Showing posts with label Munchkin Quest. Show all posts
Showing posts with label Munchkin Quest. Show all posts

Wednesday, June 09, 2010

In Which The Warlock Rants Just a Little Bit...

This is going to sound like heresy to some of my gaming friends, particularly in the Springfield area. Really, this is going to sound like heresy to the PlatinumChick even, as it's going to sound a little off-putting, even though it fits.

I, your friendly neighborhood Warlock, can't stand EuroGames.

By EuroGames, I'm referring to the genre of board games that have been coming out of Europe for the past decade or more, which include "Settlers of Catan", "Carcassonne", and "Galaxy Truckers". U.S. developers and the like have been creating these as well, with games like "Kingsburg" and the like. Eurogames are epitomized by their 'friendly' nature--they're built for the family and the like to sit around and kibitz. They're rarely competitive, because people are only rarely "knocked out" of the gameplay. They're rarely involved, because they're meant for a whole family to play, which means that they tend to be unfocused.

They bore me. To tears.

The passive agressive nature of conflict in these games aggravates me beyond belief. Even the most aggressive PvP player in "Settlers of Catan" can only build from their own starting position, and only pursue other players with The Robber when the dice allow. Strategy isn't involved--it's pure dice luck, as you're more focused on building up your own cities.

"Kingsburg" is a really killer in that nature. For the entirety of the game, you have no contact with the other players, aside from placing your dice. And, even then, the most aggressive that you can get is placing your dice in a space that another desires.

That's miserable. That's sad.

Conflict is, and must be, at the root of all games. It's human nature to want to win, and to use our wits (and other resources) to do it. When a game removes that conflict, it becomes nothing more than a table-piece--something to decorate your room with.


Without conflict, what's the point?

As I set out on the 5th (and hopefully submission!) draft of "Dungeon Slam!", I've been keeping this idea deeply in mind. "DS" has really become something different than everything out there. At every level of the game--from start to finish, and from high to low powered--there are ways to interfere with other players. Even a freshly dead, weakened character can make the life of a fully beefed-out champion into a living hell.

Smirk and Dagger Games have always done a great job with this, as have a few other companies, such as Fantasy Flight. Of course, Steve Jackson's "Munchkin" series emphasizes this philosophy, but it's a true rarity in a sea of Euro-trash. Most uniquely, "Arkham Horror" (and games of its ilk, like "Fury of Dracula") include conflict, but rather force the players to group together, as they attempt to defeat the game itself. Conflict remains, whereas games like "Settlers" leave me wanting.

Alack, alas, fellow gamers...a great void exists for us cut-throat bastards, who want nothing more than to stab their brethren in the back, betray them in underhanded manners, and break their words. With any luck, "Dungeon Slam!" and its follower "SunnyVale Acres" will break new/old ground in the gaming world!

Saturday, December 20, 2008

The Warlock's Review: "Munchkin Quest" by Steve Jackson Games

When Munchkin Quest was announced formally, just about a year or so ago, I had already known about it--there were whisperings of it at Origins 2007, and there was a little bit of available for demo, on the final day of said convention.

This didn't stop me, mind you, but there was a little bit of a niggling doubt in the back of my head as I began work on Dungeon Slam!, asking me "Why are you going to start on a tile-based, backstabbing, dungeon-crawler boardgame when Steve Jackson--a man much more important than you--is about to do the same thing?"

My mental response was, of course, "huh?"

In this case, ignorance was the correct answer. While Munchkin Quest does a good job of putting forward the base Munchkin card game as a board game, it leaves much to be desired as a real dungeon-crawl.

Munchkin Quest begins just as the card game begins, with the characters at level 1, and they're quickly trying to blast their way through a series of monsters on their way to hitting level 10. While I only played the 2 player version of the game, I felt like the quintessential "backstabbing" of Munchkin was almost completely absent. Lionel and I spend most of our time on opposite ends of the dungeon, only staying together long enough to help each other through the lower levels.

While the Munchkin Quest game was a fun little diversion, it loses much of the simplicity of its card game predecessor. In addition to the expandable board--quite colorfully and boldly done in laminated cardboard, the sheer number of pieces and cards becomes almost mind-boggling. Lionel owns a 6 person dining room suite, and we very nearly took up the whole of it with the various pieces, cards and room tiles. That's a feat that Arkham Horror has a hard time doing, even with the 4 expansions it has!

Coupled with the sheer volume comes the complexity of the game itself. There are something along the lines of 5-7 major phases to each person's turn--again, longer than even an Arkham Horror. One of the more needless phases to me seemed to the monster movement--set to a colored die, the movement of each monster is determined by what color entrances and exits are lableled on the room tile that it is on, as well as whether the hallway pieces are "doors", "locked doors" or "secret doors". And this has to be done for each monster! This was a little much for me...

Similarly, each individual turn seems to last an inordinate amount of time. Despite only having 3 movement points, I (as a 3rd-4th level character) fought 5 monsters in one turn, looted 3 different rooms and bought and sold items. This is to say nothing of the massive amount of "Treasure" and "Deus Ex Munchkin" cards that I had gained through this, and consequently had to read and wrangle.

The raw simplicity of Munchkin was just...gone. Sylish, yes, and definitely capturing the feel of the original game, but there's just too much here. Speaking as someone who loves piece-heavy board games--again, AH is one of my favorites--the sheer volume of items, pieces, and tiles here make Munchkin Quest more tedious than anything else.

If you're a fan of the game, you'll definitely enjoy it. I was, once upon a time, and would have reveled in this game, had it come out 4 years ago. But now...it's a bloated, overly complex inflation of Jackson's storied franchise.

...At least I don't have to worry about Dungeon Slam! being too similar!