RPG Review - Deadlands Reloaded
It's funny, for a guy that grew up playing roleplaying games and amassing a considerable collection of oddly shaped dice, I actually enjoy a very small number of roleplaying games. Some are too much work, and others don’t have enough meat on their bones. Some are just board games with options, and others have so much drama and baggage that they should be played on a headshrinker’s couch. Some have convoluted and twisted rules that try too hard to fit onto the setting, and most make almost no effort to make rules that fit the world you’re supposed to be visiting. And of course, whole bunches of them are just stupid (no offense to anyone who actually really loved RIFTS).
That leaves me with a good-sized pile of games that I tolerate, a few I enjoy, one or two that I really love, and just one that I will play nearly any time I have the chance. That one game is Deadlands. Between 1996 and 2001, I procured every book ever published for classic Deadlands, and didn’t stop buying them until they started making d20 and GURPS crossovers. Then I cried a little (but only on the inside), because making a d20 version of Deadlands is an affront to all that is holy.
Deadlands is a brilliant mix of dark and campy, horror and sci-fi, monsters and cowboys and steam-powered robots. It’s a game where your heroes can get stronger and faster, but they can also lose limbs and develop debilitating speech impediments. It gives me everything I want, sacrificing nothing to deliver great stories, exciting scenes of derring-do, and more flavor than a Kansas City barbecue joint.
If I had one beef with classic Deadlands, however, it was that the game tended to drag if you fought more than one bad guy at a time. I recall one battle against mud creatures that slowed so badly, I would have sworn the slop critters had left the game and were actually in our living room, making every turn take three times longer than it should. I loved the game, but I regularly found myself cheating to make stuff happen faster (I ran the game, so I could fudge a die roll now and then and just say, ‘wow, you got him in one shot!’)
I was hopeful when I decided to check out Deadlands Reloaded. It’s the same setting I know and love, but now it uses Savage Worlds, which runs like a road runner on amphetamines compared to classic Deadlands. On the other hand, I was worried that trimming down the rules meant I was going to lose a lot of the flavor that made Deadlands a wonderful marriage of setting and rules.
It turns out, I had nothing to worry about. For starters, Deadlands Reloaded dumps a few of the problems I have with Savage Worlds and goes back to its roots. There are no ‘bennies’, which I feel compelled to put in quotes because I’m embarrassed to be typing the word at all. They’ve been replaced with fate chips, which is as it should be, because fate chips are Old West, and ‘bennies’ are ugly guys who mop up after wild nights at the gay bar.
I did kind of like how classic Deadlands gave each player a roll at the beginning of each round, and then you got cards based on how well you rolled. So if you had a very high Quickness, you were likely to get to act many times in a round, and if you were slower than Christmas, you got to go once. However, this was also the main reason classic Deadlands is so slow, and so when Savage Worlds replaces it with just dealing out a single card to each player, I can see why that happened. I don’t like that my lightning-fast gunslinger has to count on getting lucky if he wants to shoot before the bad guy can pull a weapon, but on the other hand, there are edges he can take to make sure he gets a good draw. It’s not quite as slick as the original, but it gets the job done.
Deadlands Reloaded also does away with many of the cool spells, and kind of lumps them all in together. I actually really liked many of the hexes, miracles and other arcane madness, and don’t really like that mad scientists just build devices that cast spells. That seems like too great an effort to make everything work the same, and I don’t want everything to work the same. I want the hucksters to throw a soul blast while the mad scientist calibrates his fluctuating defrabinator and the preacher sings Glory Hallelujah while swinging a hickory stick and firing a righteous shotgun. That still happens in Reloaded, but now it all basically works the same way. And that’s not as much fun.
Anyone who knows classic Deadlands knows how every different character type had his own book, from the hucksters and voodoo priests to the Texas Rangers and the walking dead known as harrowed. Each book was chock-full of specialized powers, arcane knowledge and secret handshakes. Half the fun of taking one of those specialized characters was finally being allowed to read through the book and find out what you had been missing. Unfortunately, Reloaded distills all those crazy archetypes into a few pages in the player’s book, which again, is not as much fun.
Ironically, all those things I loved about classic Deadlands were also its biggest failings. Information overload became almost impossible to manage. When I had four players, and they were a huckster, a preacher, a mad scientist and a harrowed, I had to know where to find rules in almost 400 pages of books. After a while, it became a running gag – ‘a shaman, a nun and a harrowed walk into a bar. Hold on while I look that up.’
Deadlands Reloaded may have cut a lot of the stuff I loved about classic Deadlands, but at the same time, it trimmed the fat until Deadlands is a lean, mean, Old West horror machine. I can run a zombie invasion with a terrified town and a posse of deputies in half the time it used to take me to fight two drunks in a saloon. When a player asks me how long it will take to climb under the burning wreckage, I can tell him so fast, I still have time to send a trio of angry prairie ticks to rip off his face when he’s stuck under a fallen rafter. I don’t have to work anywhere near as hard I used to, and that makes running Deadlands a lot more fun.
I wouldn’t say that Deadlands Reloaded is the perfect replacement for classic Deadlands. I like the flexibility of the old system, and the way everything about the game oozed Weird West. You could meet Doc Holliday, get in a shootout with the Clantons, then have some nightwalking demon scare you so bad you soiled yourself. You can still do that in Deadlands Reloaded, though, and now those two shootouts won't take the better part of three hours. Now you can kill Ike, run from the manitou, find its weakness, change into clean drawers, and go back to bury the bastard before everyone gets tired of asking if it's their turn yet.
I was on the fence about whether I liked the new Deadlands better than the old, to be honest, until I considered a few things. First, those long fights can really suck the fun out of a game night. Second, there's nothing stopping me from adding some of my favorite parts back into the game. Third, none of my current group of players made characters with any kind of supernatural ability, so until somebody croaks (and possibly comes back), I don't have to worry about asking anyone to build poker hands to throw unholy death at their foes. Finally, the Pinnacle website has a PDF specifically made for converting old Deadlands stats into Savage Worlds - and that means I can still use the bookshelf full of classic books.
And I guess that brings me to my final conclusion. Deadlands is my favorite RPG ever - and I like Deadlands Reloaded better.
Summary
Pros:
Fast and lean
Rules are easy to learn and easy to remember
All the flavor, half the calories
Cons:
Not really all the flavor. I lied about that part to make a diet food joke.
Hey! Guess who has Deadlands Books! Yep, Noble Knight Games!
FILL YER HAND, AMIGO
3:00 PM | |
Card Game Review - Nightfall
Groff Deathbloodfang, squire of East L.A. and fire marshal of the apocalypse, spread his leathery vampire wings and swooped down out of the night. His prey was below him, hot blood filling his nostrils like the cream in a chocolate eclair. He dove down, down, down, down, down, down and one more time down, claws extended to pluck his dinner out of the inky blackness and devour the human's terror. He was a wolf on wings, a wolverine in a hang glider, a badger on roller skates.
At the very last possible second, Groff's prey turned and looked up at him, and a high-powered rifle exploded in an orgasm of gunsmoke and muzzle suppression. Groff's last thought before the bullet tore into his face and sent his brains flying out the back of his head like a water ballon filled with orange marmalade was, 'son of a bi-' He wasn't able to finish the thought, because he died halfway through 'bitch.'
Derek Coolaselvis smiled grimly. 'You won't hunt in my town again,' he said as he lowered his rifle and wiped vampire brains off his cardigan. Then a werewolf ate him.
The unending night had consumed another victim. Well, two victims, if you count the vampire, but he was a bad guy, so he's not so much a victim as a statistic. The werewolf had a little indigestion, too. So maybe three.
If you play Nightfall, you too can join in the brooding darkness where the sun never comes up and humans are walking snack cakes. Vampires fight werewolves, and they both fight humans, and all this drama and violence and sadness and angst is played out in the only feasible way it could ever work - as a deckbuilding game.
Nightfall brings to your table the epic struggle between vampires and werewolves, with humans caught in the middle, by letting you buy cards that represent vampires and werewolves and sometimes humans who are caught in the middle. You can also buy actions that simply do what the bestial animal inside every immortal demon longs to do - hurt your friends. Only you do it with cards, which is not quite as dark, unless you're giving them paper cuts or throwing the cards at them really hard. Then it's as twisted and evil as the soul of the abominations hunting through the neverending night, where streetlights cast watery shadows and nobody anywhere has a tan.
When your turn arrives in this abyss of hopelessness and long black leather coats, you will have the chance to unleash your minions so that they can ravage your opponents in a festival of blood-soaked anarchy and freeform dance. But beware, because each of your minions and actions shows colored moons, and if your opponents have matching colored moons, they can play on your turn. They can also steal your Lucky Charms. Then not only will their actions resolve before yours, possibly ripping out your spleen and eating it with fava beans and a glass of Not-Very-Sunny Delite, but you will not have any breakfast cereal.
Carefully selecting your minions and special actions is paramount to survival in the dark world of Nightfall, where policemen carry loaded pastrami sandwiches and every action could be their last, especially if they carry their sandwiches past werewolves who really like pastrami. It's important that you choose actions that you can chain together, because you may be able to play five cards when everyone else is playing one or two. Of course, it's also nice if the cards you choose actually work well together. It's not as helpful as you might imagine to destroy a summoned minion if you're the only stupid vampire lord with any minions summoned. Then you kill your own guys and your friends laugh at you, and in a fit of hideous anger you rip off your shirt and feel very bad about yourself.
As with any game where the goal is the complete decimation of your foes and the eventual consumption of their internal organs in a nice cobb salad, the hunters in the darkness win by giving more wounds than they receive. To represent this tragic and violent goal, Nightfall uses the one thing at which it excels - cards. When Bad Fart and Cheese Toe, your werewolf aggressors, rip through your opponent's meager defenses and savage his leader with their very scary claws and razor-sharp teeth, that leader will have to add wound cards to his deck, which will then take up space and irritate him to no end as he receives hand after hand with a bunch of cards that aren't good for anything.
Ultimately, nothing can adequately express the horror and misery of unending night, unless that something is black eyeshadow and false fangs that make you talk with a lisp. No card game could ever really convey the darkness in your soul. Only by wearing fingerless gloves and dying your hair, and then reading fan fiction you found on a Masquerade website, can you truly understand the powerful urges of the monstrous rulers of the night. And when I say all that, I mean the theme in Nightfall is almost as weak as the theme in Dominion, but with better art.
However, no matter how easily you rest in your comfortable chair, gathered around the dinner table as you hold your cards close and pretend to be from Transylvania, nothing can prepare you for how damned much fun it is to play Nightfall. It will hurt your head, though it will hurt considerably less than if a vampire were to really eat your face. Carefully buying the right cards and playing them in swift, damning moves destined to wreak havoc on your foes will aid you in your quest for bloody victory. But buying the wrong cards and playing like a chump human will have you reeling from the constant stream of painful blows to the face that your opponents will heap upon you.
So many things about Nightfall make it one of the best deckbuilding games you can encounter. A redraw for wound cards provides an edge you might need if you are losing badly. Personal archives of cards that only you can buy force you to form an overall strategy from the very outset of the game. A beginning deck erodes as you play, forcing you to buy wisely before your resources are depleted and the other werewolves all pull your underpants up over your head and give you a nightmare of a wedgie. The greatest feature of the game is the chain, where you plot and scheme to take advantage of the weaknesses of your enemies while building towering attacks and unbeatable defenses. In other words, Nightfall is a very, very good game.
And if you don't buy Nightfall, Goat Raper the werewolf will come to your house in the middle of the night and run off with your Magic cards. Then all you will have left is the black of your soul and your red-tinted contact lenses.
2:56 PM | |
Worm Game Review - Worm Up!
4:16 PM | |
Board Game Review - Earth Reborn
A couple weeks ago, I heard some Metallica on the radio. Then I got to work and someone mentioned Zombieland, and since I was already humming Whiskey in the Jar in my head, I leapt to For Whom the Bell Tolls, and I had a kind of shot of inspiration. And here it is:
We need some heavy metal board games.
It's not like there have been no solid attempts at making a metal game. Space Hulk should have been pretty hardcore, but while it is awesome, it's not quite loud and raw enough to go with a little rowdy Quiet Riot. It's fun, but it has a little too much polish to be metal. Space Hulk is more like the kind of music young people play at raves while they ingest ecstasy and have sex with strangers. The same can be said of a lot of other games with lots of violence but streamlined rules - they start out metal, but then they get all cleaned up and corporate.
The very next day, still pondering a kick-ass headbanger board game, Earth Reborn showed up at my house. It was like fate was in my head, guiding me to the answer I had silently asked. No, not that question. I still haven't heard back on that one, but I have a tarp and a shovel in the back of my truck, just in case.
I'm not sure it was intentional, but it sure looks to me like when Cristophe Boelinger was making Earth Reborn, he was staring at an Iron Maiden poster and listening to Sabbath. I'll run down a few elements, to illustrate my point.
1) Raw and unpolished
2) Loud and fast and violent
3) Zombies and machine guns
4) A guy with a giant saw blade permanently attached to his arm
Add it up, you get headbanging metal. You also get Earth Reborn, the most thrashing, hardcore, flat-out heavy metal game I've ever played.
The first indication that Earth Reborn is a heavy metal game is the post-apocalyptic setting. This isn't just post-nuclear armageddon. In Earth Reborn, China and the US are threatened by Greenpiece (yeah, I spelled it right), and so everyone builds underground vaults and hides for five hundred years. The NORAD guys get all paranoid and military, and while they build mechs and learn how to shoot heavy weapons, the people living underneath Salem learn how to make zombies. So now you've got heavy machine guns and robots fighting creepy guys who make zombies in an irradiated wasteland. And just in case you've been listening to Michael Bolton and Air Supply for the last ten years, that is heavy metal.
Of course, when guys in powered armor shoot vicious aliens in a derelict pile of space junk, that's also pretty metal, so there has to be more to Earth Reborn to make it truly metal - and there is. For starters, look at the art. Zombies with glass tubes attached to their heads to give them superhuman intelligence. Top-heavy women with guns nearly as big as their boobs. Guns and claws and kevlar and night-vision goggles. The illustrations in Earth Reborn look like they could have been taken directly from a Judas Priest album cover.
And then we get to the game, and if we weren't sure if this was heavy metal before now, we are now. In an age of gaming where we've become used to universal resolution, elegant rules and streamlined mechanics, the insane variety of things you can do in Earth Reborn is like a Thin Lizzy guitar solo to the brain.
Forget about having some carefully worded special ability on a character card that lets you use one particular guy in one particular way. Screw that - send your wounded gunfighter to the infirmary to heal up, and drop a mine on the way to discourage pursuit, then send the crazy scientist to fill up his syringe in the chem lab before he runs to the bathroom to drop a deuce (I didn't make that up - it's in the game). You'll roll a bunch of dice - the more the merrier - and you'll do anything from firing guns or stabbing people in the gizzards to activating the radio scrambler or torturing a captured opponent. Search for enemy plans in their stronghold. Blow up the command room. There are so many things you can do in Earth Reborn that you'll play dozens of times and still never try everything. And most importantly, not one of those things is neat and tidy and streamlined. They do all make sense, though. They're just not so abstracted that you're placing a clue token and acting like that means you bribed a gate guard.
Most of all, Earth Reborn is like heavy metal because it is fast, violent and fun as hell. There are rules for playing with three or four, but mostly you'll be across the table from one guy, who will be doing everything in his power to kill the living and raise the dead, and it will be awesome. I can't remember a time when I had this much fun playing a two-player face-off shoot-em-up game. It's just plain incredible.
But like any good heavy metal band, Earth Reborn is not perfect. In fact, the list of flaws may threaten to drive off people who would otherwise become huge fans. For example, the graphic designer for this game never even heard the word 'restraint.' There are icons everywhere. garish colors, sloppy lines, confusing backgrounds, and endless arrays of needless Photoshop layer effects. If Pantera is supposed to make your ears bleed, Earth Reborn targets your eyes. The rules and character cards are painfully cluttered and sloppy.
I could easily forgive the slop on the cards and rules if not for the fact that it flows over to the room tiles. You've got this infinitely versatile building set to make all different kinds of interesting locations, but they're hideous. I know it's the apocalypse and all, but would it kill you to use a bright color? It's been 500 years since the bomb. Could we maybe put in a request to get the grass green instead of gray?
It's bad enough the colors are a mess, but when they make it harder to play, that's a serious problem. I don't know how many times I plotted an entire move, shot at a guy, and ran off to make my escape - only to run smack into a wall that I didn't see because it was the same color as the floor. The artist clearly knew how to use Photoshop. Would it be too much to ask that he learn how to adjust the contrast?
The last thing that is going to intimidate anyone who is not really committed to Earth Reborn is the length of the learning curve. A book of tutorial scenarios teaches you the game, one scenario at a time. The first scenario teaches you about moving and close combat - and when that's all you can do, Earth Reborn is stupid. Then you get to do running and stabbing, but with interrupts - and it's still stupid. Add in guns, and you've got some great opportunities for covering fire and suppression and other cool violence, but you still can't use the mission cards or the surveillance room. In fact, you have to play five or six times before the game really gets good, which means some seriously lame games early on.
But here's the good news - those downsides are lame excuses for nancy boys who can't take the heat. The visual assault of the cards actually makes them easier to play. After you set up a couple times, you'll remember where the doors are. And once you work through three or four of the scenarios, you'll start to realize that you're playing a piece of two-player genius that will rock your face off like Queensryche opening for Motorhead.
If you're a fan of two-player gridded miniatures games, Earth Reborn should be at the tippy top of your wish list. It's crazy amounts of wild fun, with so much flexibility and brilliance that even if you lose every game, you'll have fun. If there's another reason to play games besides having a good time, I don't ever want to know about it.
Summary
2-4 players
Pros:
Fast and fun and violent
Wacky and exciting and over-the-top
If Megadeth and Black Sabbath collaborated on a board game, this would be it
Cons:
Rookie design mistakes
Wicked learning curve
3:04 PM | |
Expansion Review - Railways of England (and Wales)
It's been a while since I was able to get Railways of the World to the table. Until a few weeks ago, it had been more than a year since I broke it out and played my favorite train game. Four days of ice-covered roads and a mandated vacation, however, gave me boatloads of time to spend with my family, whether or not I wanted it. So to kill time while we shivered in our poorly insulated house and waited for the pipes to thaw so I could crawl around under my house and fix the leaks while lying in frozen mud, we broke out the trains.
11:03 PM | |
Expansion Review - Summoner Wars Reinforcements
One of the very few downsides to being a game reviewer is that I don't get to play the games that I really like as much as I want. If I have a spare night to play a game (and I'm not playing 500), I usually have to play something so I can write about it. This means that as much as I would love to break out some old favorites, I have to devote myself to playing crappy Reiner reprints far more than is pleasurable (of course, when it comes to a crappy Reiner reprint, one play is too many).
8:10 PM | |
Card Game Review - 500
I have more than a hundred games, and the reason that number isn't more like 400 or more is because I regularly donate heaping piles of games to churches and youth groups and homeless people who use them as blankets. I have set collection games and war games and miniatures games and dungeon games. I have bidding games and party games and sex games (well, OK, just the one, and we keep it in the dresser in the bedroom). And yet, with this cornucopia of games, I end up playing 500.
8:40 PM | |
Expansion Review - Arkham Horror: Black Goat of the Woods
I've been thinking about Arkham Horror lately, and trying to decide if the town is cursed, or if I am. Every time I show up, people die and monsters drop out of the sky. I kind of wonder if it's like Murder She Wrote - everywhere Angela Lansbury ever went, someone died, and somehow, it was never her fault.
Of course, in my case, nobody actually dies, because it's just a game. But if it were a real place, you can bet your ass I would be on some kind of official no-fly list. Last time I visited, Azathoth tried to wake up and eat the world, and some crazy goat thing was setting up shop out in the woods to help him. Why, I don't know, because that crazy goat thing was just as dead as I was if Azathoth popped up from his nap with a rumble in his belly and turned the whole world into a gigantic unhappy meal.
The reason the goat was helping the Lovecraft version of Galactus was because I was playing The Black Goat of the Woods, in which a thoroughly twisted cult is working with a totally screwed-up supernatural entity to release a completely malevolent ancient being of unimaginable power. It's a cool expansion for Arkham Horror that adds new monsters and cards and stuff to make Arkham Horror even harder than it already is, just in case you were winning too often and having too much fun.
Actually, Black Goat of the Woods was a lot of fun. We infiltrated the goat cult, and then things went from bad to downright nasty, as we started gaining corruption cards that hastened the coming of the planet snacker. We met new monsters and killed them. We wandered in and out of gates to alien dimensions, closing them as fast as we could, but those damned cultists kept screwing us by busting out more monsters and hustling up the clock timer.
Black Goat isn't the most flexible or universally applicable expansion for Arkham Horror, but it did something we've been needing - it made us lose. We had reached a point where we were almost guaranteed to win every time, using our idiot-proof formula of getting a blessing and then succeeding at everything with almost no effort. Black Goat makes the game harder, and it screws up the winning scheme we were following, which means that Arkham Horror gets interesting again.
The reason Black Goat of the Woods makes Arkham Horror more difficult is because of a few different elements. The cult of the Thousand Knuckleheads is interesting, and the corruption you get tends to snowball pretty quickly and is pretty fun. You'll have all kinds of horrible encounters as you infiltrate, and it turns out this is a pretty nasty cult. They don't even have any of that free love you used to hear about in 70s cults, just gross monsters and stuff. I was hoping to join up and then get three subservient wives who would walk around the house naked and cook all the time, but all I got was creepy people in robes who kept summoning horrors from alternate dimensions. Talk about a letdown.
The herald (which would be the black goat mentioned in the title) is really mean. More monsters will be popping out, and some of them will make the sleeping giant wake up faster. People in town get scared faster, and bad stuff generally happens all over the place. It's a great way to accelerate the clock and goose the big bad bogie to get out of bed. Which is great if you're good at the game, but really problematic if you always end up waking the big bad guy and then getting eaten.
The story for Black Goat of the Woods is not as interesting as the Dark Pharaoh expansion, and you probably won't want to shuffle the new cards in with the old ones. But if you want to try something new, and you want Arkham Horror to be as difficult as you remember it being when you first learned how to play, you really ought to give it a whirl. It's a fun expansion, and it adds more to the game, and that's what expansions are supposed to do.
Summary
Pros:
Adds a new, interesting story
Infiltrate a cult and battle even more heinous monsters than normal
Ratchet up the difficulty level, which is great if you win too often
New monsters and spells and items and other cool stuff
Cons:
Not for new players - you will get stomped
4:41 PM | |
Expansion Review - Railways of the Western US
Let's say you're playing Railways of the World (which, by way of reminder, is just Railroad Tycoon with a map of Mexico in the box), and you start wondering if there's a really huge map you could play with lots of mountains, so that nobody can actually build any interesting trains before the game ends. If you are thinking that, then you're in luck - you can play Railways of the Western US!
It seems that the reason Eagle Games reworked Railroad Tycoon was a pretty classic one - expansions. By making the game the base set that comes with two expansions, rather than a game specifically about the beginning of the train age in America, they have provided themselves an opportunity to create a whole lot more. And that means they can sell more, which as we all know, is basically why you bother making expansions in the first place.
They are already making considerable progress in the expansion department. Since they released Railways of the World in 2008, Eagle Games has made an expansion every year. Railways of Europe was the first, followed by Railways of England and Wales, and the 2010 release let you build tracks all through the Rockies and Sierra Nevadas, mostly with John Henry and some Chinese immigrants.
If you’re familiar with the Eastern US version of Railways, it’s not like you’re about to stumble onto a whole new game. It’s a new map, which means you don’t have to keep playing the same one over and over, but you could have found that in either of the previous releases, so that’s not a fantastic reason to buy an expansion, unless you have already played the other two until you’ve worn the ink off the board (which reminds me, I need to quit doing lines off mine).
There are a couple new things in the Old West with Trains. New operations and barons are expected, and basically replace the Eastern US cards with their Western US equivalents. But one thing that makes the game considerably more interesting are the color spinners, which change the color of a few of the cities, allowing more opportunities to deliver different color goods every turn. Fuel depots are cool, too, and let you make longer deliveries when you would otherwise be unable to make them work because your trains suck. Of course, you wouldn’t need them if you didn’t keep insisting that the kiddie train at the zoo could deliver cattle to Dodge City. I told you that wouldn’t work.
The new rules elements are interesting, and definitely add a twist to the original game, but the only real reason I can see to play Western US over Eastern US is if you’re bored with New York and want to build out of San Francisco. However, if you regularly play Railways with more than four people, Western US should be your next purchase.
The various maps in the expansions for Railways of the World come in many different sizes, from the gigantic US maps to the miniscule and brutal Mexico map. But if you really need some room to stretch out, the fact that half of the Western US map is covered in mountains will really give you some room to breathe when you’re playing with a crowd. Conversely, a map this expansive will almost completely isolate the opponents in a three-player game, so it could be a real drawback if you like to swipe goods and block people out of their favorite cities.
What you want out of Railways of the World will largely determine whether or not you want the Western US expansion. If you have a large group and want a little more room, this is a good idea. If you play with small groups and don’t like to be cutthroat, you have another good reason to get the Western US. On the other hand, if you despise train games with low interaction, or if you’re looking for an expansion with a thrilling new take on an old game, you may not see much here to whet your appetite. And if you hate train games, then we can assume that you are only reading this review to see if I make another joke about cocaine.
Many of my initial problems with the original version of Railways of the World are still present in Railways of the Western US. For instance, I can still barely tell the difference between the purple and blue. And why can’t I establish industry in a town and turn a gray city red? What if I’m surrounded by red cubes and no red cities? And while I absolutely love playing Railways of the World, I haven’t played Eastern US (or Mexico, or Europe, or England) enough to need a new place to lay track just yet.
On the other hand, I do love the Old West, and while this is kind of a top-down view, I still feel a touch of history when I finally build a line connecting San Francisco to Salt Lake City. I can imagine the train rolling into Fort Worth, loaded down with cowboys, troublemakers and very smelly cows. The fuel depot and the city spinners are cool new additions that definitely change the way you play, so those are also neat.
In the end, I’m glad I have Railways of the Western US, and won’t be dumping it any time soon. I’ll definitely play the hell out of it, especially if I can get a bunch of people together – this map is too damned big for just me and my family, but it would rock with half a dozen railroad barons. And as big as it is, I could do a ton of coke off it.
Summary
2-6 players
Pros:
New map
Huge, with lots of room to spread out
A couple cool new rules add some little twists
Cons:
Low on interaction with two or three players
If you run over to Noble Knight Games, you can pick up Western US right here, and save some greenbacks while you're at it:
WESTERN TRAIN LINK
2:55 PM | |
Guest Review - Thunderstone: Doomgate Legion
7:56 PM | |
Bidding Game Review - 1655 - Habemus Papum
If there's one thing that identifies gaming as a nerdy pastime, it's the fact that we can make a game about anything. It doesn't take long to exhaust the demon-hunting, Nazi-killing, and alien-blasting, and then we move on to boring crap like farming and storing things. Historical events are traditionally a big winner, but they're generally focused around something violent. For some convincing evidence that we can make a game about damned near anything we want, I present 1655 - Habemus Papum.
6:13 PM | |
Board Game Review - Pirates: Quest for Davy Jones' Gold
If you're a game nerd, you've probably at least seen the pirate game from WizKids, the one where they print punch-out pirate ships on credit cards and then you put them together yourself, usually after breaking one or two of the masts in half. Many of you have probably played that game, too. Some of you even think it didn't suck, but sadly, you would be wrong, because it did. The pirate ships were fun to build, though, if you could figure out how to get them together without snapping pieces into little plastic splinters.
When I picked up a copy of Pirates: Quest for Davy Jones' Gold, I didn't expect it to be particularly impressive. It was a board game version of that popular collectible game, and so I was prepared for it to be dull, unimaginative, short on strategy, long on arbitrary die rolls and prone to fragile bits flying across the table. I did not expect the pieces of the game to be crappy, though - I used to buy the boats to put them together, just because that part was neat. So the absurd vinyl play mat took me by surprise.
Right out of the gate, simply so that we could play, we had to mod our game. In this case, we had a large piece of plexiglass that we put on top of the plastic mat where we were supposed to play. This worked very well, which was good, because otherwise our pirate ships never would have been able to cross the Grand Teton mountains rising out of the ocean at every spot that the vinyl son of a bitch wouldn't lay flat. If you buy this game, consider also removing a window from your house so that you can slap the glass down on top of the crappy plastic board.
The game itself is basically just the collectible version, but with training wheels. All the ships have the same movement, and many of the other game elements are trimmed out to make it easier for first-time players. You each have two ships, and you visit islands and try to pick up treasures. Some of the treasures will tell you to fight Davy Jones, who is a total bastard and will beat the crap out of you nine times out of ten. Some of the treasures tell you to go kill sea monsters, which is really hard to do because they get a dozen chances to hurt you before you can even get off your first shot, unless you're the guy who can move then shoot, in which case you'll probably miss because your cannons suck.
The worst thing about this game is the curse token. There are actually four of these, and when you draw one, all your ships travel from wherever they are and wind up stuck in a pile of seaweed, or lost in a fog bank, or run aground on a reef. Then you have to sit there for the rest of the game, and your turn consists of rolling two dice and then using very harsh language because you still didn't roll doubles. These curses add absolutely nothing good to the game, and serve only to frustrate and irritate. The creators of these curse tokens should be dragged behind a plastic pirate ship over a vinyl mat until they get friction burns on their ass cheeks.
I do remember that while I did not much enjoy the collectible version of this game, it still had some depth. Not a whole hell of a lot, mind you, but it had some cool play options, and you could spend a fun couple hours building a good fleet. I guess in order to appeal to the new Pirate purchaser, WizKids decided to remove the part of the game where it was fun. The strategic element of choosing your ships is completely gone. The part where you tactically maneuver and try to take out the enemy ships is watered down to a thin, tasteless gruel. The best way to win this game is to rush to the island, fill up your ship, and be luckier than everyone else. It's not fun. The ships are cool, though.
I can't say with complete sincerity that I was disappointed in Pirates: Failed Quest for Something Interesting in the Box. But I wasn't disappointed because I wasn't expecting very much, and that's what I got. I still love the pirate ships, and the sea monsters were very cool. The game could be fixed to actually be fun, but you'll need to laminate the board, remove the curses completely, nerf the sea monsters so they don't completely cripple the players who have to kill them, and give people a good reason to shoot each other instead of just rushing for treasure like contestants on a stupid reality television show. But I don't really have the inclination to fix a game when I have dozens of games that I already love, and that don't need repairs, so it seems this pirate game is going straight to Davy Jones' Goodwill Donation Box.
Summary
2-4 players
Pros:
Doesn't matter how many I already have, I love building those plastic pirate ships
The kraken and the sea serpent are totally bitchin'
Lets you get a taste of the collectible game without having to buy a case of boosters
Cons:
Weak rules remove all the fun parts and keep all the bland parts
Stupid vinyl play mat is too small and won't lay flat
Desperately needs a good game designer to fix it
If you would like to try Pirates: Davy Jones' Stanky Crotch, go to a thrift store. If you don't find it there, don't get it somewhere else. If you pay more than three bucks, you're going to be pissed.
11:22 AM | |