Showing posts with label strategy games. Show all posts
Showing posts with label strategy games. Show all posts

Tuesday, August 30, 2016

Rebels with a Cause

Dantooine is too remote to make an effective demonstration -
but don't worry; we will deal with your rebel friends soon enough. 
Just being honest: if I had access to a Death Star, I don't know if I could act with the same cold restraint with which Grand Moff Tarkin acted. And now, for the first time ever, thanks to the creative geniuses at Fantasy Flight Games, I can have a Death Star! I can indiscriminately blow planets to pieces! I too can give Obi Wan Kenobi a headache from all the millions of voices suddenly crying out in terror and suddenly being silenced. For now, I have a copy of an "investment" game that I've long had my eyes on: Star Wars Rebellion!

Background


Here's how it started: well, wait. I actually started by reading some gushing reviews along the lines of "OMG play this game immediately." Truth be told, I should just point to that review at that link and just drop the mic. But I have a blog and an ego, so...  After that review, I saw that game time and again at my favorite game store in town. There it sat, staring at me. Beckoning. Requiring. But...the price tag. But...who'd play with me? But...

And then along came a bucket-list trip for me. I've long wanted to get to  GenCon. And finally, early in August, I got the chance to hang out with my most favoritest nerds during the "best 4 days in gaming" and lose myself like a kid in games and game demos and game playing and meal-missing and caffeine-chugging.  I was surrounded by My People in an environment where we can let our nerd flags fly proudly.

GenCon demo with my favorite dorks
Fantasy Flight - one of my favorite publishers of some of the best games I own - have come up with a series of games that allow gamers to interact with the Star Wars universe at any level they wish. Star Wars Imperial Assault is troop-based ground combat. Star Wars X-Wing is fighter-based combat using beautifully-painted minis of your favorite Star Wars fighters (X- and Y- Wings, B-Wings, TIE of every flavor, etc). Star Wars Armada is capital-ship combat between the behemoth starships like Star Destroyers and Mon Calamari Star Cruisers (little fighters are now itty-bitty squadron-sized minis), highly-detailed and beautifully rendered. And finally, there's what you see here: Star Wars Rebellion. This is the whole war, the whole time period around the first-3-movies-that-are-the-second-3. Ships and planets and troops and Death Stars and all your favorite generals and admirals and heroes and villains.

And so all those questions and second-guesses from seeing that lovely box at my game store were washed away in the environment and hype and joy of a gaming convention, and home I came with a 10-pound game in a bag on your arm.

Review


This is a game for 2, 3, or 4 players. I loved the competitive/cooperative feel for the game. 2 players is simple: Empire versus Rebellion. As you add more players, each new player picks a side and it becomes a 2-on-1 or a 2-on-2 battle, complete with cooperation between partners.

Game-play is not that complicated. Each player gets mission cards, and assigns a well-known Hero like Darth Vader or Han Solo to do it. Then: you do it. Sometimes it's automatic, sometimes, the other player tries to oppose it, each of you rolling a number of "successes" on the supplied dice. Each player, one after the other, can also put famous characters in systems in order to activate that system to move troops and ships into it. If there are badguys there, fight. If not, enjoy the view.
Look at all those chances
for millions of voices to cry out

What's the point?

If I'm the Rebel player, I'm doing missions that sully the reputation of the Empire (like shooting all their Storm Troopers off a planet or blowing up a Star Destroyer), and waiting for a moment in the game where you have essentially waited-out the Empire. The game has a time tracker. Time tracker runs out, game over for the Empire.

If I'm the Empire, I'm in a mad dash to find the Rebel base and shoot all the Rebels I see. If I find the base and land on it and beat the Rebels, I win. If I find the base and stick a Death Star next to it and blow it up, I win. But again, if the Rebels wait me out, keep the base a secret, and essentially embarrass the Empire enough (Geez, these little upstarts keep blowing up fearsome ships and punching Imperials in the face...the Empire must suck...), the Rebels win.

There's more fun to it: there's probe droids, capturing and interrogating leaders, turning people to the Light or Dark, blowing up planets with Death Stars, blowing up Death Stars, blowing up.... It's a fun way to participate directly in, and even maybe change the "history" of, one of the most famous and beloved stories of all time.

My only complaint: the combat system is a tad clunky. We had to refer to the rulebook a lot during battles, and then had to refer to a separate (but included) document on rules clarifications a few times. Once we got the hang of it, we got it. But it took several combats before we really felt it. It's a slightly more cumbersome take on Risk's system of successes-versus-successes. That alone isn't so bad, but when you add-in multiple colors of dice, and some ships or troops can only be damaged by certain colors of dice...you get a little clunky.

But that complaint is far, far outweighed by being able to  get so deeply involved in Star Wars.

As for age-appropriateness of game-play: my 11-year-old and I played a game recently.

I believe this picture sums-up how that went...

He's grounded now
A light and fun family game this is not. This is a gamer's game, made for gamers, by gamers. It's an investment in both money and time, and is a few steps complicated enough that it helps to have some solid "I've played a zillion different games" experience under your belt to really grasp the play. If you've played Axis and Allies, you'll get this game. That said, a mild gamer could learn this game very quickly from an experienced gamer and realize some fun and success (just refer to that picture...).

All in all, I recommend this game as among the most interesting, detailed, and fun I've played. The cooperative/competitive multi-player approach is really wonderful. You'll not play this game at a warm, couple-y game night; this is 4 friends, beers, and a Saturday. Or your 11 year old Star Wars fan whose deft planning foils the mighty Empire and secures a better, less blown-up future for the galaxy!

Wednesday, June 18, 2014

A Lesson in Extinction

The by-line of the game is: It's a World of (S)Laughter After All!

And that pretty much sets the tone for the game Small World; one simple letter spells the difference between humor and death. 

In this fantastic game, each player (from 2 - 6) controls one randomly-drawn "race" of beings that has one randomly-drawn special ability. Players go head-to-head, conquering open territories and accumulating victory points. The player with the most victory points at the end of the appointed number of turns (5 turns for a 2 player game, 10 for a 3 player game, etc) is the winner. Simple game, simple rules.

The nuances are anything but simple. In fact, they're complex and change a great deal all depending on the race and special ability each player draws. Uniquely, and entirely unlike most strategy games whereby leaving yourself too thin is a sure way to lose, Small World almost encourages players to over-extend their reach. Go ahead and take multiple territories! March your Orc Commandos or Halfling Berserkers into as many open or occupied territories as you wish! Spread out! Conquering empty territories is easy - you just need 2 troops. Conquering enemy territories is easy - you just need one more troop attacking than they have in the territory. 

And then, here's the fun part: make your race go extinct. Overextend your Dragon Master Amazons on purpose, and then flip them over to "put them in decline." You get a new race the next turn...and you still get the victory points from the territories your old race occupies while your new race gobbles up more!

Isaac's Ghouls battle my Sorcerer's and my brother's Halflings
This world gets really crowded, really quickly. Small World.

The basic box gives you 4 different game boards (for the 2, 3, 4, and 5 & 6 player games), a load of races and everything you need to get greedy. A few expansions are available with some new, fun races and special abilities and expanded game boards for an even more crowded little world.

Backstab your buddies. Backstab yourself! This game is no end of fun, especially given all of the possible combinations between races and abilities. Diplomat Skeletons? Been there. Bivouacking Trolls? Done that.

Isaac, my 9 year old, completely understands the game and is quite good at it (we started playing when he was 8). It's still juuust a bit beyond my 6 year olds, but they like to "help" another older player, and they like to laugh at the utterly ridiculous race/ability combos. At 6, they miss some strategic points and honestly don't read quite well enough to read the race and ability cards. A lot of reading in this game.

I highly recommend this game for families, especially with gamer kids starting around 8 years old. It is perfectly absurd, hilarious, a great intro to turn-based strategy games, and a wonderful way to pass an hour to an hour and a half on  rainy day.

The picture above is a wonderful view of the game. Humans in decline as Berserk Halflings rise, Sorcerers in decline just before a new race is picked, and some Ghouls pre-decline. You see a whole list of available races/abilities to the right of the board, from which players pick as they put their current race in decline.


Sunday, March 30, 2014

Not Your Father's Risk

It's a "gateway game."

It's the game from whence all other strategy games derive.

It's Axis and Allies' dad.  It's Smallworld's grandpa.  It's Settlers of Catan's great uncle.

It's Risk.  And my oldest is finally old enough to play it. This was a momentous day. He's actually younger than what the box says the recommended age is, but Gamers know those recommendations to be lies.  The moment one of our offspring shows interest in a Big Game and the capacity to think even remotely strategically, we're busting-out dice.

Classic Throwdown
But we know it's delicate.  We can't scare them off right away with Axis and Allies; too young, and all they want to do is play with (and lose) all the airplanes and tanks and ships. But clearly, Monopoly is for weaklings and people who really don't enjoy gaming. It's not about easing them into it; for Gamers, it's all-in. It's about finding the right game that takes their mild interest in gaming and explodes it into weekend-long Diplomacy sessions over Christmas break. Risk is one of those perfect "gateway games."

Now: that's an older pic. That was taken well before Christmas, 2013.  But true to its "gateway" nature, Smitty Junior took one look at the next level of game, and insisted on jumping in.  No longer content with simple Risk (though we still play it and he's giving me runs for my money, which freaks me out), we've now entered a whole new world of complicating factors with:
Risk GodStorm.

With a third, neutral army, this contest is a confrontation between the Egyptian pantheon - unfortunately ousted from Egypt - and the Norse pantheon - unfortunately with Thule stricken by the loathed Plague marker.  Minor setbacks for Ra and Odin as they battle over 5 short epochs for control of humanity (I was surprised; I thought Ike would have picked the Greeks, and I was torn between the Norse and the Celts. Nobody GAF about the Babylonians).

This is the first time I've opened this game in 6 or 7 years, and Junior's first time ever.  I've made a few tactical mistakes, and that little bugger has taken advantage of them.  But like the title of the post says: this ain't your daddy's Risk. This version has twists and turns: gods can change the tide of a battle, and can bestow a number of enchanted artifacts and miracles. Just when the age-old Risk tactics seem to have your opponent on the ropes...BAM: the dead walk again, the living crumple to dust, sea lanes become impassable, just to name a few. And this kid? He gets it.  He sees when it's time to deploy a miracle.  Heck, he spread himself thin just to take a serious beating, which in turn put enough of his troops into the Underworld (on the left side of the game board with the colored blobs around it) that he commands it completely. Shrewd move, padawan.

In which I nearly lost to a kid under 10
But alas.  The game lasted every step of the 5 Epoch game - by points alone, it was a tie - but ultimately the Vikings prevailed over the Egyptians. Ra and Set, Osiris and Isis; that venerable quatrain were forced to kneel to the might of Odin's power, Loki's secrets and tricks, Freya's mystery...and Thor's hammer.

Better luck next time, bud.  And I'm sure "next time" isn't far off...