RSS Feed

Tag Archives: Board Game Review

Review: Greenville 1989

3-6 players

Age 16+

Designed by Florian Fay

Published by Sorry We Are French

Image result for Greenville 1989

Greenville 1989 is a narrative co-operative game in which players take on the role of a typical 1980s teenager who just wants to go bowling. However, en route you and your friends are plunged into a weird and horrifying supernatural vision of your home town, Greenville. To escape players must work as team to direct each other out of this world and back home.

In game play terms, Greenville 1989 has much in common with Mysterium. Players all begin in a central location on a board and are dealt a location card. Each player describes their card and, more importantly, where they think they will be going next.

One player, the Guide, takes the role of directing everyone to their next location. The Guide is dealt location cards equal to the number of players +1. They then secretly allocate each card to a player including a red herring player. The rest of the team then try to work out which card belongs to who.

If correct, the new card becomes their location, and the next player becomes the Guide; get everyone through 4 locations and you all escape. However, if you fail to correctly identify your location you move a place along a path on the main board. Should one player reach the end of their path you all are lost to the void forever.

Now I am not a fan of horror. I refused to play the T.I.M.E. Stories scenarios because the first one was so unnecessarily horrifying. However, despite its 16+ age rating, I didn’t mind the horror elements of Greenville 1989. The locations are at best a bit trippy and at worst contain monstrous horror, but they are not openly gory or scary. It helps that they have little movie references in them, which the movie nerd in me enjoyed spotting and discussing.

Image result for Greenville 1989

As I said above this game is similar to Mysterium, and it’s nice to see someone other than Libellud take on the “describe a weird card” mechanic. One of the most enjoyable parts of Greenville 1989 is the feeling that you truly are all in it together. Sometimes the cards are against you and none of the locations match any part of what someone has described, but it feels like you’re in control and share in your teammate’s successes and failures.

Mysterium, though fantastic, can feel a little like the Ghost is in control and therefore is someone to blame when things don’t shake out. Also, after a few dozen games of Mysterium, cards end up having unintentional meanings, so-and-so always uses that card to mean the Groundskeeper for example, which sort of spoils the purity of the game.

This may happen to Greenville, I’ll let you know in a few years’ time, but on an initial playing it feels like this is less likely. Greenville 1989 also feels like a pared down, purer form of the mechanic. It doesn’t have the slightly complicated scoring system of Dixit or the separation in Mysterium between the Ghost and the Psychics.

Everyone gets a turn at being the Guide and it’s simply pick your card and win (or not). So, if you like a cross between Mysterium and Stranger Things this is definitely the game for you. Describe your locations, see what’s behind the mirror, direct your friends into the mouth of the beast and try to get home in time for your TV dinner.

Bears Vs Babies: A game review

20170627_171516 On July 4th, while many Americans celebrated with Fireworks and cookouts, my friends and I sat down to play Bears Vs Babies. As fans of the creators, we had been waiting to play it since the game had been announced. We were not disappointed.

Bears Vs Babies is honestly just a very entertaining game. It is also fairly easy once the players get started. There is a mat, and cards that are shuffled together. Some are babies who have different slots on the mat. There are some cards to give the players different actions. The other cards are pieces to help the player make a totally awesome monster!

The game encourages players to first go through a practice round, which is always helpful, depending on the experience level of the players. After they are comfortable, then it is time to get down to business and make some monsters. Players are given a number of cards. All babies are discarded face down on their appropriate color slots. Monsters are put together during each player’s turn.  

20170704_200936

The tricky part is that the cards have to line up with the stitches so it may take a few turns before a monster can be properly assembled. There are points on the cards which let you know how powerful each card is, so the more cards the more powerful your monster. All of the cards with the heads have a color that correlates with a baby pile, or they have a rainbow meaning they could fight any group. The goal of the players is to defeat the evil baby armies. If the player can, then they get the points. Some cards in the deck enable other players to trigger a fight between a player of their choice and the baby armies so it is a good idea to pay attention to what your friends are building.

Bears Vs Babies is brought to us by the brilliant minds of Elan Lee and Matthew Inman. Yes, the creators of Exploding Kittens. Bears Vs Babies has all of the humor of Exploding Kittens. It felt quick to play between trying to make my monster and strategizing against my friends. The art on the cards is well done. The monsters are funny and sometimes even fancy. In short, it was a great game that I cannot wait to play again.

I would rate Bears Vs Babies: Must play.

Always keep sparkling!

The Wrath of Ashardalon Review

The Wrath of Ashardalon Review

Game Designed by Peter Lee
Published by Wizards of the Coast
Release date: February 15, 2011

Dungeons & Dragons is best known as a tabletop RPG where a group of players sit around a table and role play as their previously created character. They listen to a Dungeon Master, who writes the story, describes scenery, invents situations and stands in as NPCs. It’s been the experience of many a D&D player that a good DM is hard to find (I’ve been blessed with amazing DMs, but I hear other people have this problem). Well, with the invention of Dungeon & Dragons board games, this isn’t a problem anymore.

Just over a year ago – right after I moved to Los Angeles and right before I met my current DM – I bought a board game called The Wrath of Ashardalon. It’s a cooperative game for 1 – 5 players with 5 pre-made characters and 13 build-as-you-go dungeon adventures. Each adventure is more difficult than the last, with the 13th and final being an assault on Firestorm Peak to find and defeat the dragon Ashardalon. The game is part of the D&D Adventure System, which means it can be combined with other D&D games, such as Castle Ravenloft, The Legend of Drizzt, and the newest game The Temple of Elemental Evil.Wrath of ashardalon unboxed

I originally bought this game for two reasons: 1) I was missing my D&D group back in Pennsylvania; and 2) I was excited that it has the option to play alone. When I got the game, however, I was disappointed that there is only one adventure tailored to the single player. This is the first adventure, which is designed to show you how to play the game and doesn’t have much replayability.

The rest of the adventures suggest 2 – 5 players. This is another disappointment because it’s nearly impossible to defeat any of the dungeons with just two players. Even Adventure 2 proved to be too difficult for just me and a friend. We were able to defeat it easily with four players, though, so it’s not all bad.

The game plays very much like a D&D campaign, but your actions are limited and the game itself is the Dungeon Master. Reading the rules of the game caused a lot of controversy, though. They are vague and leave a lot to interpretation. This caused arguments within the group with whom I played the game. Eventually, I was able to quell any confusion my group had by explaining how things worked in a D&D campaign, as I was the only person who’d played before.

Wrath of Ashardalon playingThe adventures themselves are fun once you get the hang of it. The monsters have varying degrees of difficulty, allowing for some experiences to be more challenging than others. The game requires your group to pull together and defeat each dungeon, which gives you the same feeling of accomplishment as a normal D&D campaign. It’s a good substitute for when your DM is sick or just can’t make it for one reason or another.

Do I recommend it? Yes. It’s a fun substitute for an actual campaign. However, I would suggest that you try to get four or five players, including at least one who has played a D&D campaign before who can clarify or make executive decisions in regards to the vague rulebook. That will make the transition much smoother and your adventures much more interesting.

This is also a good choice as a Christmas present for the gamer in your life!

-Vanri the Rogue

Dungeons and Dragons: Wrath of Ashardalon