and engaging game that I have no hesitation recommending. It drew us under its spell from the start, and straight away left me wanting to play again.

Humpty Dumpty

Humpty Dumpty published on 7 Comments on Humpty Dumpty

Humpty Dumpty Santorini

I have played only a handful of games of Santorini, and while I have enjoyed it, I don’t feel any great desire to play it anymore. Having said that, I have only played in the ‘base mode’ without any of the ‘god powers’ included in the game. That is probably equivalent to only playing the tutorial mode in a video game, so I will withhold judgement until I have played with the stabilisers off.

Abstract games have never really been my cup of tea anyway. If I were to list my three most important elements in any game, it would look a little like:

  1. Theme
  2. Mechanics
  3. Theme

So obviously abstract games don’t exactly roll my dice, so to speak. If I had to play an abstract, my preference would be for a less complex game, like Santorini. A simple set of mechanics that provide a nice puzzle or challenge for the player.

If you start to complicate that equation and add more layers and mechanics, I can’t help but question why I am taking actions and moving pieces; not finding any satisfactory answers on the board means that I don’t have a compelling reason to continue to play. If I am just pushing cardboard around a vacuum in order to score more points, you have lost me. Hence, Santorini, and my absolute favourite abstract: Hive.

However good Santorini may turn out to be once the God Powers come into play, I very much doubt it will tower high enough to topple Hive from the top spot. Hive is a boardless, chess-like two-player game. Each player has a set of wonderfully chunky, tactile, hexagonal tiles, which they place to form the ‘hive’. Each hex represents a different insect: beetle, grasshopper, etc., each with a different movement rule, à la chess. You place pieces and slide them around the ever-expanding hive in order to trap your opponent’s queen.

It’s simpler than chess (considerably so), but still has enough depth of play to warrant more than one strategy guide available to purchase. While I have long since given up on chess (like any sane person would), Hive is a game that I feel I am capable of learning and improving with all the time, without ever feeling utterly and completely out of my depth.

But all of the depth of Hive comes from strategy, not mechanics. The rules form a very simple framework, and games only take 10-15 minutes (depending on how quickly I lose).

My initial feeling on Santorini was that the rules framework did not allow for much gameplay depth, and it was simply move and counter-move. But the god powers introduce different win conditions and player abilities, so these should hopefully shake things up enough spike my interest in the game again.

Primary Sidebar