Sunday 4 August 2013

Game of Thrones

Introduction/Theme 
The game is settled in the world of Westeros, and is based on the well-known books by R. R. Martin - which have been also transferred into an awesome and successful TV-Series (already 3 seasons available). The board game really manages to create a great and exciting atmosphere (near to the original), where the famous Houses of Westeros are fighting for the Iron Throne - with weapons, with diplomacy and against the scary Wildlings. 

Components 
The box comes with long living, high-quality material. Beside a huge board (Map of Westeros), lots of simple miniatures (footmen, knights, ships and siege engines) are in there as well as cards and tokens and six nice player screens (used for secretly planning the next moves). The beautiful and improved design adds also to the atmospheric experience. 

Gameplay 
The game itself is split into 10 rounds, whereas the player wins who owns the most areas at the end. Each round consists of three phases:

1)      Westeros Phase - used for special events mainly, e.g. for managing the Wildling threat

2)      Planning Phase - each player assigns orders secretly (!) to his armies, alliances can be agreed on (but are never binding!)

3)      Action Phase - all orders are revealed simultaneously, movements & battles take place and are resolved

Battles are resolved with cards, therefore no luck is involved. In general you need to carefully plan which castles/areas to defend, how to handle area limits, how to most efficiently use your influence tokens, and very important: Which alliances make most sense at what time, and who can be trusted? 

Conclusion 
The 2nd edition comes not only with improved design and revised rules, but now contains the expansions which have had to be bought separately in the past. The game has strategic depth, has no luck involved, covers military conflict as well as diplomacy and alliances (and breaking them!) - and all of this in the well-known and beloved world of Westeros with their mighty Houses. You need to go through medium-complex rules, although most of them are clear and consistent after the first games. A very, very good game which ensures long time fun and excitement.







From the producer: King Robert Baratheon is dead, and the lands of Westeros brace for battle. Can you claim the Iron Throne? Designed for ages 14 and up, A Game of Thrones: The Board Game Second Edition is a classic game of warfare, diplomacy, and intrigue for three to six players. Taking control of the well-known characters from George R.R. Martin's beloved fantasy series, players must fight for dominance of the realm. Will you take power through force, coerce your way onto the throne with persuasive speeches, or rally the townsfolk to your side? With opportunities for strategic planning, masterful diplomacy, and clever card play, this game gives you a host of ways to spread your influence over Westeros.







3-6 players, 60 min
Designer: Christian T. Petersen
Published by: Heidelberger Spieleverlag, Fantasy Flight Games
Category: Fantasy, Wargame, Negotiation, Area Movement

Game of Thrones @ boardgamegeek.com
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Tuesday 30 July 2013

Cthulhu RPG: Kingsport


The book "Kingsport" is part of the great "Lovecraft Country Collection" and contains source material about the beautiful and scary village in New England as well as seven fine adventures.

In the first part of the book the village "Kingsport" itself is described and you find a huge and beautiful map, which helps a lot to get a good overview. Then the main facts of Kingsport are covered (e.g. population, weather,...) as well as the history, including information about the main events of the past. Another chapter describes in detail mythos relevant cults and happenings, which is very helpful for the keeper of course. A huge part then is some kind of travel guide for lots of other villages near Kingsport, which makes the source material complete and ensures a tight and detailed setting.

In the second part you find seven very well prepared adventures. Different topics are covered, all of them coming with detailed descriptions, beautiful handouts and good stories. One scenario is about poems and terrible events coming with them, another one is about a scary ghost ship and needs the investigators to go to the sea on their own. The artist scene is a setting as well as the hunt of a murder, also an exciting air fight above Kingsport is part of a scenario. Finally a "strange house in the fog" is the topic of the last scenario. Overall a great mixture of different ideas and settings, with more or less mythos involved, so most expectations should be fulfilled. Together with the valuable information from the source material, Cthulhu fans will experience great hours of roleplaying.






From Wikipedia: Kingsport is a fictional town in the writings of H. P. Lovecraft. The town first appeared in Lovecraft's short story "The Terrible Old Man" (1921). The town is also part of the Cthulhu Mythos and is featured in role-playing games based on the mythos.

The town is located in the United States to the southeast of (the fictitious) Arkham and corresponds geographically with the town of Prides Crossing, Massachusetts. It is based on Marblehead, Massachusetts, a real town that lies east of Salem. Lovecraft actually created Kingsport before he saw its real-life model. When Lovecraft visited Marblehead in 1922, he became enamored of the town and penned a glowing review in 1929 of his experiences there. Lovecraft wrote of seeing the snow-covered town at sunset and of experiencing his "first stupid glance of [Marblehead's] huddled and [archaic] roofs". He also remarked that "that instant — about 4:05 to 4:10 pm., Dec. 17, 1922 — [was] the most powerful single emotional climax during my nearly forty years of existence."

Kingsport was founded in 1639 by colonists from southern England and the Channel Islands. It soon became a seaport and center for shipbuilding. Influenced by the Salem witch trials, the town hanged four alleged witches in 1692. During the American Revolutionary War, the port was briefly blockaded by the British when the town's merchants turned to privateering against the British fleet. In the 19th century, sea trade dwindled and the town turned to fishing as the main industry. Kingsport's economy continued to dwindle into the 20th century and today relies primarily on tourism for income.



publisher: pegasus spiele (germany)


buy online @ pegasusshop.de
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Thursday 25 July 2013

Memoir' 44 - Equipment Pack


The Memoir' 44 Equipment Pack is the latest huge addition to the Memoir' 44 Universe - and comes in a big box, having the same size as the base game. The box contains over 100 miniatures (solid quality, no need to cut or glue), a rulebook, a scenario book and summary cards.

Beside armies (French Infantry, Polish Cavalry, Finnish Ski Troop, Italian Artillery) and other artillery, also tanks, vehicles and snipers are part of this expansion. There are 17 battles includes (11 Standard, 4 Overlord, 2 Breakthrough) where the new miniatures are heavily used. It is furthermore suggested to own the Terrain Pack, also the Desert/Winter-Board, to make the most out of the scenarios provided.

The battles can be definitely recommended, they are diversified, exciting and fun. The special rules make the games a bit more complex, but offer more strategic depth - which is absolutely worth the efforts for using the new rules.

Overall a very useful expansion (miniatures as well as scenarios), and especially for the Memoir'44 fans out there a reasonable addition to their collection.


 "World War II spurred the most frantic period of weapons development in the history of humanity. Countless new designs and concepts were fielded in the most diverse Theaters of Operations, often with great success. Mastering them made all the difference between battles won and lost."




From the producer: Welcome to the Memoir '44 Equipment Pack, the largest set of figures ever released for Memoir '44. On D-Day, the Allied forces unleashed over 150,000 men and thousands of tons of equipment along the coast of Normandy. 68 years later Days of Wonder has introduced this major expansion to the Memoir '44 game system which fills a game box as big as the original board game and includes 186 plastic figures.


2 players, 45 min
author: richard borg
publisher: days of wonder
category: wargame, world war II

memoir '44 @ boardgamegeek.com
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Wednesday 3 April 2013

Battles of Westeros

Introduction/Theme
Battles of Westeros is a medium-complex mixture of the genres wargame and boardgame. It is settled in the very popular world of “Game of Thrones”, with its Seven Kingdoms - invented by R. R. Martin. The houses “Stark” and “Lannister” are part of this core set, concentrating mainly on the military aspect of the conflict.

Components
The game is published by Heidelberger Spieleverlag and Fantasy Flight Games, so the usual fine quality of components can be found here as well. The big box contains 138 plastic miniatures, lots of cards and a pretty board map (double-sided). The rules booklet has a lot of pages, but is intuitive and easy to understand - covering almost each and every question that might arise.

Gameplay
The game is based on the very popular system invented by Richard Borg, which is used by successful games like Memoir 44, Battlelore or Commands & Colors. Although there are some changes - which influence the gameplay quite a lot. In pre-defined scenarios you have to lead your armies (and either defeat your opponent or conquer strategic spots). In opposite to Battlelore the game is not divided into three areas (important for ordering your units) and quite powertul leaders have an important impact, and can determine the outcome of a scenario. Battles are resolved by dice, including simple modifiers. This means that luck is involved, but usually equals out through a whole game.

Conclusion
I really enjoy Battle of Westeros! I love the Game of Thrones setting and the realisation of the game fits perfectly to the theme and creates an exciting atmosphere. The scenarios are prepared very well and especially the new leaders offer lots of possibilities and strategic depth. If you are looking for intense 2 player battles with quite simple rules and a great theme, you should give it a try. Lots of expansions are already available (maybe more about them here sometime soon), so you won't get bored... ;-)

 
From the manufacturer: Unfurl the banners of the Great Houses of Westeros! To secure power in the Seven Kingdoms and to ensure the survival of their lines, the Houses of Westeros each follow very different paths. Some forge strategic alliances, some create complex political intrigues, and still others use deceit and betrayal. 

But there is no more direct or lasting path to power than taking to the field of battle.In Battles of Westeros, two players recreate the military conflicts set in George R.R. Martin's Song of Ice and Fire series, taking part in battles directly from the books... or designing their own. 

In this epic board game of battlefield tactics, players control either House Stark, the wards of Winterfell who have called their hearty allies to defend their honor and lands, or House Lannister, an aggressive force funded by Casterly Rock's endless supply of gold.


Battles of Westeros includes:
- 1 Westeros Battle Guide
- 1 rulebook
- 138 plastic figures with bases
- 1 six-panel, double-sided map board
- 8 dice
- 110 cards
- 32 map overlay pieces
- hundreds of tokens  



2 players, 60 min
Designer: Robert A. Kouda
Published by: Heidelberger Spieleverlag, Fantasy Flight Games
 
Category: Fantasy, Fighting, Miniatures

Battles of Westeros @ boardgamegeek.com
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Tuesday 26 February 2013

Napoleon - 4th Edition on Kickstarter

Columbia Games is relaunching an old wargame classic - "Napoleon", initially produced in 1974. As quite common these days, Kickstarter is used to promote a deluxe edition (mounted board, big blocks, signed and numbered color copies of the rules,...) of this fine and challenging game. Check it out here:

Napoleon on Kickstarter

>>> UPDATE 11/03/2013: 
New stretch goal has been added (markers for game effects and for terrain), as the initial goal was met incredibly fast... :-)


Napoléon is a strategy game for two or three players that simulates the Waterloo Campaign. The time is June 15th, 1815.  A French army commanded by the great Napoléon is ready to invade the Southern Nederlands (now Belgium) where two Allied armies, one Anglo-Dutch led by the Duke of Wellington, and one Prussian led by Marshal Blücher are gathering strength to invade France.  The French are concentrated and have the early advantage, but the Allies, if they can unite, are stronger.

Napoléon is an elegant simulation of one of history's greatest military campaigns.  It has always been a fun, addictive game that you will want to play over and over.  Please support a new five-star edition of this timeless classic.


Sunday 16 December 2012

Mage Wars

Introduction/Theme
"Mage Wars" makes you feel like acting as a real magician. You (as a mighty mage) use a customized spell book to fight the hostile mage in a Battle Arena - until one of the two mages is finally slain and looses the game.

Components
The game has been developed over five years, and you can see the efforts spent also when it comes to the high-quality components. The huge box is fully packed with a nice game board, a spellbook, status boards and lot of beautiful cards, markers and some dice. The great artwork adds a lot to the overall experience.

Gameplay
You can choose a mage out of four different character classes (which - of course - have different strengths and weaknesses), available are the Wizard, the Priestess of Asyra, the Beastmaster of Straywood and the Warlock of the Assaxian Crown. You place them on the game board (= Arena), which has twelve different zones (square sections) for moving and summoning creatures. The core gameplay develops simultaneously, and is based on the different spells you chose to have in your spell book. Beside casting spells and summoning creatures, you also can attack your opponent - whereas attacks are resolved very simple and transparent with a die role and comparing some stats. The actual status is tracked on the
well-arranged status board, and the game ends when one of the two mages has been defeated.

Conclusion
The truly outstanding aspect of this game (especially in comparison to a lot of deck building games) is the fact, that you have the spells you chose (yes, all of them!), available any time during play. This offers a great depth of strategical and tactical gameplay, also a lot of variety is guaranteed. You definitely need some time get deeper into all the details, but it's time well spent - because then you can experience the complex possibilities, and more and more details of the endless strategic combinations become visible. Definitely one of the highlights of the year 2012!




From the publisher: Mage Wars is the customizable strategy game of dueling mages. Players take on the role of powerful mages, stepping into the arena to battle for supremacy. Mage Wars is a unique genre-breaking concept, combining the best elements of customizable card games and tactical miniature games.
Players can play as a Wizard, Warlock, Beastmaster or Priestess; each with their own unique strategies and style of play. The game is fast-paced and exciting, with tough tactical decisions every turn.
Players build their own custom spellbook, with over 300 spells to choose from! The game is not collectible – players have equal access to the same spells. There is no random card drawing - players choose exactly which spells to cast, when they want to cast them! This allows for an unprecedented level of rich strategy and tactics.
Summon powerful creatures into the battle, hurl lightning bolts and fireballs, adorn yourself with mighty weapons and armor, or lay a network of hidden enchantments to take your foe by surprise. All of this and more awaits you in the arena of Mage Wars! With subtle strategies and diabolical surprises, the balance of power can shift each round, keeping the game exciting and victory unpredictable. 

Mage Wars highlights:
  • 4 different mages, each with their own unique play style
  • Fully customizable – with 322 spells
  • Focus is on strategy, not random card drawing or collecting
  • Simultaneous play system keeps players actively involved and engaged at all times




2 players, 90 min
Designer: Bryan & Benjamin Pope
Published by: Arcane Wonders 

Category: Card game, Fantasy, Mage, Area Control

Mage Wars @ boardgamegeek.com
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Sunday 30 September 2012

1830: Railways & Robber Barons

Introduction/Theme
"1830: Railways & Robber Barons" is a railroad operations and share trading board game, which influenced a whole industry of similar 18XX-games. 1830 is the original classic game designed by Francis Tresham and published by Avalon Hill in 1986. Lookout Games and Mayfair Games published a reprint lately, which this review is based upon.

Components

The reprint comes with a double-sided game map, shares, play money, railroad tracks and lots of cards - and all of this in awesome premium quality and with a nice style representing the age of Railroads and Robber Barons... Also the rules have been improved in terms of accessibility, but nevertheless the standard variant with the "old" rules is still available and (in the long run for experienced players) definitely recommended.

Gameplay

At the beginning the players are bidding for the railroad companies. Then it is important to balance the main aspects of the game, the railroad management itself (route building) and the stock management. You have to take care of laying tracks and of establishing rewarding good transports as well as decide for the right trains and the right companies (due to technology reasons certain trains are taken out of the game and "better" ones are introduced). Another vital part of the game (maybe the most important) is the stock management, where you should not only aim for rising the value of your own shares, but also for driving down the value of your opponents stock. ;-) When a player goes bankrupt or the bank runs out of money the game ends and the most wealthy player wins. Money can be earned by either dividends, by selling companies or by rising value of shares.

Conclusion

I was thinking for years about buying the old classic boardgame on Ebay and I am more than pleased now with this reprint. Not only the quality and graphics are outstanding and adopted to nowadays premium standards, also the accessibility has been strongly improved. There is a game variant available to learn the main mechanics, as well as a simplified base version and of course the known and loved standard version. This makes it easy for inexperienced players to get into the game and the mechanics - to finally someday enjoy the complex tactics and fabulous gameplay of this masterpiece, where no element of luck is involved.





From the publisher: It is the dawn of the "Age of Railroading" in America. You're a wealthy investor and speculator betting that the new technology will revolutionize transport. Commerce will no longer depend on rutted roads and slow canals. Instead, it will ride the rails on swift, powerful "Iron Horses." 1830™ is an acclaimed railroad investment and building game covering the years 1830 to present. You and your fellow players become the stockholders of America's first railroad corporations. Since the largest shareholder becomes president, you compete for control of the strongest firms.

As president, generate revenue by building track and buying and operating trains-regardless of shareholders' needs. Meanwhile, you pay heed to the volatile stock market. You strive to invest in flourishing companies in order to earn healthy dividends. You try to buy stock in corporations that are rising in value, collect strong, and sell before the stock values drop.







2-6 players, 180-360min
Designer: Francis Tresham
Published by: Lookout (German), Mayfair (English)
Category: Auction, Stock Management, Route buildung, Strategy

1830 @ boardgamegeek.com
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