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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
Review forthcoming. There are a lot of positives. A lot of them. But there's an issue with the rulebook (the Search description in the book is incredibly vague on Nazgul dice requirements, compared to the hints card; something we didn't notice until today, so many of our Searches in the previous two games were probably worse than they should've been) and, in general, it simply feels overtuned, such that the enjoyable experience outstays its welcome for how long it takes to plan your way through everything.
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- Jackwraith
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- Ninja
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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- Jackwraith
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- Ninja
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I've never done the two-factions-at-once thing, since we've always played with 4 before and it's, uh, quite the brain melter. Since the two have multiple actions that affect each other, you have to win with BOTH, so you can't just lay down with one and win with the other one. But since they have multiple actions that affect each other, it's kind of a challenge to make progress with both of them in the same way you normally would. The short game is a boost, though, since it begins with both of them in a fairly advantageous position. At one point, we had the Raj down to 16 points but he came roaring back after the first Campaign card and leaned heavily into Imperialism (from Govern) for the rest of the game, eventually ending up with 43 points (4 more than needed) before I played an event that blew up his position in West Bengal and then drove him out of a couple of the smaller states, as well, bringing him back down to 37 and with no Resources remaining. The Revolutionaries played a good, subtle game, keeping most of their guys underground and out of the sights of the British. I made great progress with the Muslim League, setting up Muslim states in Sind, East Bengal, Assam, and Punjab (i.e. almost what became Pakistan and later Bangladesh) but I just couldn't get over the hump with the Congress, being stuck on 19 points. So, when the next Campaign card came up, the Revolutionaries walked off with it with 17. It was a really solid game, given that one player had never played before and I was playing for the first time in years and trying to manipulate two factions. I was pretty sure this one was on the 'keep' pile and I think this confirms it.
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- Jackwraith
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- Ninja
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
- Posts: 4604
- Thank you received: 6352
First game against episode 2 (Nameless Woods) was against Hastur and instead of lining up a balanced party, I just took two investigators that I'd been wanting to play in Ikeda Saito and Salvador Dali. The former's speed, toughness, and ability to alter dice based on wounds I thought was flexible and cool enough to try, while Dali is Dali and he also has some rerolls with Flexible and Arcane Mastery. But the Yellow Sign tokens kind of wore us down and the Nightgaunts turned into something of an extraordinary problem because we couldn't do enough wounds to take them out before they'd flock somewhere else. In the end, we got ground down and couldn't complete the ritual before Hastur arrived, at which point it became too much and both characters died from wounds.
The next time I tried, I again just took whoever looked cool or that I'd been wanting to try, so I teamed up Amir with Bert (Albert Einstein) against Tsathoggua. The latter is quite cool because he has Toughness and can investigate in dangerous spaces. That allowed him to pick up quite the collection of items and companions. Between the chainsaw (+2 green dice against monsters, -1 die against cultists) and the Bowie knife (+2 green dice if fighting a solo monster), Bert turned into the front man destroyer, while Amir with Swiftness was able to run around and disrupt the ritual before the big toad could arrive on his own. Of course, I only realized after I'd picked them both that that they both had what many consider the best skill in the game, which is Arcane Mastery. Some rapid advancement of that and suddenly Bert's rolls were kind of insane. But the toad's Fatigue tokens when in his final form were really onerous and Amir died to them on his last turn while Bert would have died if he hadn't managed to get two attacks in on the GOO and wipe it out before that. So, again, a close game that was interesting, even though Arcane Mastery was a decided edge.
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- hotseatgames
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- D12
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Each faction is a different cult trying to wring the most power out of a poor village of peasants. I controlled the Necromancers, and two other players had the Demonologists and the Doom Sayers, which are basically plague doctors predicting the end of days.
The game is complex, and the manual is lacking in some key details, but I had gleaned many of them from an FAQ thread on BGG. There are cases where actual TERMS are missing from the manual.
Each faction has its own strengths. My Necromancers can build up their cult cheaply and don't rely on peasants so much. The typical way to gain cult members is to convert peasants. Since I did not need peasants (I just spend bones or silver since I'm basically raising the dead), I set about murdering peasants to deny them to the other players.
There are many ways to score VP (hilariously referred to as 'taint' in this game) and picking your battles in terms of which ways you intend to make VP is pretty crucial. I knew I was going to get the points for largest cult, and I had been hording blood all game, so I knew I'd win most blood as well. You spend blood during blind bids, of which there are 5 during the game. I played it coy and only won a single one of the bids. Further, I had a power that gave me blood any time I lost a bid, so I just made sure I would lose. And, when I wanted to win, I was able to change the power to reward me for winning, AND had another power that allowed me to change my bid AFTER bids were revealed. I used this to win where I otherwise would have lost, and it was delicious.
The game is very cool, and is only held back by a couple of rules that are a bit "game-y", and a lackluster manual. It was very well received and I expect we will have it back to the table soon to try different factions.
After that we tried another new acquisition, The Gang. This co-op poker heist is simpler than I even anticipated, and we played it twice in short order. I'll probably check out the add-on powers or equipment cards, something like that. I liked it, but I think it probably really shines above 3 players.
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- Jackwraith
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- hotseatgames
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- D12
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- Posts: 7429
- Thank you received: 6889
Jackwraith wrote: I'm interested to know which rules you'd consider "gamey"? First I've heard of it, but I like the overall description.
One is that the game has the following "resources": Silver, Blood, Sulfur, Graveyard Bones, Anvil Dust, Graveyard Dust. But only the last 4 are actually "resources" in game rule terms. If something requires 1 resource, you can't use silver or blood for it. Some factions do make exceptions with this, but it is just a bit incongruous.
Another involves determining area majority. It is determined once at the beginning of resolving a location, and even if cultists get killed before they activate, the "majority" order never changes. It makes sense in game terms but is again a bit off-putting.
Neither of these are big deals, but they just seem a bit weird. I think you'd like the game.
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- Jackwraith
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I still enjoy the game, but probably not enough to make it come off the shelf often enough to make it avoid the purge pile. Even with the additional season, it still feels like there are too many constraints and too many aspects to the game that simply won't be sufficiently explored (like the meadow tiles, most of which you won't see because you only score for those around the Great Tunnel (which has been enlarged, so it is superior to the old one.) I think the basic design is still too bottlenecked to really become what was intended, which is unfortunate.
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- Jackwraith
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Anyway, knowing that Dark Spawn have to be one-shot (they have 3 wounds) or they'll (ahem) spawn another one of their kind, this episode is complicated by the fact that one of the episode monsters are Ghouls, who also have 3 wounds and also have to be one-shot or they'll summon another of their compatriots. The other episode monster are Star Vampires, who do wounds back to anyone who hits them with Elder Signs (aka Arcane Mastery symbols.) So, if I'd taken AM Investigators, I'd still be killing things faster but I'd also be getting hit in return. But wanting to be combat-forward, I took Agatha, whom I've been wanting to try, who can take Stress to add wounds to her attacks and has Marksman and Stealth, as well as Munoz, who has the Mystical Insect token which he flips like a coin to add a level to either his Toughness or his Brawling.
My first attempt was a complete faceplant, as my dice were horrible, the Spawn started swarming, and Agatha died about four turns in. Already in the midst of a frustrating evening from non-game events, I wondered if I'd set the bar too high. I'd also drawn Madnesses that encouraged both of my people to discard the Items or Companions they got from Investigating. So, I reset and grabbed one Artifact each: the Ritual Dagger for Munoz and the Runecarved Spear for Agatha. I also drew two new Madnesses in Hypochondria and Psychotic Episodes, which are both much more positive in their results. I proceeded to bash my way through things, interrogating suspects and narrowing it down to the Prefect, whom I then killed to disrupt the ritual and summon Black Goat. I was rolling pretty well and had only summoned more Ghouls and Spawn a couple times. Munoz fully engaged the insanity of the moment, rocketing up the chart and getting extra dice, while Agatha proceeded much more slowly. At one point, Black Goat had teleported to the Yellow gate, where a Spawn and Ghoul were already in residence. At that stage, he starts dealing out 1 wound to every figure in his space and adjacent spaces at the end of every turn. So, in the course of 1 turn for each of my people, suddenly there were 3 Spawn and 3 Ghouls in that space. Meanwhile, Agatha came behind them and blasted the Goat (along with some helpful volatile chemicals), whereupon the Goat teleported again... right next to Munoz. At that stage, he also summons all of the Spawn to him if he takes wounds and then can't be wounded if there are monsters or cultists in his space, so Munoz had to Brawl through things a bit, but then put more wounds on the Goat until Agatha could show up at the door and blast him again, winning the day.
In the end, neither Dagger nor Spear did a whole lot; basically just cleaning up some stray Cultists because I didn't want to use the Dagger on new Spawn or Ghouls because they would just summon more and because Agatha didn't pick up any extra dice in her attacks for a long time. I did boost her Killer Instinct, so she was dealing out 2 extra wounds for each Stress she spent, which is how she kept the numbers low when she did attack, though. At one point, Munoz was down to 0 Stress and 1 wound, so it was (ahem) dicey there for a bit, but eventually they came through. I don't think this proves or disproves my Arcane Master Is The Best Skill theory, because dice and because sample size. But it was at least refreshing to win without one Investigator wielding that ability and against the toughest of the Big Bads. The only GOO I haven't tried yet is Nug or Yeb, so I think I'm going to load up one of them next time (Shootout at the H. P. Corral.) Of course, using either of them means the other is on the board as a monster, so there's that. Corral also bring in Bokrug, which is another big monster, so this might be kind of a slugfest.
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