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  • Thank God They Finally Made a Game About Plague Infested Rats: A Review of Rattus
  • Hookers in the trunk: A Review of Mob Ties
  • Super-Size Combo Platter: A Puzzle Strike / Upgrade Pack Combo Review
  • I Eat Losers for Breakfast: A Review of Pitchcar
  • A review after 15 sessions: Destroying cards is fun, but is the game play any good?

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Apr28

Thank God They Finally Made a Game About Plague Infested Rats: A Review of Rattus

by ChrisB on April 28th, 2012 at 8:00 pm
Posted In: Articles, Reviews

Isn’t it pleasantly reassuring, knowing that one of the most devastating outbreaks of disease in the history of humanity is now available in tabletop gaming?  Rattus is set in Medieval Europe, and players are competing to have the most population surviving at the end of the game after being ravaged by the plague.  While Europe was ravaged the Great Plague for years, you can enjoy experiencing it in less than 60 minutes.

Rattus takes the premise of Pandemic and stands it on its head.  Instead of cooperative, Rattus is cruelly competitive.  Instead of trying to bring diseases under a state of control, Rattus forces players to expand the plague as well as increase the rat population that carries the flea containing the painful and deadly pathogen.

The board is a map of Europe divided into regions.  Each turn, players will place cubes that represent their population.  You place population into one region equal to the amount of rat tokens there.

You also may pick a role and use its power.  You can choose a previously unselected role, or one belonging to an opponent.  Once you have chosen a role, it will remain yours until someone else selects it.  If no one ever picks it, you will have it for the remainder of the game.  You can use any or all of the roles you have, but you can only obtain one new role each turn.

Image courtesy of boardgamegeek.com reviewer EndersGame

Once per turn you also move the plague marker.  Wherever the plague marker lands will trigger the rats there to possibly infect and kill population in the region.  After moving the plague marker but before activating the rats, new rat tokens are placed face down into adjacent regions.

The back of each rat token has a number on it indicating the minimum population that must be in the region in order for it to activate.  For example, if a rat has a value of 4 and there is only 3 population, it will be discarded with no effect.  If a rat does have a sufficient population value, you then look at the icons to determine who will lose population in that region.  There are various icons corresponding to the various roles.  If you have role(s) matching the icons on the rat, you too will lose population.  For each M, whoever has the majority of cubes there loses.  For each A, all players suffer death.

Image courtesy of boardgamegeek.com reviewer EndersGame

Rattus has the weight and rules density of a family game, yet it has lots of ways to be nasty and mean.  In a game about the plague, you’d expect a massive death toll, and Rattus meets those expectations.  While the ruleset is simple and can be explained and comprehended quickly, the game allows for a lot of ways to be cruel.  In that regard it is reminiscent of Survive, in that both games are approachably simple yet cutthroat.

On most turns you will be placing new rat tokens.  Since more rat tokens means more chances of infections, this can be used to hurt other players.  You will also move the plague marker each turn to cause rats to flip and bring death to the region.  This is often a take-that moment.  One of the biggest ways to hurt your opponents is using the roles to enhance the hurt caused by moving the plague marker or placing new rats.

While the game is simple, it also provides a surprising amount of depth.  Each turn offers meaningful, thoughtful choices.  While there’s lots of opportunities to be spiteful, players will learn nuance and depth of when to take counter intuitive tactics like putting rats and triggering the plague in your own territory.

The role selection is the most fascinating part of the game.  One of the intriguing parts about the roles is the combos you’re able to assemble.  While you assume greater risk, putting together multiple powers let’s you do interesting things.  For example, if there was a region with one rat, you’d be able to put out one cube and it would be at risk.  However, if you had the bishop, you could move another rat into the territory, allowing you to place 2.  If you also had the peasant, it lets you put out an extra population, for a total of 3.  Then, if you had the merchant, you could move all 3 of those cubes to an adjacent region that perhaps has no rats.  You would go from 1 population that is under some risk to 3 population with no direct threat of infection.

You can put together cool role selection combos to help you and keep yourself safe, but you can also use them to bring death to your opponent’s population.  The knight let’s you increase the chances that a rat is eligible to kill people.  The merchant lets you move rat tokens, which can mean they leave you and go to your opponents.  You can do the witch switch, which let’s you look at and swap 2 rat tokens.

Each role you select also provides an element of risk.  The more roles you have, the more likely a rat will trigger death of your population.  However, with lots of roles, you’ll have lots of powers and abilities to have control over what’s going on in the game.  Taking a role from someone has similar risks that have to be weighed.  On one hand, you’ve taken a power away from someone.  On the other hand, they are less likely to be vulnerable when it comes time to see who a rat kills.

The risks taken in choosing a role makes me draw a connection between Rattus and Citadels.  In Citadels, choosing a powerful role makes you a target of the “take-that” characters, and in Rattus, compiling roles make you a target of the black rats themselves.  Rattus and Citadels also have parallels in that the role selection is the most interesting part of the game.

If you expand the game at all, more roles will come into play, and you may end up with a different combination of roles each game.  This takes an already interesting decision point and multiplying it’s depth.   It almost becomes like Dominion, in the sense that you evaluate the powers that are available for a given session and try to determine which combination of abilities will be the most effective.

Another risk this game makes you manage is population placement.  The most surviving population wins, so you want to be dropping as many of those cubes as you can.  However, you can only place new population in a region equal to the rats there.  The fewer rats, the fewer risk, but the fewer population.  But with more rats, the more population you can place, but with that comes higher risk that one or more of the rat tokens will kill your population.

Rattus has a decent amount of chaos in terms of if and who a rat will kill.  Rat tokens are normally placed blindly and you don’t know what the rat could kill.  There can be times where the game is greatly swayed by great luck or misfortune by having either rats that cause no harm or rats that deliver devastation.  The roles give you a lot of ways to mitigate this chaos, but it doesn’t prevent it entirely.  Given the depth, rules density, and the duration of the session, the level of chaos feels appropriate to me.  There’s not too much luck to make the game no longer a challenge of skill, but there is sufficient randomness to make things interesting.

The randomness of the rats and the unpredictability of other player’s choices makes Rattus a very tactical game.  Your decisions are generally focused on the here and now.  The location of the plague marker, rat tokens, and surviving population by your next turn is nearly impossible to predict, making for a very short term decision making.

Rattus achieves double honor by being the best board game in two different genres.  It is both the best board game in which players manipulate rats as well as the best game that features the Black Death.  It kills two birds with one stone, so to speak.  Rattus is by far the most enjoyable Rats on a Map (ROAM) game.

Since the subject matter is off the beaten path, Rattus’s setting is weirdly refreshing.  The Black Death may not be an attractive subject matter and isn’t a topic that many people would seek out.  Rats aren’t particularly beloved animals, so they are not prominently featured in all that many games.  So I have to give Rattus credit and recognition for covering an area that’s rarely explored in board games.  I like that it takes place in something outside the norm.

So I think you’ll have a blast playing a game about a disease that caused puss oozing lymph nodes in your groin to swell as large as an egg and resulted in subepidermal hemorrhages and gangrene that caused unsightly skin discolorations. Unlike the real Black Death, Rattus will not induce vomiting blood, but instead provide an hour of meaningful decisions with an exciting payoff.

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Apr07

Hookers in the trunk: A Review of Mob Ties

by ChrisB on April 7th, 2012 at 10:40 pm
Posted In: Articles, Reviews

This is Mob Ties, where you have the chance to immerse yourself in the high stakes world of organized crime, fending off threats from both other players and the feds.  You’ll get a chance to shoot your opponents in the middle of a little league game as they are about to embrace their child.  And if they’re encroaching on your racket, take care of them by serving them poisoned spaghetti as they’re enjoying their evening meal at Little Italy.  Watch out though, ‘cause if the feds get tipped off about the hookers in your trunk, you might get shanked in prison.

Each player controls 5 mobsters, who move among the seedy locations in the city in order to control the illicit dealings operating there.  Cash is king – whoever has the most, wins.  Money is obtained throughout the game through controlling rackets, and each surviving mobster has a cash value.

Image courtesy of game designer Nathan Isaac

Mob Ties has a central game element known as a show of respect.  The show of respect is used to determine various things in the game.  Each mobster has a respect value ranging from 1 through 3.  Players use their respect to vote for a player to get whatever award is at stake in a location.  Let’s say you have 4 respect in a location, I have 3, and Fat Tony has 2.  Through threats, intimidation, bribery, extortion, promises, cajoling, and funny accents, Fat Tony could convince me to use my respect to vote for him, giving him a total of 5, out-respecting your 4.

A Don is selected each round via a show of respect in the Don’s Mansion.  The game comes with a skull ring to be worn by the Don, which the rules require a player to flaunt as a symbol of power.  As a house rule, we sometimes allow the Don to wear the ring with humility.  The Don has a few perks.  He’ll draw 2 cards, select one, and give the other one away.  Cards can be otherwise pricey to afford.  The choice of who to give the card to opens up some negotiation.  To convince the Don to give you the card, perhaps you could promise not to kill one of the Don’s men or give him money.

Most locations have a racket value.  There will be a show of respect in each location to determine who will collect the money from that racket.  The cash distributions for each racket will present more opportunities for negotiation.

Players will then get a chance to play attack cards to whack opposing mobsters.  This game can get pretty bloody pretty fast.  When there’s a gun to your head, it’s amazing how quickly players can be willing to make a deal.  There’s always attempts to get cash while attacking.  “How many of your mobsters do you want to live?”
“Well, all of them.”
“Then give me all your money!”  The colorful language in the response and the bloodbath of retribution is rather enjoyable.

In addition to the pressures coming from other players, the game will spawn fed tokens to random locations each turn.  When a location accumulates 4 fed tokens, the feds move in to pinch a mobster.  To determine which player has to send one of his mobsters to prison, a show of respect is performed.

Mob Ties provides a few basic rules to offer an open ended format for negotiation.  Because of the negotiation, this game results in maximum player interaction seen only in titles such as Battlestar Galactica.  I’m really impressed with how the game creates a platform for players to come up with creative ways to threaten, intimidate, or bribe.  In a group of completely dry gamers firmly dedicating to not being aggressive, then this game could fall flat on its face.  But, it does everything it can to create an atmosphere where players have a lot of freedom to practice aggressive persuasion.

The terms of negotiation is chosen before each game:  All Bets are Off or Honor Among Thieves.  If there’s honor among thieves, all promises are binding and must be upheld.  If all bets are off, players can break their word.  The very fact that the game has this option is a cool feature.  It allows for the group to have a fun decision on how much backstabbery potential the session will have.

Mob Ties isn’t a strategy game, but neither is it a purely social game.  There are gamer games, which feature strategic decision making and complex elements, and then there’s party games, which primarily induce interaction.  The genres merge in the form of gamer party games, like The Resistance or Cash and Guns, which have a pinch of strategy and complication, but still primarily induce interaction.  Within that spectrum, I’d place Mob Ties right between gamer’s party game and gamer’s game.

Mob Ties’ biggest achievement is successfully creating an atmosphere among the players that reflects and enhances the game’s setting.  Everything about the game’s presentation facilitates the aggressive mobster mentality.  All of the card’s artwork is dark and in the style of a graphic novel.  No discussion of this game is complete without acknowledging the artwork.  For Mob Ties, the artwork isn’t merely ascetically pleasing or facilitate easy game functionality.  Instead, it is an essential ingredient to the environment that the game produces.

Image courtesy of game designer Nathan Isaac

The art is decidedly adult, with images prominently depicting blood and violence, and minimal sexuality.  The artwork is both a gift and a curse.  Among adults, in a very real way it adds to the enjoyment of the game through creating the ambiance of the game.  If your gaming experience is predominantly a family one, then this could be a very real show stopper.  Although most of my group has otherwise unquestionable moral standards, yet they are all adults, and have had a blast with no complaints regarding the artwork.  If I were playing with children or in a family setting, I would not consider putting this out on the table.

Other nice touches is the blood stained money, the Don’s skull ring, and the blood and guns on the game board.  Virtually every component and element is designed to highlight the mobster tone.  It really helps differentiate this from just a fun light gamer’s party game to an adult cutthroat aggressive negotiating experience.

If the conversation above the table was removed, there wouldn’t be much of a game left to enjoy.  While it is the negotiation that drives and is the heart of this game, it is not devoid of thoughtful decision points traditionally featured in gamer’s games.  One would be the movement phase.  You get one and exactly one movement each turn.  This forces players to not squat and stay put, but forces the balance of power to be dynamic.  It also prevents the game from getting out of control with everyone moving around.  This decision often takes the longest for players, since it is the weightiest in the game.   Each movement can have large ramifications in determining who controls each location, and taking advantage of opportunities while not opening up ones for your opponent makes this single decision each round a tough one.

There’s also hand management decisions.  The game will allow you to play as many cards as you like, so it’s tempting to blow your wad in the first round – but will leave you bereft of cards later.  There’s often a temptation to spend all you’re good cards at the start of the game, but it takes discipline to manage your hand the wisest.  You’re given a formidable number of cards to start, but unless you’re the Don or good friends with him, coming across new cards will set you back $25,000, which could easily be the difference between first and second place.

With Mob Ties, more mobsters is merrier.  The number of players the game can support is 3 to 6, which is nice that it can accommodate a broad range of turnouts for game night.  However, the experience is often better when you’re in the higher end of the player range.  I probably won’t try it again with less than 5.  The more players, the more interaction, the more negotiation, and the harder you’ll have to fight for your money.  This is a double edged sword, though.  Like all games that heavily rely on negotiation, there is potential for the game to be slowed down by excessive debate and posturing.  So while the pace of the game could diminish with a lot of participants, the good news is that the negotiation is stirring and sometimes deadly, and not just haggling over the cost of indigo in Renaissance Italy.

The game length is directly related to how many mobsters get killed and incarcerated.  The game finishes once mobsters equal to 3 times the number of players are eliminated.  Depending on the level of aggression, the ratio of attack to defense cards, and the willingness for players to compete for rackets, it can occasionally take too long for the death toll and incarceration rate to rise quickly enough, and the game sometimes lasts a little longer than it should considering its depth.

The game comes with a separate rulebook full of variants, optional rules, and advanced rules.  It gives you lots of options to customize your Mob Ties experience as you see fit.  Some make the game harsher, while some allow the game to be more forgiving.  I’ve tried all of the optional rules, and some of them have fallen completely flat and were ignored or unused by all players.  Which is fine, since they are just optional variant suggestions.  It’s nice to know there’s ways to customize your experience.

Mob Ties is able to give you a unique gaming experience.  For what other game lets you fatally bludgeon your opponents in the face with golf clubs if you get tee’d off at them, or interrogate them by sticking their hand in a meat grinder?  And those hookers in the trunk?  Fuhgeddaboutit.

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Mar29

Super-Size Combo Platter: A Puzzle Strike / Upgrade Pack Combo Review

by ScottB on March 29th, 2012 at 12:47 pm
Posted In: Reviews

I’ll admit that I took longer on this review than usual, because I had a bit of trouble wrapping my head around Puzzle Strike for the first few games. The first game took forever, mostly because we couldn’t figure out how to finish off the opponent. The second game was over ridiculously quickly, because one of us learned that part better than the rest of us. The next few games felt really scripted as we all started buying all of the same chips (mono-purple, as I’ve seen it called). At that point, I got frustrated and set it aside for a bit. I was starting to think that perhaps my list of trusted reviewers, most of whom loved this game, was badly mistaken.

Puzzle Strike is an odd sort of hybrid. It’s billed as a card game that’s played with chips that simulates a puzzle game simulating a street fighter-styled game. Think Dominion meets Tetris meets Street Fighter, I guess. It’s certainly one of the stranger themes for a game that I’ve ever seen. The game does sort of pull it off, although it’s tough to know how successfully, since the game it’s pretending to be doesn’t exist. The deckbuilding elements have no real thematic coherence; I’m ok with that, though, as deckbuilding as a mechanic is typically difficult to justify on a thematic basis. It does convey a sense of the back and forth, combo-laden, attack/block/counter rhythm of an old-school arcade style fighter, so I’ll give it credit for being able to evoke some sense of theme around a multi-layered simulation of two nonexistent video games.

I’m not sold on the chips. I’m an old-school card gamer. I played Magic:TG during the Legends/Revised timeframe. I have more cards for the Star Wars CCG, Legend of the Five Rings, Middle Earth: The Wizards, and Seventh Sea than I care to admit. Hell, I’ve probably still got a couple of Shadowfist decks lurking around somewhere. I love the feel of a deck in my hand, I like the way that they shuffle, I like the tactile sense of moving cards around as I plan my next turn, and I like that I can store them in a box that will fit in my backpack. Chips? Not so much. They don’t shuffle as well and they take up more space. Visually, though, they really work for this game. I don’t think that piling up cards would have the same sense of impending doom that a stack of chips somehow manages to convey. Plus, parts of my Dominion set are beat to all hell after what’s probably approaching one hundred plays, and I think these chips would fare better under repeated use. Overall, I think it’s probably a smart design move, even if it does have some tradeoffs.

The game itself invites comparisons to Dominion probably more than anything else, although in practice they play very differently. The goal of Puzzle Strike isn’t accumulation of Victory Points – it’s elimination of opponents. It’s a brawl, not an economic engine. Each player has a Gem Pile that consists of gem chips that have been ante’d or added by an opponent. This pile serves several distinct purposes: it creates the game clock, as a player is eliminated when his or her gem pile is at ten or more at the end of the turn; it’s also the primary accelerant, as players draw an increasing number of chips as their gem piles grow; and it’s the primary offensive and defensive stockpile through the Crash and Counter-crash mechanic.

A turn begins with an ante, typically a 1-gem added to a player’s gem pile. Players then receive one Action and one Buy in that order, similar to Dominion, after which any leftover chips are discarded and a new hand is drawn. Action chips can attack, react, perform utility functions such as drawing chips or creating additional actions, or crashing. Crashing is the main mechanism for dealing damage to your opponent while reducing the number of gems in your own pile. Crash-sphere chips (or purple chips, hence the term mono-purple that I mentioned previously) come in several flavors. A basic Crash Gem removes one gem chip from your gem pile and sends a number of 1-gem chips at your opponent equal to that gem’s value. In other words, crashing a 3-gem sends 3 1-gem chips. Combine chips replace two gem chips from your pile with a single chip of equivalent value, allowing you to send more chips in the direction of your opponent when you crash. And Double Crash Gems – wait for it – send two gems’ worth of 1 chips. Combines also allow an extra action, so it’s not uncommon in the late game to start chaining purple like a madman. Combine-Combine-Crash is a typical turn in the later game. Crashes can also be played as a reaction – if an opponent crashed a 2-gem, you can play your own counter-crash, sending a number of gems back at that player to cancel out incoming gems and perhaps return gems to his or her gem pile. However, 4-gems can’t be countered, so a player must decide whether it’s better to crash now or wait to combine further, hoping to reach the uncounterable point.

Players start with ten chips in their bags: six 1-gems, a crash gem, and three character chips. The current game includes ten different characters, each with three unique chips. Characters specialize in different strategies; Setsuki has an edge in creating combos, Rook has a defensive flavor, and Lum is a push-your-luck character that likes a large gem pile, for example. The character chips are played as actions just like any other action chip, but because they’re unique to the character, they lend a bit of asymmetry and flavor to the game that I appreciate.

Overall, the game comes together nicely when played on its own terms. For players familiar with Dominion, it’s easy to approach this game thinking that strategies will port over. They don’t. Big money is a default strategy in Dominion that represents valuation in that game fairly well. Against inexperienced players, simply buying treasure cards is often a successful strategy, because treasures have a high valuation and contribute directly towards ending the game through purchasing victory points. Although Puzzle Strike’s basic mechanics are very similar, the end game condition changes the valuations significantly. The default purchase in Puzzle Strike isn’t gems – it’s purple. Players need to have access to combines and crashes to stay alive. A player in Puzzle Strike purchasing only purple (along with some gems to make buying purple more reliable) will function in much the same way as a big money player in Dominion. This can lead to a feeling of scripting at first, as it did with my family. Everyone buying purple gets boring really quickly. However, learning the correct valuations in this game is critical. Puzzle chips (the common action chip available for purchase) can serve as a crucial accelerant to push a player into a leading position relative to another player only buying purple. The key thing to know about playing Puzzle Strike is that purple is the meat and potatoes, but other chips are spice that makes the meal work together. Once players start to grasp that valuation, then the game begins to open up and present some real strategy.

Although at first glance it might not be immediately obvious, this is a game that will definitely reward repeated plays. Players need to grasp the tempo in order to succeed. Anyone not correctly prioritizing early buys can find themselves in a deep hole within just a few turns. The game does have a few nice accelerating measures – for example, higher gem piles grant additional draws, so as a player comes closer to elimination, the number of options available will increase. This adds a compelling risk-reward calculation; getting closer to elimination isn’t necessarily a drawback as long as your deck is balanced. The downside, of course, is that it can be particularly unforgiving on inexperienced players. If it were a longer game, I’d consider this a flaw. However, the game is short enough that repeated plays are likely, and I’m always in favor of designs that reward familiarity. Sirlin seems to value this type of design, and it shows in Puzzle Strike.

Since Puzzle Strike’s first release, Sirlin has published an expansion known as the Upgrade Pack. I’ve only ever played the game with the Upgrade Pack components, but I have to say that I’ve come to find them indispensable. The best elements for me are the player mat and screen. The mat, essentially a mouse pad designed to look like an old-school arcade screen, provides clearly delineated areas for the various piles of chips that are created during the game. I think it’s a great add – having played Quarriors, which does something similar with its piles of dice, I’ve often found myself wanting exactly this sort of thing for that game. The mat makes clear to all players exactly what chips are in what state, invaluable from a bookkeeping standpoint. The screens serve a similar function by providing a hidden area to place one’s “hand”. This does address one of the key downsides to chips, specifically that they are more difficult to conceal than cards. I wouldn’t play this game without these two accessories. The Upgrade Pack also contains redesigned character chips for all ten characters in the base game. Most characters have been tweaked slightly, some significantly. Sirlin’s intent was to address balance issues that had surfaced at expert-level play. I’m not nearly experienced enough with this game to be able to judge effectively how well they meet that goal, but I appreciate that I can play mirror matches now using the updated chips. There are also several additional puzzle chips that add some fun options; there’s nothing revolutionary in that mix but they’re well balanced and integrate seamlessly into the set, so I’m definitely happy to have additional options.

I’m glad I put this game on hiatus for a bit. If I had posted my initial impressions back in December, they wouldn’t have been very favorable. Puzzle Strike wears the garb of a typical deckbuilder, but the asymmetry and conflict turn it into something more. It’s a game that rewards familiarity and continued practice, and in an era where a lot of games have a shelf life of less than a dozen plays, I’m glad to have titles like this that push against the philosophy of disposable releases. Puzzle Strike manages to reconfigure a mechanic that’s starting to feel overused into something that might not be exactly revolutionary but is certainly a solid evolutionary step in deckbuilders, one that I’m glad to have in rotation.

└ Tags: puzzlestrike
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Feb28

I Eat Losers for Breakfast: A Review of Pitchcar

by ScottB on February 28th, 2012 at 6:08 pm
Posted In: Reviews


We line up, waiting for the flag to drop. I size up the competition – some veterans here, as well as a few rookies. Once the flag drops, though, none of that matters. It’s anyone’s race to win. On the track, experience is your friend – but so is luck, and fortune favors the bold.

The flag drops. Two cars leap off the line into a commanding lead; a third guns the engine too fast and careens off the wall uncontrollably. That will cost him. I opt for a strategic position, just behind the leaders but close to the wall, hoping to pull off a surprise outside move. I hug the wall and ride the rails around the leaders, pulling into first place but with my competition riding my tail. Coming up, I notice a series of tight hairpin curves that could be my opportunity to clear the rabble. I accelerate into the first curve and rocket around the bend into perfect position to punch the next one – only to have my spine realigned as one of the guys towards the back decides to go aggressive, knocking me into the wall.

Now I’m out of position with a blocker in front – do I push my luck, or do I bide my time, positioning myself for an aggressive move in return? I opt for safety – rage makes no heroes out here. I’m forced to take the curves at unfavorable angles; too much acceleration here will only land me on my roof and effectively out of the race. I’m sliding towards the back of the pack, but now that I’m clear of the hairpins, I eye a long, straight length of track that could be my chance to get back into the mix. I punch the accelerator hard. Too hard, apparently, sending me careening off the wall, leaving me with a bad angle on the upcoming curve. Dammit! I need good position here.

Absent that, I’ll take a healthy dose of luck. The lead car suddenly decelerates sharply. I don’t know what happened, and I don’t care – this is the opening I need. The other cars up front are forced to maneuver wildly. I opt for recklessness, smacking the wall hard and riding the rail around the curve sharply. The finish line is in sight – I just need to thread the needle through the mess in front of me. I pick my approach and punch the accelerator hard, screaming through the pack and knocking a few competitors aside, but not hard enough to warrant a flag.

Victory isn’t something that ever gets old.

And that’s what it’s like to play Pitchcar. Normally, this is the part of the review where I’d discuss the rules and talk about all of the interesting decisions. But Pitchcar isn’t that kind of game. It’s practically impossible to create a strategy. It rarely creates tough decisions. It has no metagame whatsoever. It is all about flicking wooden discs – the cars – around a wickedly cool track. The rules are about as simple as they could possibly be – you can’t jump more than two track lengths; you can’t knock opponents’ cars off the track; and you can’t flip your car. That’s about it. There is really no fundamental reason that I should like this game – it pushes absolutely none of the buttons that I usually go for in a game.

But this game has seen more plays in less time than any other game in my collection. My kids love it – even my six year old. My wife enjoys it – and she hates anything more complicated than Uno. The components are fantastic. The track functions beautifully; the number of different configurations that are possible out of the base set is surprising, and once you’ve added an expansion or two, it only gets better. Although it’s not a cheap game, it certainly feels like it’s worth the asking price on quality of components alone. But the gameplay really shines, in ways that are extremely difficult to analyze. This game just shouldn’t be nearly as much fun as it is. But it manages to evoke a sense of the tension and exhilaration and frustration of racing, and does so in a way that’s highly addictive. While the decisions may not be brain-burners, they’re meaningful – turn-by-turn tactics are very important. A player needs to be constantly planning a couple of turns ahead, trying to put his or her car into position for the next shot. But it’s also easy to have those plans foiled by an opponent’s shot or by one’s own misfires, and half of the fun is in watching everyone try to cope with the results of bad flicks.

Make no mistake – this game is a ton of fun. It brings out something in nearly everyone who plays it that’s hard to describe. I’ve never had a session that hasn’t resulted in everyone on their feet, yelling and laughing and trash talking, cheering great shots and jeering great failures. I’ve played it with six year olds and grandfathers, all equally enthralled by the simple act of flicking a wooden disc around a track. It’s a game that has no right to be as good as it is, but it’s one that should be in every gamer’s collection. It reminds us that, sometimes, fun can’t be analyzed. It just happens.

One winner. The rest are losers. And I eat losers for breakfast.

└ Tags: pitchcar
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Feb05

A review after 15 sessions: Destroying cards is fun, but is the game play any good?

by ChrisB on February 5th, 2012 at 9:42 pm
Posted In: Articles, Reviews

This game is, without a doubt, something special. This is far beyond one new gimmick, but rather took several genius ideas, and compounded them into a gaming experience unequal to anything else. Risk Legacy is hailed for its innovation, and rightly so. At the same time, I don’t want to just gush over the obvious novelties Legacy is famous for, but also evaluate if there are interesting decisions in the game play itself.

It should be noted that this review is spoiler free. There is nothing discussed that couldn’t be discovered just by reading the starting rules or examining the immediately available components and cards.

I grew up on risk. I still remember my first game as an early teen. Can you believe I actually went for Asia? I stayed up all night fascinated by the strategic potential. Can you believe I actually thought there was tons of strategic potential? While my gaming tastes have exponentially grown, my fondness for the risk family has remained. I moved on from Risk to Lord of the Rings Risk, both Star Wars Risks, Risk 2210, and then reached critical mass to explode into hobby board gaming at large. To me, Risk Legacy represents my hobby coming full circle – the game that started the spark is now my biggest flame.

Legacy has at least 3 groundbreaking new elements. Foremost, you get to permanently modify the game in ways that has lasting impact on all future plays. If you’ve read or heard anything about Legacy, you’re probably already familiar with this feature. The game has a memory. You will be placing stickers on the board, writing on the board, and destroying cards.

These modifications will stay and impact all future games. This new concept has gotten a lot of attention and excitement, and like any bold new idea, a fair amount apprehension and skepticism. But there’s just nothing like the exciting payoff of when you make these forever decisions.

There are many things that trigger the ability to make a change to the game. Most of them happen at the end of a session. The winner gets to select from a menu of options, while those who simply were not eliminated also get a couple of choices. These rewards at the end of a session only last for the first 15 plays. Here are some of the permanent modifications you get to make:

Scars: theses are stickers that go onto a territory, and either enhance or hurt the territory. For example, you start the game with scar stickers that could either give +1 or -1 to defense die rolls in that territory. Forever. When you play these, you gotta think about not just the immediate impact to the current battle, but how it will shape continent balance and stability (or the diabolical lack thereof).

The game promotes, although it doesn’t necessitate, players being loyal to certain areas of the board. Shaping the board so that your area is advantageous in future plays is a decision of special significance. Risk Legacy, through scars, now has a number of ways to give a territory a special ability. For example, imagine hurting the defensive ability of Central America, and how that decreases the viability of controlling the continent commonly referred to as North America, and how that in turn increases the attractiveness of the continent of Strong Arm de Kilheffer, known in vanilla risk as South America.

Factions: For each faction, there are 2 powers to choose from before the first game. Select one, destroy the other. Additional faction powers will be unlocked as the game progresses. This means you’ll have factions with a unique set of 5 or 6 characteristics. It was a nice touch to have different factions for a risk game. It was a huge leap forward to have factions that are completely different than say, the same factions in my buddy’s copy of Legacy. It’s an extra layer of awesomeness to watch the factions develop, evolve, and grow over time. Much like an interesting character that develops in a story, you’ll start to watch these factions grow depth and personality. Your world will have a history, and so will your factions. Some will wax, some will wane.

One minor criticism is that most of the starting faction powers seem to have an obvious “better” choice, resulting in a lot groups selecting the same or similar sets of starting powers. This is mitigated by the powers unlocked later. As you get further into the game, the new powers will get more interesting, as will the method of assigning new powers.

Territory incentive: Each territory has a corresponding card, and that card is worth a certain amount of coins. At the start of your turn, you can cash in the sum of all your coins on your cards for troops. The more coin, the more troops. You may possibly draw an incentivized territory if you control it at the end of your turn. Players are in complete control of which territories get incentivized. If you don’t win a game but instead merely avoid elimination, you’ll have the option to add a coin incentive to a territory card. If you win, you even have the chance to destroy a territory card. As you get further into more plays, the choice of territory incentive becomes more interesting as the ramifications of high coinage increases.

Naming Stuff: At the conclusion of each session, players may have the option to found cities. As the icing on the cake, you get to name them. If you win a session, you have the option to name a continent. And, after 15 plays, the player with the most victories gets to name the earth. Naming continents and cities adds a type of creative outlet not often present in strategy boardgames. You’re not just crafting creative strategies, but you get the chance to put some funny or memorable names permanently written on the board.

This underscores just how personalized the game becomes, and allows all participants to have a sense of ownership. Every player gets the ability to make their mark, permanently add, and get personally invested in not just one game session, but their unique copy of Legacy. I may be the one that purchased my copy, but there are 9 guys that own it, because it has their name is on it, their input shaped it, they made decisions that impact all future players of this game, and they and they alone have bonuses and incentives in Earth 00001566.

There’s other ways you can permanently modify the game, which are very exciting and alter the game in enormous ways. I just can’t tell you about them. Maniacal laugh, maniacal laugh!

Another groundbreaking new feature for a boardgame is unlockable game elements. This is a double stroke of genius. The permanent decisions alone would’ve been innovative enough. But, combined with that, are sealed compartments in the game that are not to be opened unless certain game requirements are met. This coupled with making permanent additions to the board is double revolutionary. The concept of something that is hidden for you, the eagerness, the wait, and the excitement of the long anticipated revelation of a secret, is now all incorporated into a board game. Isn’t it incredible that board game reviews now have to be accompanied by spoiler disclaimers?

Image courtesy of boardgamegeek.com reviewer EndersGame

This takes something routine like learning new rules, and giving it the Christmas morning effect. Normally, turning the page in rulebook isn’t an exciting, thrill packed moment. But now, as you play, you can satisfy requirements to add new surprise rules to the game. Opening new components and learning new rules because you’ve earned the right to discover the secret is far more engaging than flipping to an “Advanced Rules” section of the rulebook.

A third innovation is not only will the game be uniquely customized through altering territory powers, adding permanent cities, etc, but there will be special powers and abilities granted to you. Even if two copies of Legacy happened to have the identical customizations made to everything, there will be special abilities granted to Theodore Geisel on one copy that he will not have on another copy. For example, if you get the honor of naming a continent, it will grant you and you alone the ability to get +1 dude for controlling that continent.

The joy is in the journey. But the customizations and sealed components will reach an end. When it’s all said and done, you will have a game no different than any other in your collection, in that it’s completely playable, yet static. This is often misunderstood, so to be completely clear, Legacy will never reach a point where you can no longer play it. It will never be disposable.

Just because it reaches the end of possible customizations, doesn’t mean it will reach an end in playability. It does not expire after 15 plays. And just because you hit 15 plays doesn’t mean every packet is opened, every scar is played, every faction power is assigned, and every card I can’t tell you about has seen play. Every other game you love works just fine without being able to write on it, destroy it, and put stickers on it, and so does Legacy. Although I must admit, Legacy has spoiled me. Every other game where I can’t sign the board has become a letdown.

The gimmicky (in this context I use gimmicky as a term of endearment) parts of this game have been much heralded, and it’s absolutely well deserved heraldry indeed. But Legacy’s other success hasn’t gotten nearly as much attention – the actual game play. Without interesting decisions with an exciting payoff, this would just be a cross between a board game and a coloring book. It’s important to know that the game, without the awesome gimmicky stuff, has satisfactory depth in its own right.

Territories, continents, factions, and players themselves will develop a unique set of abilities over time. Legacy gives you the opportunity to create cool combos, in terms of pairing factions, starting territories, and yourself. As factions gain more abilities, as continents become modified, as more scars are unlocked and placed, and as players themselves gain bonuses, you begin to be able to put together a knock out combo of yourself, your faction, and your continent. In this way Legacy gives you long term strategic choices spanning multiple sessions.

Players start in only 1 territory, and must expand through empty territories to reach other players. With all those empty territories and wiggle room, doesn’t that delay aggression? In Risk 2210, one of the small drawbacks is the potential for the lack of conflict in the first turn or two because of the empty territories. Legacy does not have that problem. It’s very common for the game to end with lots of territories still empty, because attacking your opponent is (usually) so much better than expanding into an empty territory.

Legacy plays fast and furious. The level of aggression that Legacy promotes is comparable to Nexus Ops or Summoner Wars. There are two things (that I can tell you about) that put players at each other’s throats immediately. One is the victory condition itself. You need 4 red stars to win. Each faction starts with an HQ. Each HQ you control counts as a red star. People will have to try to conquer bases and go right after the heart of their opponents in order to win.

The other aggression incentive is the cards for combatants cash in system, which is rather clever. In order to draw a card with coinage at the end of your turn, you must conquer a territory from another player, not just expand into an empty region. At any given time there are 4 territory cards available to draw from, and the 4 that are available will rotate throughout the game. At the end of the turn, if you’ve taken at least one territory from an opponent, you will get one a card. If you own one of the four displayed cards, you take one of them. If you don’t own one, you’ll draw a generic coin card, worth only one. Those territories with more coins are enormously important, and those territories will be fought after with such force that it will cost the lives of many genetically enhanced bear riding muscular face painters.

Reading through the rulebook, it’s no spoiler that there will be starting placement rules to unlock. Once you’ve unlocked them, you will delve into new depth in the game. Starting setup is going to be a fascinating, challenging decision point. The weight, importance, and interestingness of the starting placement will be comparable to the starting placement in Catan.

Risk, in all its iterations, has fulfilled its titular promise to provide decisions based on risk. Every attack you make, you risk weakening yourself. Every success you have puts you at risk of being a target. Going for the victory presents a risk, which if unsuccessful, will make the next player’s potential for winning even higher. Even if it’s just to conquer a well defended but incentivized territory, each turn will have push your luck style decisions. Every session has given me agonizing decisions of “should I go for it, or should I gather strength and wait?”

Not only are you presented with the interesting decision of going for the risk, but you also need to figure out how to go about it. All of the faction powers and territory modifications really make for an interesting dudes on a map game. Instead of a board of 42 territories of equal value, the defensive and strategic value of the territories will have a lot of variability. Your evaluation of the map and forming your battle plan will become more interesting as the board and factions evolve. Minor tweaks are going to begin to have big consequences in your decision making. As more ways to gain red stars are unlocked, the more opportunities arise to put together a creative path to victory.

Missiles are another interesting decision point. For every prior win, you receive a missile token. Each missile can be used once per session to change any battle die rolled by anyone into a 6. Since each missile token can be used only once, judging the timing of the best use of them is an interesting decision. As the game develops, so will the difficulty of your missile choices. Trust me on that.

I tried to break this game. I really did. What’s the best continent in basic risk? Australia. Would Australia be broken if only one person could ever start in there? Would it be broken if that person got 4 troops for controlling it, not just 2? Would it be broken if the customization of that continent gave that same player a natural single handed advantage for the event cards that were unlocked? Close. As you start to have concerns over player balance, continent balance, faction balance, turn order balance, the game comes to its own rescue with new materials. Every time the game was about to give players pause, a pack was opened and saved the day. Trust me, this game knows what it’s doing. It’s like a toilet with a sensor that automatically flushes. It knows how to take care of the crap you leave.

When you make these permanent, game altering decisions, it isn’t just about tweaking a map feature that could impact anyone in future games in unpredictable ways. You are making strategic decisions to help yourself in later sessions. You can turn Africa into a well defended power house, and it could be something that only you would gain the most benefit from. Some of the most interesting and difficult decisions were the ones I made after winning a game and choosing how I would modify the board. Due to the gravity of the decision, more than once we allowed folks to think about their choice throughout the week to be finalized at the following game night.

The game rewards you for winning. The thrill of victory is no longer the only benefit of conquering your foes. This creates an incentive to win and play well beyond the naturally present desire to win. For starters, you get to sign the game board. Isn’t that cool? Then, you get to modify the game in a way that only the winner can. Then, in all future games, you’ll get one missile for every time you’ve signed the board.

For me, this is a highly potent tension creation function. Part of what creates tension in a board game is the desire to win coupled with the difficulty in obtaining it. As these grow, it produces tension, which results in being emotionally invested in the game. Since the game itself increases the desire to win the game, beyond just the normal competitive desire, it increases tension. Not just in one session, but across the campaign as the world is formed. The victor rewards also motivate players to keep the game balanced, because players are even more incentivized to prevent players from winning, in order to keep their overall advantage across sessions in check.

There’s also a few nice little touches to Legacy that are a little above and beyond and help create this new experience. First, on the game box you have to break the seal:

Image courtesy of boardgamegeek.com reviewer EndersGame

And its got a frickin handle to carry the game with. Who does that, anyway? (In this context I use frickin as a term of endearment) Then, before you play, you must sign a contractual agreement:

Image courtesy of boardgamegeek.com reviewer EndersGame

And then, as you try to pimp your game storage and remove the tray (or browse forums), you discover this little mind game:

Image courtesy of boardgamegeek.com reviewer EndersGame

It can’t be overstated just how brilliant this game is. It gives you the chance to make permanent decisions during play that simultaneously has immediate and long term strategic game play consequences. It gets better every time you play it in a very real way. Every copy of Legacy becomes an original. It becomes something you and your buddies created. It’s true what the box says – you play it, change it, and make it yours.

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