Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

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 Star, Zombie 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


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!

Friday, 3 April 2015

Space Alert, Part 2: Gameplay & Verdict

In our last article we took our first step back into the world of regular reviewing, by taking a look at the box contents for Vlaada Chvatil's Space Alert, published by Rio Grande Games.  Space Alert is a co-operative game for 1-5 players (side note: we'd love to know how a competitive game for 1 player would work... answers on a postcard), in which the players take on the roles of expendable crew members on a short-range interstellar vessel.  Here we'll be taking a look at how the game plays, and giving it our coveted* final score (*Games & Tea final score may not actually be coveted).


Before the game can begin, players must first of all squabble amongst themselves over their roles in the crew.  As mentioned in the box contents article, the pace of the action is dictated by the ship's computer - relayed either via the accompanying CD or the smartphone app.  This means that one crew member must be designated as the communications officer.  Whilst all hell is breaking loose on board the ship, robots are malfunctioning, and aliens are attacking, it's the duty of the communications officer to closely listen to the ship's computer and ensure that no updates are missed.  Obviously all crew members can hear these updates, but the comms officer is the expendable man or woman responsible for none of them slipping through.
The other role to be assigned is that of the ship's captain.  Space Alert is a co-operative game, but it's also a real-time one, which means that there is rarely enough time to sit around and discuss various options to a newly revealed threat.  The ship's captain serves two purposes: firstly, to have the final say on any conflicting courses of action from the other crew members, and the other we'll come to shortly.

"Captain's log, stardate Tuesday... point two."

Once the crew roles are have handed out, it's time to set up the board.

As the first part of this review showed, there are a fair few components to Space Alert.  In spite of this, however, the setup process of the game is actually very quick and straightforward.  Threat Vectors are randomly drawn and assigned to the four sections of the ship previously mentioned (left, right, center, and internal), the jelly cubes representing the power to the ship's systems are assigned to their starting points, the threat decks are shuffled (internal and external still kept separate), the combat robots sent to their charging stations, and the crew members placed on the bridge.  If all has been done properly, you'll be left staring at something like this...


Then it's time to hand out the Action Cards and start the game!  You may have noticed in Part 1 of the review that the Action Boards are split into three sections, containing the numbers 1-3, 4-7, and then 8-12 respectively...


These are the three mission sections, and the individual numbers represent the turns of the game (we know, we said this was a real-time game, but all will make sense as you read on!).  Before the game starts, each player is dealt 5 Action Cards for each section of the board, which are placed on those sections face-down.  The computer will call out the beginning and end of each mission section - during the active section, each player may assign Action Cards to any turns they wish, and rearrange them as many times as necessary to adapt to changing circumstances.  Once the mission section is over, however, and the next section begins, those Action Cards are then locked in place and cannot be changed.


Each room of the ship has contains three different buttons; A, B and C (easy to remember!).  Button A fires the weapons system in whichever room the player is standing at the time, button B is used for raising the shields or charging the reactor, depending on location, and button C is a bit more specialist, being used to fire missiles, maintain the computer, launch fighters, activate robots, or just look out the window (no, we're not even joking about that final one!). Each Action Card includes a movement arrow and one of those three actions, so players can choose to use them to either move around the ship or activate one of the ship's systems.
The trick in Space Alert is to make sure that the crew are accounting for all of the ship's systems.  Firing the lasers and charging the shields both draw energy from the ship's reactor, and that reactor must be periodically refilled.

Now pay attention, crew, for this is where the second role of the captain comes into effect!

Actions are resolved in order, starting from the captain and working clockwise around the board, so it's important for players to keep this in mind when planning their moves.  It's great to charge the reactor in preparation for a full-on laser bombardment, but if the person charging the reactor is taking their turn after those firing the weapons, then all you'll be left with is a crew member hammering on an innefective 'fire' button whilst a colossal alien warship descends upon you!

Let's have a look at an example below...


In this scenario, the blue player has locked their choices in for the first two mission sections, but the third has not yet begun.  When deciding whether to move or activate a system, the top half of the Action Card is the one to go by.  In this run here the player fired the ship's lasers (A), moved to the room on the left, charged the shields (B), took the elevator down, refilled the reactor (B), went back up in the elevator, and then fired the lasers (A).

Obviously players may not always have the cards in their hands for the actions they'd like to take, and this is where it becomes important to organise amongst eachother.  It's not all doom and gloom though, as the computer will occasionally call out "incoming data" or "data transfer", which allow players to draw new cards or exchange between eachother respectively.

The most important thing which the computer will call out are threats.  Only one threat can appear during each turn, so if the computer calls out "Time T-1, threat blue", it means that a threat will start approaching in turn 1 on the right hand section of the ship (the blue section)...


Here a sneaky Stealth Fighter has just appeared.  It begins at the top of the Threat Vector and advances each turn.  Every time it passes a letter on the Vector, it carries out the action marked on the card - for example, the Stealth Fighter cannot be attacked until it hits the X.  Once it hits the Y it deals 2 damage to the ship, and then another 2 when it hits Z, so it's in the best interests of the crew to blow it out of the stars before that can happen.

The mission continues for 12 minutes, as the crew tries to keep everything in working order and the ship in one piece, up until the computer mercifully calls out "hyperspace jump in 3, 2, 1... *whoosh*", and you all live to fight another day.

...or do you?



At the end of the box contents article there was a board we skipped over, so this comes into effect now.  It turns out that during the 12 minutes of real-time action the players are basically just planning out which actions they're going to take in each of the 12 turns.  This card is effectively the black box recording for the crew's (probably) ill-fated mission, and only once the CD/app track has finished do the players finally play through the actions and see how everything actually panned out.
This part of the game can prove absolutely hilarious, and it's fun for the players to now imagine themselves as a board of directors, face-palming their way through a 12-minute recording of the most inept crew in existence.
Indeed, in one of the USS Games & Tea's first outings, our illustrious communications officer was convinced he'd saved the day against that pesky Stealth Fighter.  In reality, he hadn't realised the targeting restriction on it, spent two turns firing the laser at empty space until the reactor was empty, and then watched in absent-minded glory as the Stealth Fighter proceeded to tear the ship to pieces.  We can only imagine the letter which must have been handed over to his next of kin.  

Now it might seem fairly straightforward from this description, but it's the little things which make Space Alert special.  For example, as the "How to..." manual states, there is no video link between the rooms on the ship, only audio, so players must place their Action Cards face-down on the Action Boards.  This means that all players MUST communicate with eachother, as they can't simply sneak a peek over at their shipmates' boards to see what they're up to.  One of the problems with this is that there will occasionally be a communications malfunction replacing the CD track with static, during which period the crew must continue without speaking to eachother until it's resolved.
Other little touches can involve tripping over, being delayed in the elevators, running into bulkheads... if an incompetent crew of space-wannabes can do it, it's probably in Space Alert somewhere (one of our captains still tells heroic tales of the time he spent 3 turns staring out of the window as the ship disintegrated around him).

In terms of mechanics, there's not much more to tell really.  We've skimmed over some of the finer points, but those are for you discover on your own!  What did we think of it as a game though?

In a nutshell, this might be the finest co-operative game we've ever played.  It's intensive for those 12 real-time minutes, but that's a short-enough time to be fun rather than stressful.  Once the real-time section ends and the turn-based resolution begins, then it just becomes a very light hearted and humour-based game, and is terrific fun to have with friends.
One of the greatest things about Space Alert is that each player still very much feels like they're part of the game.  A big problem with many co-op games (Pandemic being a perfect example), is that the turns often devolve into 'turns by committee'.  Rather than each player taking their own actions, their turns end up being weighed up and discussed based on the actions of the preceeding and following players, and so individuality becomes lost entirely.  The fact that Space Alert is a real-time game eliminates this entirely, as there is simply not time to weigh up every option.  Players call out their planned actions, and have to work around eachother as they go, but their decisions and actions still feel very much their own, and this is an unbelievably rare thing in co-op games.
There are a lot of random elements to the game, especially with the addition of the smartphone app - the encounters are randomised, threats are randomised, Action Cards are randomised, damage to the shop is randomised... basically, there's enough to make sure that you'll never play the same game of Space Alert twice.
The short play time is also a massive bonus.  It's difficult to get bored when you're playing a game which only takes around half an hour, and is keeping you on your toes for every minute!  Whilst it's possible to customise the app with various difficulty settings, the default setting for Space Alert is incredibly challenging, and so it's very easy to fall into the "one more round" mentality, in an attempt to finally beat the game.  It's worth noting that here at Games & Tea we've never managed to win a game on the default setting yet, but the fact we'll still shout the game's praises from the rooftops shows that we consider it an enjoyable challenge, rather than a frustrating one.

As we've mentioned in previous reviews though, no game is perfect.  Space Alert comes pretty darn close, but we strongly doubt we'll ever see the unicorn that is the perfect game.  We stated above that there are a lot of random elements, and one criticism of the game is that there are perhaps too many.  The real-time section of the game is all about planning out your course of action, so when virtually every facet of the game is unpredictable, this can be a monumental challenge.  The counter argument to this would be that it makes for a more authentic gaming experience, but this is perhaps one of those times were authenticity and playability should perhaps be weighed against eachother.
The next downside is the learning curve.  The 'training program' is an inspired decision, and is a fool-proof way of teaching the complexities of Space Alert to new players.  The problem with this is that every time another new player joins the group, the experienced players have to sit through the comparatively slow-paced training missions again until everyone's up to speed.  In fact the first few weeks with the game at our FLGS seemed to be mired in training missions, as there was always someone new who wanted to try it out, taking us all back to square one.
The other negative point to Space Alert is that it doens't work quite as well with fewer players.  It's impossible to play the game with fewer than four crew members, so if there are three players or less then the extra crew members are controlled by everyone, and each player received extra Action Cards in each section to make up for this.  While this is probably the best way to resolve the issue of fewer players, it still doesn't work particularly well, and a single-player game of Space Alert is pretty much unplayable.

The Good Points
  • Space Alert is the first truly co-operative game we've played, as opposed to a 'turn by committee' game.
  • 4 and 5 players are accommodated nicely, making it a good game for slightly larger groups.
  • The real-time element makes it a fun and frantic game, and the 'black box' resolution card brings the game to a very entertaining conclusion.
  • There are enough random elements to make every single playthrough different.
  • Excellent tutorial mode.
  • Extremely challenging.
  • The computer soundtrack makes the game very immersive.
The Bad Points
  • Perhaps too many random elements, leaving little room for planning.
  • The game fails to deliver with only 1 or 2 players.
  • Constantly repeating the training missions for new players can be frustrating.

Recommended Number of Players: 4-5
As mentioned above, Space Alert doesn't really work with 1 or 2 players.  3 should be considered the minimum for a decent game, but it plays best with 4 or 5, as this eliminates the need for a collectively-controlled extra crew member.

Average Game Time: 30 minutues
The playthrough time on Space Alert is pretty standard.  The real-time section is always around 12 minutes (once the training missions have been passed), and the resolution stage usually takes a little longer, so a single sitting clocks in around the half-hour mark.

Replay Value: Very High
With a relatively short play time, high number of randomly-generated elements, and challenging gameplay, Space Alert has all of the right ingredients for a highly replayable game.  With expansions available to enhance the game further, this is one which we can't imagine gathering dust for a very long time.

The Future: Lost to the Depths of Space...
Space Alert is a fantastic game, and the The New Frontier expansion adds even more to this, but as far as we can tell this is the extend of the Space Alert story.

Price: £40
Space Alert will set you back £40, meaning it's not one of the cheapest games out there, but not one of the most expensive either.  We'd certainly say that we've got our money's worth out of it.  In terms of availability, we rarely see it on the shelves in gaming stores, but being from a large manufacturer it should be easy enough to order in.

OVERALL SCORE: 9.5/10
Tea consumed during this review: Twinings English Afternoon, 3 minutes brew time, 2 sweeteners, dash of milk. Brew rating: 10/10


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!

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


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!