Showing posts with label Origins. Show all posts
Showing posts with label Origins. Show all posts

Monday, June 30, 2014

The Warlock's (Double) Review: Zombicide and Ghost Stories

I've made no bones about the fact that, because of my work on demoing Cold Steel Wardens, my time at gaming conventions has significantly changed.  At the big shows like GenCon and Origins, I really have to budget my time, making sure to have enough time for travel, food, a bit of play-time and time to troll the dealer halls.  Given that, my time in the dealer halls has become much more focused:  I'll actively hunt down deals on the items that I'm looking for, rather than simply wander around aimlessly and see what I stumble upon.

This time around at Origins, I had two items in my sights, both of them cooperative board games in very different millieus:  Ghost Stories by Repos Productions (distributed by Asmodee), and Zombicide by Cool Mini or Not.  While I only found Ghost Stories at Origins, the PlatinumChick was kind enough to pick me up a copy of Zombicide for my birthday, so we spent the past Saturday giving a run through each!

Ghost Stories

Ghost Stories takes on an area of mythology that I'll readily admit, I'm not particularly familiar with.  In Ghost Stories, players take on the role of Taoist kung-fu monks, defending a tiny village from an onslaught of ghosts, brought forth by Wu-Feng, lord of the Chinese Hells.  And, when the game's in full swing?  There are a ton of ghosts invading that tiny little village!  At times, the feeling of hopelessness and dread is palpable around the table while the ghosts are marching in, haunting village tiles and slowly eroding your defenses.

Ghost Stories
Created by Antoine Bauza (Repos Productions)
Distributed by Asmodee.
Gameplay proceeds in two phases:  a Yin phase, where ghosts enter the board, use their special abilities, and attempt to haunt village tiles, and a Yang phase, where the monks can move, exorcise ghosts, or utilize the special abilities of the native villagers.  It's an easy game to lose, truth be told:  if the monks are reduced to 0 Qi, if three of the nine village tiles are haunted, or if the deck of ghosts runs out, the players lose!  Only by confronting Wu-Feng's avatar and defeating him before the ghost deck runs out can the monks save the day!

Luckily, the monks aren't chumps at defeating ghosts.  Each monk has its own special abilities, providing an edge against Wu-Feng's army.  The red monk, for instance, is the master of movement:  he can either grant extra movement to other monks or (as an alternate ability; you don't get both!) teleport anywhere in the village as needed.  The green monk is best at manipulating dice and can potentially outright ignore the dreaded "curse" die, which certain ghosts inflict when being exorcised.  Further, each village tile has its own unique abilities, which the monks can use instead of directly exorcising a ghost.  The Sorcerer's Hut can instantly kill any ghost on the board...if the monk is willing to sacrifice the Qi for it.  The Night Watchmen's Beat pushes back "haunter" ghosts, buying the monks a little extra time before losing some precious ground.

The components for Ghost Stories aren't much to speak of--the minis that are present are fairly nice, particularly the "haunter" miniatures, which appear as creepy, lurching robed figures, advancing on the village.  The art, however, screams theme at maximum volume.  Each ghost is lavishly illustrated with horrific details, and even mechanically identical ghosts have unique art on each card.  It's a great detail that significantly improves the game quality.  I will admit, the copy that I purchased at Origins did not come with all of its complete components, though a quick email to Asmodee had the missing tiles in my hands within a week--definitely points in their favor!

Overall, Ghost Stories is a great, if punishingly hard, game that really tests your ability to work cooperatively around the table.  At times, Ghost Stories almost feels puzzle-y, with the group trying to figure out, "Okay, we can't give up that tile, but we lose it on Green's turn.  Red, can you move Blue over to the Pavilion of Heavenly Winds, so that he can attack and use the tile to move Yellow into position to take on Green's ghost?"  That's some intense gameplay, but the puzzle nature takes you out of the kung-fu theme of the game a little bit.  However, the art puts you right back into the fray very quickly and the game itself is fabulously fun.  If there's one true knock I have against Ghost Stories, it's that it only hosts a maximum of 4 players.  With our game table usually filling up to 7 or 8, 4 just doesn't cut it!  Aside from that, though?  Give it a run--Ghost Stories is a blast!

Zombicide

Okay, so this one's not quite fair.  I've actually played Zombicide before, at one of the Wittenberg Game Nights.  But, having received my own copy, it's quite a bit easier to review!

Zombicide
Created by Cool Mini or Not
Zombicide is probably *the* minis-based, tactical zombie-apocalypse board game.  Let's get that out of the way at the start.  Produced by Cool Mini or Not, Zombicide is full of great components:  fantastic tiles, thematic (and not overly gory) art, and absolutely spectacular miniatures.  The zombies aren't just carbon copy clones of one mold; rather, there are numerous zombies in various poses, genders, and clothing.  From a sheer component point, this game justifies its hefty price point.

But as a game?  It's still fairly solid.  Survivors walk that balance between feeling like epic heroes (mowing down droves of zombies with a chainsaw is not only possible in this game, but encouraged!), but are simultaneously fragile, only able to absorb two wounds before succumbing to the zombie hordes.  Melee weapons seem to have a slight edge over ranged weapons in the base game, though they come with the disadvantage of having to actually get close to the zombies!  Further, the game has an in-built mechanic that escalates the zombie threat as the survivors gain experience.

Zombicide does have few odd rules that just don't seem to make sense in the context of the game.  Cars, for instance, provide no actual cover or protection against zombies.  Further, while they're typically a welcome sight--allowing a driver to run down numerous zombies in but a single action--cars are almost a bit too common.  The scenario we played had four, just sitting in the street!  In addition, there's no way to shoot zombies that lurk in the same square as another survivor.  Unless you have the "Scoped Rifle"--an item that you have to actually assemble during the course of the game from a "Scope" card and a "Rifle" card--any shot into a mixed area automatically targets survivors first!  That's a fiddly rule that really tears down the fun of the game and doesn't make sense, outside of giving melee weapons another edge (you can choose your targets with melee weapons).

That said, there's a ton of replay value to be had in Zombicide.  In addition to the numerous scenarios in the rulebook (and the possibility of entirely random scenarios, based on simply throwing down tiles and the like), there are a plethora of free missions and promo survivors ready to be printed on the Zombicide website.  Further, Zombicide already has two major expansions out, centered on a mall (echoing Romero's Night of the Living Dead movies) and a prison (echoing The Walking Dead).  A fourth expansion is actually being Kickstarted right now, centering on player-vs-player combat within a ruined hospital.  I'm on the fence about this expansion--the prior two instituted zombies that felt "cheat-y", such as ones that were just outright immune to melee or ranged attacks--though this one does have some appeal.

With a few house rules and mechanical tweaks, Zombicide is absolutely the best, most thematic, most tactical zombie miniatures game on the market today.  That said, it does need those few tweaks for playability, and a would-be collector should be well aware of power creep (both on the survivor and zombie sides) as the expansions go on.  But, the replay value alone should keep you mowing down the hordes for months to come.

Tuesday, June 17, 2014

The Warlock's Origins 2014 Recap!

Sweet zombie Gandhi, readers; it's been a while!  Real life has, as you might imagine, prevented me from keeping up with my weekly blogging.  However, having just made it back from this year's Origins Game Fair, it's high time to toss another entry into the pot!  So, without further a-do, here's a look back at this year's show!

Firstly, HUGE news!  After some delay, Cold Steel Wardens: Roleplaying in the Iron Age is finally on sale!  The PDF went live on the Chronicle City web-store the Tuesday before Origins, just in time for all those lovely gamers to get their hands on a copy of my first game.  Let me tell you, this has been a long time coming, and I'm still somewhat in shock that I'm a "real" published game designer.

The con itself was an absolute whirlwind for me this year.  Between the PlatinumChick and myself, we ran 52 hours of CSW.  For me, it was literally a full-time job for the week:  8 hours of games a day!  On the plus side, these games were a great mix of previous CSW players, some long-distance friends, and new players to the system.  Nearly every one of the WittGuild's games went off, with Friday and Saturday filling up the Union room we were in!

That said, I did manage to sneak away in the mornings for a while to get in some non-CSW gaming.  I threw down some ICONS on Thursday morning, a Venture Brothers-themed Paranoia game on Friday, a Cartoon Action Hour version of He-Man and the Masters of the Universe on Saturday, and a Justice League themed game using Mutants and Masterminds on Sunday before shipping out.  Also, I was sure to keep my evenings free to indulge in some of the great food found in Columbus' Short North neighborhood.

The ICONS game was an utter blast.  The first in a three part JSA storyline, the game ran quick around the table, even with 8 players sporting characters.  The GM was clearly enthusiastic about both the system and the source material, pulling out some fantastic villains to counter our Golden Age heroes.  On an awesome note, ICONS author Steve Kenson had offered the GM some prize support; a really stand-up gesture on his part!

Unfortunately, I can't really say the same about the M&M game.  The scenario felt poorly written, with little investigation or even interaction with NPCs.  We simply drifted from fight scene to fight scene with some nonsensical narration in between.  In one instance, we ended a fight scene by watching a huge portal open, only to return to play having been captured aboard a Thanagarian starship.  Worse, the GM insisted on splitting the table into separate groups for three of those four scenes, running one side's combat, completing that combat, then starting the other.  I literally spent over an hour and twenty minutes at the table before even finding out where my character (Green Lantern John Stewart) was!  While the table banter was great between the players, the scenario itself was dismal and the game definitely suffered from the typical problems with M&M:  overly complex characters with inflated (and incorrect!) numbers that don't really represent the idiom well.

However, the He-Man game more than made up for that disappointment.  Full of absolute fans of the iconic 1983 series, the game began with the classic theme song and didn't let off the gas for a moment.  While the scenario was simple, it perfectly fit in with the plotlines of the old show, while showing off the new rules for CAH splendidly.  Our game came complete with commercial breaks, breakfast cereal (it was Saturday morning after all!), and even a post-show moral delivered by yours truly!

Y'know, after coming to Origins for 7 consecutive years, you'd figure that I'd be an old hat at this thing, but really?  I find myself learning new things all the time...

  • The Happy Greek in the Short North?  Absolutely fantastic.  Even better?  It was utterly deserted on a Thursday night and our table of 8 was seated immediately.  Can't beat it with a gyro stick!
  • Speaking of food, I'm giving up on Flavors of India at North Market.  The last two times I've been there, the curry's been watery and lacking flavor.  So many better options are right there!
  • Wow, am I ever glad that we arrive on Tuesday evening.  Being able to pick up our badges the evening before the show starts really frees you up!  Those lines are hateful!
  • Best way to start the convention?  A free breakfast and a morning soak in the Drury hot tub. 
  • I think I'm done with Paranoia.  While I always have a good time playing it--and did this time, too!  Our GM was fantastic and the sheer idea of combining The Venture Brothers with Paranoia is mind-blowingly hilarious--Paranoia tends to play very 'samey' to me:  get mission, begin wacky hijinks, get terminated over and over.  It's just a touch repetitive for my taste.  Maybe I'll come back to it after a while.
  • Same thing with Mutants and Masterminds.  I'm not sure why it gets the acclaim it does, outside of being a huge part of the d20 boom.  While I love Steve Kenson as a designer, ICONS is such a superior game to M&M:  it's easier to GM, play, and generate characters in.  There are just other, better systems I'd rather play than Mutants and Masterminds.
  • Next year?  No occult themes in the CSW games.  Not that they're bad, really--CSW does low-level occult mystery games beautifully--but I want to be able to show off a new kind of scenario.  The gangs and crime families are so integral to New Corinth, it's high time I show them the spotlight.
  • Also?  No more 2 hour demos.  They don't fill out enough to justify running them.  The four hour games fill better.
  • For that matter, the Chew games didn't fill.  Very sad, considering how awesome the comic is!
  • I have no idea how I managed to stay awake during this year's Origins.  Literally every day from Wednesday on, I was awake at 7am or earlier, running game from 1pm till 11pm, then hitting the bar until at least 2am.  In the words of Lieutenant Murtaugh...
  • A tablet makes running game *so* much easier.  Great investment on my part.
  • Forgetting your camera sucks.  Obviously, no pics this year!
  • Always check a used game before buying it!  I picked up a copy of Ghost Stories on the cheap, having been told by the booth staff that he had "just checked it" an hour or two prior for another customer.  However, upon opening the game at home and popping out the tokens, I found that I was missing three vital pieces!  Hopefully my email to the creators will remedy the situation.
All in all?  I love Origins...can't wait till next year!

Wednesday, August 28, 2013

The Warlock's Review: Pirates vs. Dinosaurs!

(Aside:  Just a few days left to enter my 400th Entry Contest!  Three simple questions separate you from a pair of great PDFs!  Enter now!)

Unfortunately, due to my spring/summer hiatus, I didn't get a chance to do my traditional Origins recap as in past years.  I'm pleased to say that the con went spectacularly, with nearly every Cold Steel Wardens event going off, with players excited to see the book in print!  Plus, I actually got a chance to play my own game for the first time, as the PlatinumChick had an open slot in one of her Saturday "Birds in Flight" sessions.  It's a unique thing to sit down and play your own creation, rather than GM!

Pirates vs. Dinosaurs!
But, I didn't spend the whole convention behind the GM screen; I did manage to pull myself away from the big chair long enough to try out a few new games, including Jolly Roger Games' Pirates vs. Dinosaurs.  Created by revered game designer Richard Launius--creator of Arkham Horror and contributor to Greater Than Games' Infernal Relics expansion for Sentinels of the Multiverse--Pirates vs. Dinosaurs provides a fun little romp through a dinosaur-infested island in search of booty!

The game itself has two primary phases:  the "exploration" phase and the "dig" phase.  During exploration,  your pirates search the island for hidden landmarks necessary to find the treasure dig site.  Exploration phase is marked by Dinosaur encounters (facing off against nasty Velociraptors and the like) and Other encounters (which range from quicksand to cliffs to native islanders).  All encounters are inflicted by your fellow pirates, though you can encounter one dinosaur and one "other" encounter per turn, which keeps any one player from being saddled with tons of encounters.  Encounter cards are also used as personal one-shots granting additional dice, rerolls, or allowing for additional successes on the dice.

Sample encounter cards from Pirates vs Dinosaurs.
Note the bomb icons on certain cards:
Those indicate one-shot discard effects!
Defeating encounters hinges on your relics and equipment (chosen round-robin at the beginning of the game) and your crew, which attack as a series of dice.  While you never "lose" to an encounter, you do lose crew members, which mean less dice to roll--weakening you for future encounters--and limiting the amount of treasure that you can possibly carry during the "dig phase".  I would have liked to see some incentive or benefit gained for not losing crew members, but that would mean numerous changes to the game mechanics.

After finding the necessary landmarks, your pirate enters their "dig" phase, which is a "Press Your Luck" sort of mini-game in which your crew might unearth spectacular treasures, ancient curses, or inadvertently trigger a volcanic eruption.  The "dig phase" is neat concept, though it often ends up that the first player to reach the dig site garners the most treasure, ending up in a win for them.  Treasure is randomized by amount, so that's not always the case, though more treasure chests unearthed almost always equates to more treasure in tallying victory.
The board for Pirates Vs. Dinosaurs.
Not shown are the hidden "landmark" tiles,
which direct your pirate to the dig site (top right).

While Pirates vs. Dinosaurs is nominally a race game, it does include numerous player vs player elements.  In addition to playing encounters on one another, players may even have their crews battle one another, if in the same location, including the dig site itself. Unfortunately, there's just not a lot of incentive to actually fight one another. If you want to stay ahead of the competition, it's almost always a better choice to simply explore or dig, rather than actively fight one another.  If there were a more tangible benefit to PvP, I could see it becoming more viable.

As with pretty much any game by the esteemed Mr. Launius, Pirates vs. Dinosaurs does have its share of fiddly-bits.  Crew tokens, cards for equipment and relics, encounter cards, landmark cards and such seem like they would become overwhelming, though each pirate's placard helps keep these elements organized and straightforward.  I honestly wish that Arkham Horror's character placards were as well laid out as those for Pirates vs. Dinosaurs, to keep equipment and spells organized.  I was impressed with the quality of the game pieces overall, with clear, easy to read cards and easily interpreted symbols.

Most important of all:  is it fun?  Yes, yes it is.  There's really nothing like siccing a charging triceratops on a fellow pirate crew, driving them out of the swamps so that you can explore the area uninhibited.  While there are issues with the endgame--particularly the "first person there tends to win" problem, the game works actively to keep players engaged and interested even when it's not their turn, which is the hallmark of a great game.  Plus, it plays fast:  a single game rarely takes more than 90 minutes, counting set-up and tear-down.

Pirates vs. Dinosaurs is a spectacular little diversion well worth the sticker price.  Pick it up if you're a fan of Launius' other games, pirates, dinos, or any combination of the above!

Wednesday, July 31, 2013

In Which The Warlock Returns to Blogging!




Wow.  Four months goes fast, doesn't it?!

While I'm still in the full-time job hunt, I've decided to refocus my writing efforts and get back on board the blogging train.  Maintaining a blog has been one of those routines that have kept me (relatively) sane over the past few years, so I'm hoping that I'll be able to provide my usual offbeat perspective once again in my scrolls.

On the home front, we haven't actually been doing a lot of serious gaming recently.  ChaoticFrederick ran a short 4e campaign, but mainly we've been subsisting on a steady stream of board games:  mainly Arkham Horror and Sentinels of Multiverse (which I now own every expansion for--thank you, Amazon gift cards!).  I'm looking to start a Planescape game in the near future and may be playtesting an upcoming Cold Steel Wardens campaign when Wittenberg is back in session.

Great for reading;
Even better as inspiration!
Speak of the devil, there's big news for Cold Steel Wardens!  We're forging our way through layout and gunning hard for a GenCon 2013 release.  Buzz has been really spectacular for my debut solo game and I've actually sold out of my five GenCon events!  For only running games on two days, that's a spectacular turn-out!

I'll be running the same two scenarios at GenCon that I ran at Origins:  "Needles by Moonlight", our two-hour demo session, and "We're All Mad Here!", my homage to Grant Morrison's classic Batman storyline, Arkham Asylum: A Serious House on Serious Earth.  Unfortunately, the PlatinumChick will not be joining me at GenCon.  That's a real shame, as her Birds of Prey-themed adventure, "Birds in Flight" was a huge hit!

One of the best parts about Origins, though, was meeting so many spectacular gamers.  Some of the newest ones that I've met, in fact, were the Rule Zero Podcast gang, who sat in a "Needles by Moonlight" demo game.  I made such an impression on them that they wanted to interview me!  Check out this interview, where we chat about comics, my gaming origins, some of the neat mechanics of CSW and more:  Rule Zero Podcast: Andy Klosky and Cold Steel Wardens

The whole publishing process has been a blur thus far, though the biggest surprise for me has been the phenomenal work my artists have done.  First up, take a gander at our cover art, done by the phenomenal Talon Dunning!

Cover art for Cold Steel Wardens
Created by Talon Dunning
And, we even have a spectacular logo, created by the enigmatic (though equally talented) Cheshire!

Trust me when I say this:  CSW is becoming a gorgeous book.  I can't wait to see it in print, and the days are coming very quickly!

As a last bit, so you know:  this entry marks my 398th blog entry.  Could it be that I'm gearing up for something big for number 400?!  Stay tuned, lovely readers!