Showing posts with label casual. Show all posts
Showing posts with label casual. Show all posts

Saturday, 26 March 2016

Exploding Kittens: A card game for people who are into kittens and explosions... and laser beams... and sometimes goats.

We certainly can't be described as having been active at Games & Tea over the last 18 months.  The sad fact of the matter is that our play/review group has drifted apart, and gaming sessions are few and far between these days.  However, this doesn't mean we don't still thoroughly love a good game.  All it means is that we've accepted the fact that our content won't be as frequent as it used to be (for the time being, at least), but we'll still be posting as and when we get the chance to play and review something different.
So, we've recently introduced the first newcomer of the year to the Games & Tea library, and are filled with joy (and TNT) to bring you our thoughts on the game.  We give you Exploding Kittens; a card game for 2-5 people by Elan Lee, Shane Small and Matthew Inman.
Exploding Kittens began life as a Kickstarter campaign, and we should probably take a moment to say it's kind of a big deal.  With its simple game mechanics, illustrations from popular comics website The Oatmeal, and cats (it's the internet, cats are just what we do), it went on to become the most backed project in Kickstarter history.  With such a legacy, it was fairly safe to say we had high expectations going in!
Exploding Kittens is a card game version of Russian Roulette, with players drawing cards from a single, communal deck.  If they draw an Exploding Kitten they are blown up (not literally, in any of our playtests) and out of the game.  The game continues until only one player remains free from kitten-based destruction, and that player is declared the winner!
However, it's not a game of pure random chance.  Different cards throughout the deck allow players to defuse their Exploding Kitten, attack other players, steal cards, and a range of other actions all designed to keep the feline menace at bay!
Let's start at the beginning, and look at how the game works...
As mentioned, Exploding Kittens is a game for 2-5 players.  There are four Exploding Kitten cards in the deck, and the game should be played with one fewer kitten than there are players (so 2 EKs in a 3 player game, 3 in a 4 player game etc).  One immediately obvious benefit of this system is that it guarantees a winner by the time the deck is depleted, eliminating the discard pile reshuffle so common to most casual card games.
Each player takes one Defuse card (which we will come onto shortly) and four random cards from the deck as their starting hand, the Exploding Kitten cards are shuffled into the deck, and the game begins!
During each players turn they can play as many cards as they wish from their hand.  They may choose to play everything, or they may decide to keep hold of all their cards for the moment, and in Exploding Kittens there is no limit on hand size.  Once they're done playing cards, they end their turn by drawing one card from the top of the deck.  If they draw an Exploding Kitten, then BOOM!!!
So, in order to keep the game from being completely random and no fun whatsoever, Exploding Kittens includes a number of options to protect players from the titular moggies.  The most straightforward of these being the Defuse card...
The Defuse cards each feature a different method for distracting/pacifying a kitten, from a laser pointer to belly rubs.  The illustrations are just for amusement value though, and they all serve the same purpose.  If a player uses a Defuse card when drawing an Exploding Kitten, they remain in the game and can reinsert the kitten into the deck wherever they like.  To be cruel to the next player in line, it's often a popular move to place the Exploding Kitten back on top of the deck!  This is by no means a foolproof tactic, and can backfire drastically, if that player also has a Defuse card or one of the other varieties of card in the deck.
The first option players have in their arsenal is the Skip card.  It allows players to immediately end their turn without having to draw a card, thus avoiding the risk of explosions.  Attack cards are the next aggressive step up from Skip, not only allowing players to avoid drawing a card, but forcing the next player to take two turns!  Double explosion risk!  Shuffle cards do exactly as you'd expect, and can mess up best laid plans - especally useful in conjunction with See The Future, which givesthe player a look at the top three cards in the deck.  Favours force a player to give a card away, and the Nope card can be played responsively to negate any of the above (even another Nope, turning it into a Yup).
Between all of these assorted action cards, players will usually have an option to avoid kitty destruction early on in the game, but as time rolls on options will become depleted and the pace of the game takes on a more frantic tone!

In addition to the various actions, there are a variety of Cat cards emblazoned with a selection of non-explosive cats, from Rainbow-Barfing Cat, to Tacocat (who is very proud of his palindrome status).  These serve no purpose alone and can only be played as a pair, but once played they allow the player to steal a random card from an opponent.  Not the most devastating action available in the game by ny means, but if played against someone who only has a single card left in their hand, it can be very useful!

And that's all there is to it!  Play cards, draw cards, infuriate your opponents, and pray to the higher powers you don't find yourself on the wrong end of an Exploding Kitten!  So that's the mechanics out of the way, how does it actually fare as a game in practice?
Well for one thing it's incredibly simple to learn - we wouldn't even describe it as having a learning curve, seeing as the learning process is so quick that it never has the chance to form a distinct shape.  The box boasts "2 minutes to learn", and frankly we're convinced that one minute of that is spent figuring out that the instructions are tucked inside the box lid and then unfolding them.
Once the game gets going, it's very fast moving and entertaining.  Not only do you never have long to wait for your turn even in full 5 player games, but it's fun to watch the other players sweat and argue as the deck moves closer and closer to one of the kittens.  It can be infuriating at times when your friends mercilessly turn on you, but the number of Defuse and assorted action cards are so much higher than the number of actual Exploding Kittens, that escaping or avoiding the explosion is actually far more common than being caught in it.
Purely from an aesthetic point of view, we feel we should point out that Exploding Kittens is wonderful to look at.  Not only are the the illustrations an absolute joy, but almost all of the cards are different.  Each Exploding Kitten is getting up to different destructive mischief, each Defuse is a different method of cat pacification, each Attack is a different form of aggression, and so forth.  Only the Cat cards - which must be played as pairs - have identical illustrations, and this is understandable.
And also, pairing aesthetics with practicality, the box is pretty darn nice too! 


Decorated inside with more of Matthew Inman's illustrations, the box is sturdy, precisely the right size for the game, and is divided into two sections so you can even play a round in a place where space is simply unavailable, using the empty side of the box for the discard pile.

But the world can't all be sunshine and rainbows (or even Rainbow Barfing Cat).  The biggest weakness of Exploding Kittens has to be 2 player games.  It seems to be a running problem with card games, that as soon as you drop to two players and the "back and forth" routine begins, the game loses its lustre.  It also leaves the game susceptible to a card hoarding tactic, enabled by the unlimited hand size.  Unlike larger games, where a certain momentum can be reached, two players can simply draw and keep cards indefinitely until the single Exploding Kitten in the deck is revealed, at which point both players can simply play everything they have in one go to see who ultimately wins.  It's not a very exciting way of playing, but if one player does it then the other has to in order to compete.  In a game all about explosions, it really is the nuclear option.

The Good Points
  • Quick to play, and even quicker to learn.
  • Beautifully illustrated - quite possibly the nicest looking game in our library.
  • An excellent way to enrage your closest friends.
  • Cats.  Who doesn't like cats?!
The Bad Points
  • Less enoyable and prone to being broken with only 2 players.  In fact we'd even go so far as to say it flat-out doesn't work as a 2 player game.
  • A little pricey for a card game.
  • Apparently some people find the notion of exploding kittens "distasteful".  Here's hoping those people never find out about Kittens in a Blender.
Recommended Number of Players: 3-5
As we highlighted above, Exploding Kittens can become something of a joyless back-and-forth slog with just two players.  Any more than two is great, and five is just epic.

Average Game Time: 10 minutes
It doesn't take particularly long to get through a round of Exploding Kittens, seeing as the draw deck never needs to be replenished.  Games can range from 2-20 minutes, so we figured 10 was a good average.

Replay Value: High
Exploding Kittens is short, light-hearted, and leaves the losing players wanting to exact revenge on the winner.  As a result, it tends to get replayed quite a lot!

The Future: Nuclear?
At the moment there are no expansions for Exploding Kittens, nor any mention of them on the official website.  However, in theory it should be easy enough to incorporate a few more cards and different types, and the box definitely has room to accomodate them.  Given the incredible Kickstarter success of the game and a strong commercial follow up, we certainly wouldn't be surprised to see more on the horizon in the near future.

Price: £18
There are currently two versions of Exploding Kittens: the version featured in this review, and a NSFW Edition, which is somewhat more adult and apparantly features Boob Wizards.  Either version will set you back roughly £18, and are quite readily available from gaming stores.  We'd like to point out that yes, you can get them for £16 on Amazon, but we didn't for two reasons:
1) We like to support our local hobby stores, and would encourage all gamers to do the same.
2) The copies on Amazon don't meow.  Check your local gaming store and you can probably get a copy in a meowing box.



OVERALL SCORE: 8.5/10 (3-5 players), 2/10 (2 players)
 Tea consumed during this review: None.  Lemsip all the way, on account of a lovely cold and sinusitis.  Congestion Rating: 4000/10

Saturday, 30 May 2015

Batman Fluxx: A First Impressions Review/Preview

As most UK-based gamers will be well aware, this weekend is the 2015 UK Games Expo: an annual event held at the Hilton Metropole Hotel at Birmingham's NEC.  This year was the second year that we were in attendance, and whilst a general write-up will be forthcoming, there was something else we wanted to report on first and foremost.

A couple of weeks ago whilst pootling about on Twitter, we saw a retweet of an announcement for Batman Fluxx.  As fans of both of those words, this got pulses racing a little here at Games & Tea HQ.  It's scheduled for release in early August, so it was put right at the top of our shopping list and no more was thought of it.
What we didn't realise was that this weekend Looney Labs would have a table at the UK Games Expo, and that Batman Fluxx would be one of the games available for demo (along with a couple of other Fluxx prototypes, which we can't mention due to the copyright negotiations still ongoing).  So we had the opportunity to have a look through the deck, play a game with Fluxx creator Andrew Looney himself, and take a few photos along the way!  Seeing as we completely overlooked the fact that is was Games & Tea's 2nd birthday just a few days ago, this felt very much like a belated present!

The head Looney himself - Andrew Looney - proudly showing off one of the latest additions to the Fluxx family!
Now whilst we have done reviews of games in development before, this is the first time we've reviewed a game after just a single playthrough, and without a reference copy in front of us.  For this reason we've branded this as a first impressions review/preview, and will be putting up a full review once we've gotten our grubby mitts on our very own copy, and put it through its paces to determine its replay value etc.

As with our last few Fluxx reviews, we'll be dispensing with the basic gameplay mechanics, and just address the elements of Batman Fluxx which make it stand out from the rest of the family.  For those unfamiliar with Fluxx on the whole, take a quick look at our Monty Python Fluxx review, in which we explained the game's core mechanic.


So to start with the basics, Batman Fluxx is Fluxx with a Batman theme - yes, this may sound like we're stating the obvious, but the point we're getting at is that you'll find the familiar New Rule and Action cards in the deck which are fairly universal, eg. Draw 4, Trash a New Rule, Draw 2 and Use 'Em, etc etc.  And - as with all other Fluxxes - the backs of the cards are of the same universal design, meaning that they can be integrated into other decks.

Yes, this means you can have Pirate Batman Fluxx.

"Bring me the Jokarr!"
On the front of the cards, the first thing to notice is the illustration style.  Fluxx has always had a cartoony element to it, which both adds to its charm and serves to remind players that it's supposed to be a casual, fun game at its heart.  Whilst the recent Love Letter: Batman Edition featured illustrations from the New52 comics series, such serious imagery would look very much out of place in a Fluxx deck.  Instead, Batman Fluxx is filled with illustrations in the style of Batman: The Animated Series, which fits in very well with the general Fluxx feel.  Combined with the classy art-deco style sidebar and font, and Batman Fluxx is a game which is aesthetically very pleasing to play.


The Keepers in Batman Fluxx cover a range or characters, gadgets and locations.  As with most recent Fluxx incarnations, many of the Keepers have additional rules and abilities, just to keep the game moving at a more interesting pace.  Bruce Wayne, for example (above), must be discarded if Batman ever hits the table.  The Batmobile can be discarded to take an extra turn.  The Bank increases your draw by 2, and so on.  Other Keepers we remember off the top of our heads included Robin, Batgirl, Commissioner Gordon, the Bat Signal, and Wayne Manor.

The Creepers (of which we sadly forgot to take any photos, due to being so caught up in the gameplay!) are where the game truly becomes interesting.  Each Creeper in Batman Fluxx is one of Gotham City's famous supervillains, and so there are a fair few of them in the deck.  The Joker, Harley Quinn, Poison Ivy, The Penguin and The Riddler are all out in force, to name a few, so the chances are your favourite villain will be in there somewhere!  Now the most Creeper-heavy Fluxx edition to date is Zombie Fluxx, and it worked very well because many of the game's Goals required Creepers in order to achieve victory.  Batman Fluxx works in a similar way, with Crazy Love, for example, giving the win to the player with The Joker and Harley Quinn.  Now the interesting thing with Batman Fluxx - and the thing which makes its Creepers unique - is that if the active Goal doesn't include Creepers then no one can win if there are Creepers on the table.  This is a wonderful mechanic, first of all in that it gives players a Batman-style task of cleaning up the crime in Gotham City, and secondly in adding a whole new tactical element, as win conditions generally become harder.


That's basically all there is to say at this point about the new additions to the game!  In terms of how it all works, it does really capture the Batman theme while keeping things casual.  Things like the "no one can win" rule with the Creepers, Bruce Wayne's exodus from the table as soon as Batman appears, and the Bat-Signal's ability to 'summon' the dark knight from an opponent all fit together nicely.  The Goals we saw during our game were all nice little references to the cartoon/comics lore, such as Secretly His Daughter for having Commisioner Gordon and Batgirl (we are fans of Babs over here).  And of course the overall aesthetic is very pleasing, feeling very much like the cherry on top.

If we had to nit-pick (and as game reviewers, we do feel it's our duty), the win-condition difficulty increase as a result of the Creepers did feel like it would steer games of Batman Fluxx more towards longer play times than shorter ones.  Fluxx has always been renowned for games lasting anywhere from 90 seconds to 90 minutes, but the Creeper rule does seem to skew things more towards the latter, which may put off a few players who would normally consider Fluxx to be a filler game.
One thing we will be interested to see, however, is whether it can convert a few non-Fluxx fans.  It's always been a Marmite game in the gaming community, and we come heavily down on the 'love it' side of the line.  With Batman being so wildly popular, we can genuinely picture a few folks being swayed over onto our side, where we will be ready to greet them with hugs, cake and "I told you so's".

With a normal review this is where we'd do a summary breaking down the pros and cons, the price, average play time and so on, but seeing as this only a first impressions review we'll dispense with that until the full review in a couple of months time.  We will, however, quite happily give it a preliminary score based on our overall feelings from the day...


PRELIMINARY SCORE: 9/10

Thursday, 9 April 2015

Love Letter: Batman Edition Review

Good day to you, ladies and gentlegamers! As we've mentioned in the past, we thoroughly enjoy every review we bring to our readers, but we get an extra bit of joy from reviewing a new release - purely because of the fact that it allows us to feel as though we're on the ball for once!  So, brace yourselves for probably the shortest gameplay walkthrough we've ever brought you, as we take a look at Love Letter: Batman Edition by Seiji Kanai, from Alderac Enterainment.


Love Letter itself is a very popular and well-established casual card game, and has been a staple of many gamers' collections for quite some time.  Even with comic book heroes very much ascendant in recent years, this is probably one of the most surprising games to receive a superhero paint job!
To date we haven't actually played the original Love Letter so will be unable to draw direct comparisons, but we're chalking this up as an advantage as it leaves us able to dissect the Batman Edition on its own merits, and give it an unbiased score.

Love Letter: Batman Edition is a competitive card game for 2-4 players, in which each player takes on the role of the Dark Knight, and has to outshine the other Batmonei (we established this as the plural of "Batman" on a Hobbynomicon podcast!) in recapturing the escaped inmates of Arkham Asylum.
At the beginning of the review we mentioned that this would probably be our shortest gameplay explanation to date, and this is entirely down to the fact that Love Letter: Batman Edition is a mind-bogglingly simple game to play - to such an extent that we were left wondering why we never picked up a copy of the original version.  Before you click away though, we like to think our Cards Against Humanity review proved that simple mechanics do not a bad game make, and similarly our Arkham Horror review went to show that complex mechanics don't necessarily pave the road to a good gaming experience.  So stick with us as we go through Love Letter: Batman Edition and see how it plays out...


Contents-wise, Love Letter: Batman Edition is a very light game.  There are 16 Game Cards, each printed with lavish artwork depicting either Batman, Robin, or one of the many major supervillains from the Batman universe (for those DC fans interested, with the exception of The Joker they're all New 52-based).  Each of these cards contains a nice, plain-English explanation of how that card functions, which we'll go through shortly, and a number in the top-left corner which dictates the card's value (the higher, the better).


As an extra little assist for players, there are also four card lists included in the box, explaining the value of each character, the card's abilities, as well as a reminder of how many of each card are in the deck (there may be five Batmonei, but there is only one Mr J!).

"I'm Batman!" "No, I'm Batman!" "I'm Batman, and so's my wife!"

This just leaves a bag of small wooden Batman tokens, which are used to keep track of the scores across each round, and the rulebook.


And that's it!  Not a great deal to look at (although certainly very pretty), but let's put them all together and see what happens...

The aim of Love Letter: Batman Edition is to gain 7 Batman tokens before any of the other players, through rounding up the highest-valued Arkham escapees.
To start the game the Game Cards are shuffled and then one card is randomly discarded face-down, not to be used throughout the rest of the game.  Lover Letter: Batman Edition is a game of bluffing and deduction, so having one unknown card missing from the deck adds an extra challenge to the latter.
Each player draws a single card to create their starting hand, and then the round begins.  During each players (very quick) turn, they draw one card off the top of the deck, and then have to discard one from their hand,  Some of the cards have positive effects, some have negative effects, either of which can be used to try and misdirect the other players about the remaining card.  Some can be used to eliminate other players from the round, whilst some eliminate the player who discarded it, and one way to win the Batman token for the round is to be the last Batman standing.
If the deck is depleted then the round finishes, and the player with the highest value card in their hand wins the Batman token, or - in the event of a tie - the player with the highest value of discarded cards wins.

Confused?  That's fair, it's a far simpler game in practice than on paper!

For example...


Going back to Batman himself from the earlier photo, his discard ability allows a player to guess at the card in another player's hand.  At the beginning of the game this could be an outright guess, but as more cards are discarded deduction can start to creep in.  Of course players do have to rely on complete honesty from one-another, but frankly anyone who can't be trusted through a casual game has no place in any gaming group, in our opinion!  Batman is the lowest value card in the deck, so keeping him in hand serves very little purpose in the long-run, so he will usually get discarded/activated a lot.


Harley Quinn is a high-value escapee, with a value of 7 (second highest only to her puddin' - The Joker - himself), so keeping her in hand is usually going to be a good play.  However, her ability forces her to be discarded if Two-Face or Poison Ivy are drawn.  In the example above the player has just drawn Bane, who allows players to basically play a quick game of Top Trumps!  Now whilst the obvious play would be to discard Bane and hope Harley's 7 is enough to knock out an opponent, a sneakier play might be to discard Harley, leading the other players to believe either Two-Face or Ivy is in your hand.  Throwing the other players off the scent for a turn like this can be a devastating move, especially with such high card turnover and fast deck-depletion.

Each character in Love Letter: Batman Edition serves a different purpose, and learning how and when to use them most effectively is the key to victory... that, and a good poker face.  Catwoman, for example, allows a player to look at an opponent's hand.  Two-Face allows a player to trade hands with an opponent altogether.  Robin allows a player to ignore the effects of other cards for a full turn.  And The Joker (a personal favourite) puts the player who discarded him out of the round - you are playing as Batman, after all, so allowing Gotham's most notorious criminal to slip through your grasp is grounds for immediate dismissal.

As mentioned above (although now with a bit of context!) being the only non-eliminated player wins a Batman point, or after the deck is depleted, having the highest-value inmate in your clutches snags you that little wooden bat-symbol.  At the end of each round the deck is shuffled and the process is repeated until one player has 7 of those coveted points.

So that's Love Letter: Batman Edition.  With a learning time of roughly 90 seconds (no kidding, that's actually how long it took us to get a game going!) it's one of the quickest and easiest games to pick up on the market, but with some light-hearted theatricality and deception, it's still incredibly fun to play.
The physical components of the game are manufactured to a high standard, and the artwork - as mentioned earlier - is very nice to look at.  Being a quick game to play, it makes an excellent warm-up, wind-down, or intermission game to any games night, and the turns rotate so quickly that it feels more like a party game, as you always seem to be taking an action of some sort.  It's simplicity and short play-time make it an excellent game for younger gamers with shorter attention spans as well, so if you have a young Bat-fan in the family and you want to draw them into your gaming hobby, this might be a good place to start!
Criticisms of the game come very few and far between, however we've always prided ourselves on our impartiality, and so will work to find any negative points we can.  First of all it's not so great with just 2 players.  Even with the mystery card removed at the beginning of the game, the deductive side of Love Letter: Batman Edition falls a little short when you only have one opponent to outfox.  The only other criticism (and ye gods we're having to scrape the nitpicking barrel here!) is that there will inevitably be people getting upset over the choice of villains in the deck.  With a limited-sized deck and so many Arkham alumni to choose from, some people will end up having their favourites missed out.  (On a personal note, the inclusion of The Joker, Harley Quinn and Catwoman was enough to keep me happy, anyone else is purely a bonus!)

The Good Points
  • Quick to play.
  • Even quicker to learn!
  • An excellent entry-level game for younger gamers, or those new to the specialist game scene.
  • Nicely tactical, in spite of the simple mechanics.
  • Very well presented, with nice artwork throughout.
  • "I'M BATMAN!"
The Bad Points
  • Limited appeal with only 2 players.
  • No Riddler or Penguin, to name but two, so Nigma and Cobblepot fans will be disappointed.
  • Very difficult to resist the urge to growl "I'M BATMAN!" with the Batman card in hand.  Anyone?  Oh, maybe that's just me then.
Recommended Number of Players: 3-4
As mentioned, Love Letter: Batman Edition struggles a little with 2 players, but it comes to life with 3 and excels with 4.

Average Game Time: 20 minutes
Each round of Love Letter: Batman Edition only lasts a couple of minutes, but with a target of 7 Batman points a full 4 player game has the potential to cap at 25 rounds!  However, this is unlikely to happen, and 20 minutes is a good average game time, which can even be shortened if needed by reducing the number of required points.

Replay Value: High
With its short play-time, this is a good game for filling gaps, whether a lunch break, or a pause between bigger games on a game night.  As a result, it's likely to be a game which is played little and often, and so will be very easy to keep coming back to.

The Future: Darkest just before the dawn...
Okay we have to admit that comment wasn't really relevant, but we just thought it'd look really good there!  Love Letter: Batman Edition is a standalone game, so really doesn't have anywhere further to go.

Price: £14
The RRP on Love Letter: Batman Edition is £14, and there are two versions available.  We've shown you the boxed version (as we like having pretty boxed games filling our shelves), but there is also a bagged version, which doesn't come with the box, but includes a Batman-embroidered canvas bag for ease of transportation.  Both retail for the same price, and with both Love Letter and Batman being very popular, we imagine it will be readily available on the shelves of most gaming stores before long!


OVERALL SCORE: 9.5/10
 Tea consumed during this review: Typhoo, milk and 2 sweeteners.  Brew Rating: 7.5/10


If you enjoyed this article and want to see more of the same, come and like us on our Facebook page to keep up to date with our reviews, as well as our general day-to-day ramblings!

Saturday, 4 April 2015

Pirate Fluxx: The Ever-Changing Pirate Card Game

If you ask any gamer to reel off a handful of quick, casual games, there's a very good chance that Fluxx will be on the list.  Love it or loathe it, Fluxx has become one of the staples of the gaming world since the release of the original version of the game way back in 1997, and has spawned a number of themed sets (14, at the latest count!).
In this article we'll be swashing our buckles, hoisting the colours, and dunking the ship's biscuits, as we take a look at Pirate Fluxx from Looney Labs.


As with all Fluxx games, Pirate Fluxx is a casual, competitive card game for 2-6 players.  In the same way as we did with our reviews of Zombie Fluxx and Star Fluxx, we won't be going into the basic Fluxx ruleset here, as it's identical in every version of the game.  If you haven't played any version of Fluxx before then we'd highly recommend starting by reading our Monty Python Fluxx review, as we detailed the full rules here.
Instead, we'll be looking at some of the additions to this version of the game, and how well the pirate theme is brought to life.

If you've played Star Fluxx or read our review (and if you haven't, then why not? Seriously, we gave you a link just above, you have no excuse!) then you'll know that version of Fluxx tipped it's hat to a lot of franchises, from Hitchhikers Guide to the Galaxy, to Star Wars via 2001: A Space Odyssey.  We might as well start by pointing out that Pirate Fluxx is not franchise-based, so you'll find no Jack Sparrow, no Dread Pirate Roberts, and no Guybrush Threepwood here.  In fact it's not even historically-based, so don't expect to see Blackbeard or Calico Jack showing their faces either.

Sorry, Guybrush, you and your woodchuck have no place here.

It's not all doom and gloom though.  Even without some of popular cultures greatest piratical personalities, Pirate Fluxx still takes players across the seven seas, with ships, rum, gunpowder, treasure and citrus fruits!


As with all themed Fluxx decks, the chosen theme comes through strongest with the Keepers (and, subsequently, the Goals).  Whilst there are pirate-specific New Rules and Actions, the majority of these two card types are still the same as the other Fluxx decks, but the Keepers are all piratical.  Amongst the Keepers in Pirate Fluxx, players will find a wide selection of 'booty' cards, such as doubloons, emeralds and pearls, and a range of fine sea-faring vessels, from mighty frigates to humble dinghies.  They'll find rum, they'll find parrots and monkeys, the king's colours and pirate flags... basically if it's a part of pirate lore, it's probably represented in the Keepers somewhere (except for the governor's daughter, but Pirates! Card Game called dibs on her already).
As with StarZombie and - to a lesser extent - Monty Python, some of the Keepers in Pirate Fluxx have special rules, and the way Looney Labs have written these really does make the pirate theme stand out nicely.  For example, there is a New Rule card called Plunder, which allows players to steal a Keeper from an opponent once during their turn.  However, if a player has the Cutlass Keeper then they're (almost) safe from plundering.  They can still be plundered from if the plundering player has the Flintlock Pistol, as flintlock>cutlass.  To trump everything, however, if a player has the Captain's Hat then they can plunder from anyone, and similarly cannot be plundered by anyone (it's important to respect the chain of command).  This makes the Captain's Hat a highly valued commodity in Pirate Fluxx (in no small part due to the fact that the other players are required in the rules to refer to its owner as 'Captain'), and we've been involved in games which have gone on for far longer than they should have, with the Goal being completely forgotten about in favour of fighting over the coveted hat!  One of the most heart-breaking moments as the reigning captain is seeing the malicious look of joy in an opponent's face as they play the Mutiny! card.


Other piratical cards are interspersed throughout the deck.  Whilst Fluxx staples such as Draw 3, Play 2 and Steal a Keeper are still part and parcel of the game, cards like Mutiny! and Walk the Plank! continue to keep the pirate theme running.  But our favourite card in Pirate Fluxx (possibly second favourite - that Captain's Hat is pretty darn cool), and the one which most heavily brings a pirate atmosphere to the gaming table is a New Rule...


In a similar fashion to Monty Python Fluxx's Outragous Accent New Rule, Talk Like a Pirate rewards players for, well, talking like a pirate!  Whether slurring their way through their best Jack Sparrow impression, or "Y'arr!"-ing their way through a turn, players get to draw additional cards for putting on a pirate voice, and for keeping it going uninterrupted.  In our very first game of Pirate Fluxx, one player's phone rang and - unwilling to lose the +1 bonus for maintaining their pirate voice - they answered the phone in pirate character and confused the hell out of the sales caller on the other end of the line.


As with most variations on the game, Pirate Fluxx is not without its Creepers; cards which prevent players from winning the game.  However, it's very Creeper-light, with the two above being the only ones in the deck.  Not only that, but they're actually incredibly easy to get rid of compared to most Fluxx Creepers, with Scurvy being removed by the mere presence of citrus fruit Keepers, and Shackles having the option of being bought off with a booty Keeper.  Not only does this quicken the pace of the game, but it also makes it a lot more accessible to the younger gamers in the family, who may otherwise get frustrated with the unshakable Creepers in other Fluxx games.

So that's Pirate Fluxx!  We've always been very open about the fact that we fall into the pro-Fluxx camp, and Pirate certainly doesn't fail to disappoint.  The light-hearted nature of the classic game still shines through the piratical paint-job, but at the same time the pirate theme isn't lost - this still feels like a piratey game, as opposed to just a game with some pirate words on the cards.

The Good Points
  • Each card tells the player exactly what they have to do with it, and so it's a very fast game to pick up.
  • It's a nice compact game, and can easily be taken to a park or pub to play with friends.  Nothing is needed except for the cards in the deck.
  • Pirate Fluxx manages to keep both the feel of Fluxx and the feel of a pirate game, so you'll get precisely the game you hope for out of this.
  • The low number of Creepers and the ease of discarding them makes this a good version of Fluxx for younger players as well as adults.
  • With the right number of players it's quite a quick game to play, and is good to wrap up a heavy gaming session.
The Bad Points
  • As with other Fluxxes, Pirate Fluxx is largely a game of chance, and this luck-based system will not appeal to all.
Recommended Number of Players: 3
Fluxx decks are always good wind-up or wind-down games on any gaming nights.  Pirate Fluxx loses a little of the fun with just 2 players, but with 4 or more (the box advertises 2-6) it can start to drag on as players forget their own Goals and desperately vie to just keep eachother from winning.

Average Game Time: 20 minutes
Pirate Fluxx is difficult to put an average game time on due to its random and unpredictable nature.  We've played games which have been over in a matter of minutes, and some which have gone on for over an hour.  20 minutes is a good, solid, average time though.
...unless everyone is squabbling over the Captain's Hat, then you should steel yourselves for a 3 hour epic!

Replay Value: High
Pirate Fluxx is an excellent wind-down game, and with it being an enjoyable yet generic theme, it's a lot of fun to keep returning to.

The Future: n/a
Each version of Fluxx is its own game, and as such the contents of the box are all you'll ever get of Pirate Fluxx.  However if you've enjoyed the mechanic then there are several other themed Fluxx sets to choose from, including Zombie Fluxx, Oz Fluzz, Martian Fluxx, Cthulhu Fluxx and Stoner Fluxx.

Price: £12
Pirate Fluxx will set you back roughly £12, which is a thoroughly decent price for a stand-alone card game.  The various Fluxx sets seem to be standard fare in most specialist game shops, so even if they don't have the set you're after then they should be able to get their hands on it quickly.



OVERALL SCORE: 8.5/10
 Tea consumed during this review: Tetley Redbush, 2 sweeteners and a dash of lemon.  Brew Rating: 8/10


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Monday, 5 May 2014

Good Cop Bad Cop Kickstarter Review

This review is for a project still at the Kickstarter stage.  As such, final game contents may vary from those shown here.
 
As Games & Tea heads towards its first birthday (we're expecting cake - please don't let us down), it's delighted us just how much we're making in-roads in the gaming scene.  Sure, we're probably at least a couple of weeks away from being mobbed by adoring fans in the street, but over the last couple of months we've had the nice experience of games developers approaching us to review their up and coming games.  It's our pleasure to bring you another one of these now, in the form of Good Cop Bad Cop from Overworld Games: a semi-cooperative card game of hidden identities, deception, and occasionally shooting someone just out of spite/to be on the safe side.
 



Good Cop Bad Cop is for 4-8 players, and each player (as the name implies) takes on the role of a police officer (or "cop", as we understand the cool kids call them these days).  Some of these cops will be the very embodiment of honesty, whilst some of them will be a crooked as a politician, and it's the aim of the game for each team to eliminate the leader of their opponents.  Unfortunately this isn't quite as easy as you might first think, as the crooked cops have done a fine job of covering their tracks, so nobody at the start of the game knows which players are crooked and which are honest (aside from themselves, obviously).  As such, the game starts out with an investigatory feel until players know just whom they can trust, after which it can descend into all-out interdepartmental war!
Well that's the rough outline of the game, so let's take a look at the components and then break down just how it all works!
 
There are three main types of cards in Good Cop Bad Cop: Integrity, Equipment, and Guns.
 
 
The Integrity cards determine whether a player is honest or crooked.  At the beginning of each game, each player is dealt three Integrity cards which they must look at and then place face-down in front of themselves.  If the majority of the cards are honest then the player is honest, and vice-versa.  One player will find the Agent card amongst their Integrity cards and one player the Kingpin, which will mark them out as the leaders of the honest and crooked cops respectively, regardless of their other Integrity cards.
Once these cards are placed face-down they have to remain in the same order, which will come into play as one of the game's major mechanics shortly...
 
 
The Equipment cards are the next to be dealt out, as each player is dealt one at random, which they keep hidden from everyone else.  The majority of these can be used at any point in the game, and have effects ranging from the revival of an eliminated player, to switching another player's allegiance for the remainder of the game.  Each player can only carry up to one item of Equipment at a time, so having the right gear on-hand can be a game-changer at critical points!
 
 
And then we have the Gun cards.  These are used to eliminate other players, including the all-important Agent/Kingpin.  There aren't enough Guns in the game for each player to carry one at the same time, so knowing when to sit back and investigate or when to arm yourself for the coming storm can be the key to victory.
 
Once everyone has their trio of Integrity cards and their item of Equipment, the game beings, starting with the player who most recently told a lie - of course getting said player to admit this can be troublesome, as their credibility has already been brought into question.
During each players turn they may only take one action out of four possible options.  They can Investigate another player, which involves taking a look at one of their Integrity cards and returning it to its face-down position.  This is where maintaining card order becomes important, as investigating would obviously become impossible if players could shuffle their Integrity cards between each turn.
The second action option is Equip, in which a player may draw a card off the top of the Equipment deck.
Thirdly we have the Arm action, where a player takes one of the Gun cards from the centre of the table and aims it at another player.  Whilst having a Gun obviously gives players the power of life and death/grievous wounding over the others, the act of taking one does require the player to turn one of their Integrity cards face-up, and so can bring the wrath of the opposing team bearing down upon them!  This makes Gun-grabbing a tactical risk, rather than something to just be done casually.
If you've got a Gun you might as well use it!  The final action is to Shoot, where the player pulls the trigger on their unfortunate target.  The target of the attack must flip all of their Integrity cards face-up, and if they are the Agent or the Kingpin they take a wound.  If they are hit a second time, they are out of the game, and their team is defeated.  If the shot player is just a regular honest/crooked cop then a single shot is enough to eliminate them from the game.
 
"That gunshot wound looks pretty nasty, boss.  I think you're gonna need two plasters for that."
 
After the action phase, if the player is holding a Gun they can choose to re-aim it at another target, and then play passes to the next player along.  Play continues this way until either the Agent or Kingpin are eliminated, or until one player takes control of both the Agent and Kingpin cards, which results in victory for the crooked team.
 
So that's the basics of the gameplay.  But how well does it work?
 
The first hidden identity game which we played was The Resistance, which, whilst a lot of fun, did have its share of shortcomings - one of which was that accusations of loyalty and treason started getting regularly thrown around at the very start of each game.  Good Cop Bad Cop has avoided this pitfall first of all by leaving all players in the dark about one another, and secondly by giving players the power to eliminate eachother.  Shouting up your suspicions about a crooked cop in the game's early stages may seem like a bold move, but in all likelihood it will just end up putting you on the wrong end of a crooked gun!  The option is certainly there to voice your suspicions, or share the findings of your investigations, but we found that most players erred on the side of caution and kept their opinions to themselves for as long as possible.
This makes the investigation part of the game highly crucial, as players are forced seek out just who they can trust and who is a threat.  After several games with a variety of different players, we have to admit that this does start the game off at quite a slow pace, however once players start to get an idea of who is on their side (even if it's just one other player) things start to pick up, and the game quickly becomes quite cutthroat and frantic!
 
Looks like we've got ourselves a Mexican stand-off...
 
One of the mechanics to which we all gave a wholehearted thumbs-up was the aiming of the Guns - specifically down to the fact that it must be done at the end of the player's turn.  This prevents players from simply aiming and pulling the trigger, as the round of play in between can completely change their plans on who to eliminate.  This comes into play all the more so in larger games, adding a whole new level of depths as affiliations may be revealed and new suspicions raised in their place.  One more than one occasion we've witnessed players picking up a Gun card and then changing their target three or four times before finally taking the shot!  On top of the aiming we also liked the fact that taking a Gun in the first place reveals one of your Integrity cards, giving other players  hint at your affiliation, or giving you a chance at a devious bluff.
And finally we have to give credit to the Equipment cards, which can literally change the course of the game at the drop of a hat.  There are some cards which appear much more potent than others, such as Taser, which allows a player to steal someone else's Gun, or Blanks, which prevents Guns from being fired during a particular turn.  However, some of the less-potent looking cards can be used to devastating effect at the right time.  The Bribe card is a great example, as it allows a player to switch one of their Integrity cards with that of another player.  This may not sound amazing at first glance, but if you're an honest cop and your Agent's already taken a wound and has weapons aimed at him by the crooked cops, it can allow you to take the Agent card for yourself, giving your team the drop on those dirty crooked officers!  Each Equipment card is completely unique, and with a hand limit of just one, it's unlikely that the entire deck will be cycled through during a single game, so repeats of the same effect will be avoided.  This is a bit of a double-edged sword, however, as players will soon learn the effects of each of the Equipment cards - if the only card that can foil their plan has already been played, they know that they can go ahead without any danger.  We couldn't help but think that if the Equipment deck was doubled in size to two of each card, this could be resolved, adding a little more tension as the game progresses.
The other real downside of Good Cop Bad Cop is purely statistical, and comes into play during smaller games.  It's entirely possible after the Integrity cards have been dealt out, that the Agent or Kingpin can be the only player on their team.  Within our first few test games we saw both sides of this, with the Agent left alone in one game, and the Kingpin left flying the crooked flag solo in the next.  This meant that once the single player shot their opposite number for the first time, every other player in the swiftly picked up a weapon and gunned them down before they could pick up another Gun and finish the job.  In both cases the imbalance wasn't noticed until the shooting began, but it was a bit demoralising for the single player to find out that they never stood much of a chance to begin with.  As we say though, this is entirely a statistical issue, and doesn't effect larger games.
 
Stepping away from the mechanics, it's physically a nice game to play.  Being purely a pack of cards, Good Cop Bad Cop is very easy to transport.  Things like the active player or wound markers could have been done as punch-out tokens, but by keeping them as cards the entire game fits very neatly into a box no larger than a poker deck.
As each player will never need more than 5 cards in front of them at once (three Integrity, one Gun, one Wound), it doesn't require a great deal of playing space.  In fact when out FLGS was packed to the rafters, our first games of Good Cop Bad Cop were played in a pub garden with five of us around a relatively small table!
And in terms of the cards themselves, they're pretty darn nice to look at.  You won't find any lavish artwork in Good Cop Bad Cop, but the simplified silhouettes on the cards fit the feel of the game perfectly, and make it aesthetically very pleasing.
 
Overall our experience of Good Cop Bad Cop has been a positive one, and if you wish to support it at the Kickstarter level then you have until May 20th to get on board here.
 
The Good Points
  • Good Cop Bad Cop is an easy to learn game and quick to play.
  • Set up space is small, and it's a game which can literally fit in your pocket.
  • Unlike some hidden identity games, players are not rewarded for throwing blind accusations around.
  • The wide variety of Equipment cards can shake the game up in various ways when players least expect it.
  • It's a great game for large groups, accommodating up to 8 players.
The Bad Points
  • Team-balancing becomes an issue in smaller games
  • Experienced players can learn to wait until certain Equipment cards have been played, removing other players' chances to foil them.


Recommended Number of Players: 6+
The team-balance issue is most frequent in 4 player games, and occasionally crops up with 5 players.  With 6 or more it seems to have been pretty much eliminated, but Good Cop Bad Cop is definitely a game which gets better with larger crowds.  If you can pull together a full lineup of 8 players then we'd highly recommend it!
 
Average Game Time: 15-30 minutes
Depending on player numbers, Good Cop Bad Cop will take 15-30 minutes to play - obviously with higher player numbers there has to be more investigation before players start shooting wildly!  Being quick and fun to play though, the entire group was happy to play a few games back to back.
Replay Value: Medium/High
Whilst Good Cop Bad Cop doesn't have much by way of additional mechanics to make each playthrough different, hidden identity games by their very nature owe their replayability to the group.  They are the specialist gaming scene's equivalent of poker, and as long as you have a group who can stonewall eachother and keep their affiliations under wraps until the last possible moment, games like this can be brought back out again and again.
The Future: Under Investigation...
Good Cop Bad Cop is still at the Kickstarter stage, so right now all attention is on making this game see the light of day.  Once it reaches general release, the option of additional cards may be addressed.  With simple games such as this, too many additional mechanics can rob it of its character, but simple additions such as new Equipment cards - or even a third character card such as Internal Affairs for larger games - could be used to help it go the extra mile.  At this point this is purely our whimsical speculation, but it's worth keeping an eye on!
Price: £15/$14
Being a Kickstarter project, it's up to each backer how much they'd like to pledge to Good Cop Bad Cop.  A $14 pledge will secure you a copy of the game upon its release including postage within the US, so with the additional cost of postage to the UK, this works out around the £15 mark.
 
 
 
OVERALL SCORE: 8.5/10
Tea consumed during this review: Typhoo, milk and 2 sweeteners. Brew rating: 9/10


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Monday, 28 April 2014

Zombies Keep Out, Part 2: Gameplay & Verdict

In our last article we headed back to the much-beloved world of zombies, taking a look at the box contents for Privateer Press' new release, Zombies Keep Out - a co-operative game for 1-6 players.  Now it's time to have a good look at the gameplay mechanics, and reward it with its coveted* Games & Tea final score (*Games & Tea final score may not actually be coveted).
In Zombies Keep Out, players take on the roles of the Bodgers - a team of tinkering goblins who find their workshop under siege from an approaching zombie horde.  The players must work together to fend off the zombie horde and cobble together 3 contraptions to stop them, before the zombies overrun the barricades and swarm through the workshop!
The zombies' shambling routes are arranged into nice neat columns (whoever said zombies are messy?), with the zombie pool at the bottom of the board and the workshop along the top.  To begin the game, the bottom two rows are filled with zombies, with one in each space.  There are four different types of zombies - Creepers, Leapers, Brutes and Runners - each of which are colour-coordinated with a certain area of the workshop.  The initial setup zombies are placed to match up with their corresponding locations, so the cellar (far-left) is faced with yellow Creepers, the front doors (centre) with a pair of red Brutes etc.  With the zombies places, the initial barricade tokens are placed on each workshop location, giving the Bodgers' stronghold a decent headstart over the horde.  Then a face-down contraption card is placed next to each workshop location, initial part cards are dealt out to the players, and then you're ready to go!  This is a nice, short setup sequence, meaning that players won't be left waiting for mountains of game components to be sorted and shuffled.
The player most prepared for a real-life zombie outbreak goes first - which in a crowd of zombie fans can lead to some arguing before the game even begins!  Once the argument has been settled (trial by combat is a favoured way of resolving things), the game can finally begin as the zombies get underway!
The first phase of each player's turn is dedicated to the zombies, as the active player draws a Terrible Things card off the top of the deck.  The Terrible Things cards throw new ever-changing challenges the players' way, ranging from minor annoyances to flat out disasters!  Terrible Things include adding to the number of active zombies on the board (as in the example above), moving zombies, backtracking on an in-progress blueprint, discarding all-important parts cards, or getting bitten (which is one of our favourite mechanics, and will be mentioned in more detail later!).
Each Terrible Things card contains three options, and the player must choose one of these actions to go ahead with.  Once the action is chosen, the player discards the card face-down and carries it out.  The rejected options are never revealed to the other players, which is a nice minor rule to keep players from second-guessing eachother.  The chosen action must be possible however, so a player wouldn't be able to choose a "All zombies in the rear row shamble forward" option if there were no zombies in the rear row.  In the event of none of the options being possible, then all zombies on the board advance!
Whilst there are four different zombie types, Privateer Press have kept things simple in terms of movement, and each zombie only moves one space when prompted.  The zombies always follow the path of the appropriately-coloured arrow, so the grey Runners always shamble straight forward, whilst the Creepers, Leapers and Brutes do their utmost to head towards the matching area of the workshop.  Now moving one space at a time may seem quite harmless and manageable, but once the zombie numbers begin to rise, chaos can ensue!
Each space can only contain a maximum of 3 zombies, so if there are ever any more than that, the active player must shamble some of them further on until only 3 remain.  Of course, this can have a knock-on effect of causing further spaces to exceed their zombie limit, and further shambling is called for!  In worst case scenarios, a simple shamble can cause a butterfly effect which brings the whole workshop crashing down!
"Avon calling..."
If a zombie needs to shamble whilst in the final space of a column, they deal damage to the barricade and are returned to the zombie pool, and this is where strategic zombie-placement comes into effect.  The grey Runners only ever deal 1 point of damage to their target, but if any of the other zombie types ever hit a section of the workshop which matches their colour, it deals 2 damage instead.  If an area of the workshop ever loses its final barricade token, it's considered to be overrun, and the contraption behind it is removed from play, and any further damage which would be dealt to that section is instead dealt to the next section across in the direction of the central doors.  If the doors are ever breached, or three of the contraptions are destroyed, the zombies have overwhelmed the workshop and the players lose.
Once the Terrible Things card has been resolved, the player then takes their action for the turn.
We'd just like to pause at this point to make a small note about the turn sequence.  We think it's a bloomin' good sequence!  Most zombie games involve the player taking their turn first, and then the zombies activating afterwards.  By reversing the process in Zombies Keep Out, players are given the chance the react to the unfolding events, rather than being left on the sidelines for a round until the turn passes back to themselves.  It may only seem like a little thing, but it makes a lot of difference to the way the game feels.
Anyway, moving swiftly on to the players' actions.  During each turn the player may only take one action out of five possible choices.  Three of those options revolve around the part cards, so this seems as good a time as any to take a closer look at them.
There are three sections to each parts card, relating to the three possible actions for which they can be discarded in exchange.  To use the card to Defend, the player selects one space on the board and can remove a zombie of the specified colour, returning it to the pool.  The card above is a versatile one, allowing the player to kill any of the zombie types.  Some are more limited in their zombie-killing options, whereas others may restrict players to one zombie type, but allow them to kill two of that zombie instead.
To carry out a Repair action, the player can add a number of barricade tokens equal to the number shown to any location in the workshop, as long as they don't exceed the starting number of barricades.
To Tinker, the symbol on the parts card must match the next symbol along on the blueprint track of any contraption card.  If it matches, the progress counter can be moved one space along the track.
Once the progress counter reaches the final space on the blueprint track, the contraption is complete, and it can be put to use on subsequent player turns.  The one and only win condition for the game is to complete three of these contraptions, so good hand-management is key to victory.
Which brings us to Push The Button actions.  When a contraption is complete, a player can take a Push The Button action to activate the contraption during their turn.  Contraptions have a range of effects, from allowing players to draw extra cards, to allowing them to destroy zombies without having to discard.  Completing a contraption at the right time can turn the tide of battle!
And then the final action is simply to Scrounge, which allows players to draw two extra parts cards.
In addition to their action, players may also trade cards with eachother, ensuring that the correct parts come up when needed.
Once the player has taken their chosen action, play moves onto the next player, and another Terrible Things card starts the ball rolling again.
So that just leaves biting!  The bite rules were one of our favourite things about Zombies Keep Out, so we'll go into them in a little more depth here.  The only way players can get bitten is as the result of a Terrible Things card, and upon getting bitten they receive a bite token.  If at any point every player has at least 2 bite tokens, the game is over and the zombies have won (but seeing as the players are turning into zombies anyway, it's a win-win situation really).  The number of bite tokens a player has reduces their action options, but the rules about behaviour are the most fun!
After one bite, players can no longer trade cards, and must slur their speech for the rest of the game.
After two bites, they can no longer tinker either (picture a mindless player who can only bash things and nail up planks of wood!), and their speech must become barely intelligible.
After three bites, they can no longer use speech at all, and can only communicate through grunts and hand-gestures (imagine the fun of trying to teach the game to new players at this point!).  Also the player has to choose their Terrible Things option before even looking at the card, by grunting and holding up the appropriate number of fingers before drawing it.
And after four (or more) bites, the player has fully turned into a zombie!  They can only communicate through zombie noises, and instead of taking an action in the second phase of the turn, they draw a second Terrible Things card instead!
And that's the basics of Zombies Keep Out.  It's not the most complicated game by any means, but is a nice casual take on the zombie board game genre.  The quick setup time and small board mean that it's an easy game to get out, play through, and put away again, making it a nice way to break up a long gaming session.  It's also quick to learn, and within a few minutes of our first session everyone confidently knew what they were doing.  Being a casual game, it does create a very good atmosphere with like-minded friends, but this is where the issues with Zombies Keep Out start to arise.
It's a good social game, and the bite rules are fun for those who have been bitten and entertaining for those who are watching, but the flipside of this is that the overall experience begins to diminish as player numbers decrease.  When you're only playing with 2 players, for example, and one player gets bitten, it becomes less fun for the healthy player as they no longer have a coherent teammate to communicate with.
The solo game suffers from the same setback, as you're left trying to play a social game without the social element.  There are many cooperative games on the market which can be played solo - some, such as Firefly, work incredibly well, and some, such as Arkham Horror, are a masterclass in futility as the game mechanics fail to translate to a single player.  In both of these cases however, you're still left feeling immeresed in the game, whether scraping together a living as a planet-hopping transport captain, or struggling against an unstoppable tide of eldritch horrors.  With a solo game of Zombies Keep Out, you aren't left feeling like you're boldly taking on the army of the undead single-handedly, but instead feel more like you're playing a game of solitare - simply hoping you draw the right cards from the parts deck for the blueprints in front of you.

Solo will not be needed for this game...

And finally we should touch on the replayability, of which there isn't a great deal.  It's certainly a fun little casual game, but there isn't much going on to make one playthrough different to another.  Sure, you don't know what the next Terrible Things card might yield, but when they all serve roughly the same purpose - and the entire deck is cycled through once per game anyway - repetitition creeps in fairly quickly.
So is this the zombie game we've been dreaming of to keep our undead fandom satisfied?  Alas, no.  But at the very least it's a nice little casual game which will tide us over until the next contender steps into the ring.
The Good Points
  • Zombies Keep Out is quick to set up and easy to learn.
  • Up to 6 people can play at once, so it can accomodate a decent-sized gaming group.
  • The bite rules lift the game up a notch, so as long as the group is willing to play along it creates a very fun atmosphere.
  • The box and board are relatively small, making it an easy game to transport and play.
The Bad Points
  • There's not a great deal to mix things up between playthroughs, and replayabilty suffers as a result.
  • Being a social game, a lot of the atmosphere is lost with fewer player numbers, and solo mode verges on becoming a drag.
  • Some variety in the zombie miniatures would have been nice.

Recommended Number of Players: 4+
Zombies Keep Out is a textbook "the more, the merrier" game.  The atmosphere doesn't hold up well with 2 players, and whilst 3 is a step in the right direction it's still not great.  6 players works very well, but anything above/including 4 should make for a decent session.
Average Game Time: 45 minutes (30 minutues solo)
For a casual game, Zombies Keep Out has quite a decent play time.  At 45 minutes, you're unlikely to be playing it more than once in a single gaming session, which is actually a good thing as it extends the game's otherwise meagre lifespan
Replay Value: Low
Whilst it's fun laughing at the grunts and frustrated hand gestures of your infected teammates, this isn't enough to hold up Zombies Keep Out by itself.  It's a nice little game for the first couple of playthroughs, but following on from that it becomes stale and repetitive, with nothing really to keep it refreshed.
The Future: Shambling
Zombies Keep Out is a new release, so the future is quite open at the moment.  The first expansion is already on the horizon in the form of Night of the Noxious Dead, but to be honest it doesn't look like it'll be enough to breath life into the core game.  The expansion features a new zombie type, new contraptions, new Terrible Things and new parts, but on the whole it looks like it's going to be more of the same, which isn't going to help an already samey game.
Price: £25
Zombies Keep Out will set you back around the £25 mark.  This is a decent price for a board game, but has to be weighed up against how much replayability you'll be getting out of it.  Being a new release from a big name in the miniatures world, it should be fairly easy to track down at your local gaming store if you fancy taking a chance on it.
OVERALL SCORE: 7/10
Tea consumed during this review: Typhoo, milk and 2 sweeteners. Brew rating: 7.5/10


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