Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, 3 March 2014

UK Games Expo Press Release

Sometimes it feels like Games & Tea has been going since the dawn of time, but the fact is we are still a fledgling blog with just under a year under our blogging belts at this point.  One of the nice things about being new to the scene though is all of the first time experiences, and one thing we're looking forward to later this year is our first Expo: The UK Games Expo 2014!

The UK Games Expo is held annually, and is a great opportunity to discover new games, play your favourites against new opponents, and talk to some of the big names in the industry, not to mention pick up a bargain or two from the trade tables.  It's also a great event for board game designers, as it gives them the chance to get their games playtested by real gamers - and as a playtester, the flipside of this is the bragging rights - you could be one of the people who first played the game which turns out to be next year's epic new release!
 
We'll be there hunting for bargains, trying out new things and generally trying to raise Games & Tea awareness with business cards and relentless pestering, so read on for the Expo's official press release on the event, and maybe we'll see a few of you there!

Climb on Board for the UK’s largest Hobby Games Convention
Board Games are back! Thousands of families are discovering a new generation of table top games that are fresh, exciting and just plain fun. If you think board games are limited to Monopoly, Cluedo and Scrabble think again. An annual Expo of all the latest non-electronic games returns to the Hilton Metropole Hotel, NEC at the end of May. When the doors open 5000+ visitors will descend on the hotel to explore 100+ trade stands, sit down and try out hundreds of new games or enter National Championships for the chance to be crowned the UK Champion. UK Games Expo is the premier event in the UK where all aspects of the gaming hobby are represented under one roof:

  •  Card Games
  •  Boardgames
  •  Role-playing Games
  •  Miniature Games
  •  Family games

The organizers have worked hard to create a fun event which will appeal to families and the general public as well as the Hobby Games enthusiast. These are the main elements:
Tournaments and Championships in the most popular game systems. Prizes include all expenses paid trips to World Finals in Berlin, Paris and the USA.

  •  Newest games and releases on show.
  •  The largest Hobby Games trade fair in the UK.
  •  Family Zone - lots for the kids to do
  •  Authors and artists
  •  Participation and Demonstration Games - No need to know the rules in advance.
  •  Costumed Groups

Guests this year include Red Dwarf star Chris Barrie, Material World Presenter Quentin Cooper, game design legends Ian Livingstone and Steve Jackson, Roleplaying veterans Monte Cook, the King of Cooperative Games, Matt Leacock as well as one of the world’s most prolific board game designers Reiner Knizia.
Seminars and Talks on hot topics in tabletop gaming and guides on designing and publishing your own games and books and using crowd funding.
Space for Open Gaming and the largest Roleplaying Games schedule in the UK.
UK Games Expo is open to the public. You can book in advance OR just turn up and pay on the day.
Details
 
UK Games Expo is on Friday 30th May, Saturday 31st May and Sunday 1st June 2014 at the NEC Hilton Metropole Hotel. Adults tickets from £9, Family Tickets from £22. 10’s and under get in free. Visitors can arrange accommodation via a special rate.

Full details on www.ukgamesexpo.co.uk

Monday, 2 September 2013

How we get our Kicks...

Hello there, fellow gamers, we just thought we'd bore you all with one of our rare non-review posts (don't worry, more actual shiny reviews are right around the corner).
 
First of all we just want to thank each and every one of you from the bottom of our hearts.  Games & Tea is going from strength to strength, with August not only being our busiest ever month hit-wise, but in fact receiving more hits than the previous 3 months combined!  There's even a link to our Monty Python Fluxx review on the Looney Labs product page for the game, so we certainly hope we're making in-roads with the gaming community.
 
Our original mission statement was to try and bring you reviews of any games we could get our hands on.  Having real lives to juggle alongside this game-love has made this a slow process, but we're still getting through our review pile.  At the moment our next two scheduled reviews are Pirate Fluxx and Letters From Whitechapel, so stay tuned for both of those!  However we don't just want to be a blog which brings you reviews of well-known games, but we'd also like to shine the spotlight on little-known games, which we like to hope we accomplished by reviewing the wonderful board game Felinia a few weeks back.
As an extension of this we've decided that we'd like to start poking our nose into Kickstarter territory, in the hope of not only bringing more indie games to light, but also giving ourselves a warm, fuzzy feeling from helping them to see the light of day in the first place!  Obviously Games & Tea is not something we receive any money for, it's entirely done for the love of the hobby.  We don't have some kind of magical games budget to dip into, and all of our reviews are of games in our own collections, bought with our hard-earned cash from our real-world jobs once bills have been paid (food is often optional, and has been known to take second-place to games).  This also means we don't have an infinite Scrooge McDuck-style pool of money to throw into projects, but when we see those which interest us, we'll happily do our part to see them to completion.
 
So this weekend we've backed our first 3 projects on Kickstarter, and here they are...
 


First up, Amg! Ice Cream! by Tessa Kennedy.  A card game of ice-cream battles on the Planet Dubious.  The first thing to attract us to this project was the name, which we admit might seem shallow, but you know what they say about first impressions!  But on closer inspection we saw a lot to make us want to back the game.  We universally loved the artwork, what can we say other than we're suckers for cute things?  The nature of the game sounds like a good laugh, and it looks to be a good wind-down or warm up game for a long games night.  It's advertised as a game for little and big kids alike (and let's face it, all gamers are big kids!), and any family-friendly games which will inspire a new generation of gamers can only be a good thing.  It's very good value compared to a lot of other Kickstarter games, with a copy of the game costing just a £6 pledge, or for £8 getting the game complete with a box, and further pledge values are optional coming with further rewards.  And the last decider was the fact that Amg! Ice Cream! is a home-grown project from a British designer, so it's always nice to back local talent (and nice not to have to pay international shipping!).
So take a look, and if you want to see a review on Games & Tea in the future then you'll have to help make the game happen!  Funding closes for this project on September 24th.
 


Next up, we decided to back Tessen by Chris and Suzanne Zinsli of Van Ryder Games.  On this occasion we were attracted by the price initially, costing us just $25 including international shipping.  Obviously we weren't going to throw this money in just on the basis of a low price, so we started having a good peek at the game.  Tessen is a combat-based card game set in feudal Japan, where players battle eachother across a series of rounds with up to 5 creatures on each side.  The cards themselves look nice, with complete lack of rules text to clutter them up, and it's advertised as quick to play, making it another game which could be good for breaking up long game nights, rather than hopping from one 2-hour epic game to the next.
If you want to get involved with Tessen then time is short, as the funding period ends on September 3rd, however it has already met its target, so if you don't pledge now then you may be able to order it in to your local hobby store or track it down online in a few months time.  Needless to say Games & Tea will be reviewing it as soon as our Kickstarter copy arrives early next year.
 


Then our final project was WarFields by Menaveth Games, another 2 player battle-based card game.  In WarFields both players start with a King, a Knight and a Worker, and have to build an army to slay their opponent's King.  The big appeal to us (and the mechanic which prompted us to pledge) was the resource-collecting element.  Both players draw cards for their army from a communal deck, but to buy the units you need gold, and this is produced each turn by the Workers or can be gathered by selling cards from your hand.  This reminded us of old real-time-strategy games on the PC such as Command & Conquer or Age of Empires, and was instantly appealing.  The second aspect which clinched our support was a multi-tiered battle system.  Each player's battlefield consists of three rows, and troops on each side can only attack the next row along with melee combat, or two along with ranged combat.  This means that not only do you have to build your army from your own resources, but tactically advance it towards your opponent's rear line in order to kill their king and win the game.  All this is presented in a professional-looking package and has made us very eager to see it as a completed project.
As soon as we'd pledged our support to the project we were given a link to a print & play copy, so we'll hopefully be able to bring you a beta review very soon!
To secure a copy will cost a $25 pledge in the US, Canada or China, or $39 to the rest of the world.  Funding closes for WarFields on September 29th and they have quite a high funding target, so if it looks like it could appeal then we'd urge our readers to show their support.  Hopefully once our review's up and running it might sway a few undecided minds!
 
So those are the first 3 Kickstarter projects to get our support, but they certainly won't be the last!  We'll just have to wait and see what takes our fancy next time!

Thursday, 15 August 2013

A Day (or Two) of Games

Here at Games & Tea we're regulars at our local hobby store Titan Games, and over the course of Tuesday 13th and Wednesday 14th August they were kind enough to let us use their store to host two days of board and card game goodness.  The main reason for this event was to try and introduce players to games they hadn't yet experienced (or in some cases hadn't even heard of!), but to be honest we were just thrilled to be able to spend two days playing some fantastic games with new opponents!  We took every game in the Games & Tea arsenal down to Titan with us, and some extras were brought in by some of the other regulars, which meant that even we were able to experience something new.

Day one started with a round of Felinia, the spice-trading cat-based game which has become a cult hit amongst Titan regulars, and a firm favourite here at Games & Tea.  We were more than happy to sit this one out, allowing four brand new players to experience the joys of this game, as we guided them through the turn sequences.  In an exceptionally close-run game, victory ended up being snatched by The Caustic Triton from fellow gaming blog The Hobbynomicon.

"Spice must flow..."

The day continued with a round of Letters From Whitechapel, an amazing game from Fantasy Flight in which one player takes on the role of Jack the Ripper and the remaining players must work together to catch him before his murder spree is complete.  Dark subject matter aside, Whitechapel is an exceptional game, with very tense gameplay and some seriously strategic thinking required (a full review will follow soon).  The game takes place over four turns, and in a dramatic turn of events, Jack was caught at the very end of turn three!  He could have made it back to his hideout, but one last attempt to throw the police off the scent was his downfall, and his reign of terror ended.  Once again we sat this one out, hand-holding for a new Jack player and taking the police through the motions at the same time.

"Did anyone hear footsteps?"

Iello's King of Tokyo was a new discovery for us, courtesy of another Titan regular.  Each of up to six players takes on the role of a monster movie archetype (or sometimes far-from-archetype!), and each must compete to become the greatest monster in Tokyo.  It's a game with very basic mechanics and a simple premise, but is a very good wind-down game, and falls very much into the light-hearted category, along with the likes of Looney Lab's Fluxx.  Sadly our Kraken became a little too ambitious, and was the first monster to die at the hands of its peers.
Speaking of Fluxx, a few rounds of Star Fluxx found their way into the afternoon's play, which were especially good as we were once again introducing new players to the game.  Star Fluxx has a general sci-fi theme running through the game, with references to Star Trek, Star Wars, Doctor Who and Hitchhikers' Guide to the Galaxy in amongst the deck.
Keeping with card games, an epic five-player game of Atlas Games' Gloom was possible, thanks to the fifth family added by the Unfortunate Expeditions expansion.  The stories flowed thick and (occasionally) fast, with some compelling (again, occasionally) narratives.  There was love, a cruise, game-manufacturing apes, spice-cat expeditions, and a cannibal cookery course... everything you could want from a tale of death and woe.  Not to mention a very eventful dog.
On a less sinister note, time was found late on in the day for a round of Dixit, from Libellud.  Once again, two of the players were brand new to the game, keeping Games & Tea's mission profile of bringing new game experiences to the masses right on track!  The game ran very closely up until the very final round, where we just managed to scrape a victory by 2 meagre points!

Day two took off very quickly, with a game of Fantasy Flight's Relic, a game based on the Talisman system, but based in Games Workshop's Warhammer 40,000 universe.  This was a slow-paced game as we needed to brush up on the rules, having left it gathering dust for some months.  This isn't because Relic is a bad game, but it is extremely complex and requires a lot of time and effort to play through to the end.  Even on the beginners' mission this game lasted around 2 hours, with a Sister of Battle just about snatching a victory after the Sanctioned Psyker looked as though he had it in the bag.
With the Felinia crowd busy playing Magic: The Gathering, a round of Wyrd Miniatures' Puppet Wars was set in motion; a 'shoe box' sized game with Lady Justice facing off against Pokey Viktoria.  The game got off to a slow start with both players advancing cautiously to the neutral workbenches, both wary about drawing first puppet-blood.  Lady Justice's crew looked to take the upper hand quickly, by shredding the heaviest hitter in Pokey Vik's crew, but this only seemed to enrage the latter master, as Lady Justice suddenly found her crew dropping like flies.  As Lady J's numbers started to dwindle and Pokey Vik began to gain the upper hand through workbench possession, the Justice crew went on an all-out offensive, targeting the opposing master relentlessly, and eventually managed to pull a victory out of the bag.

"PUPPETS! FORM UP IN RANKS!"

With the war for the workshop over, it was time for a new war to be fought.  We've recently been pulled into the world of Fantasy Flight's X-Wing Miniatures game, and were curious to see whether it had to be played as a full on tabletop gaming system, or if it could work straight out of the box (containing one X-Wing and two TIE Fighters).  A starter set was cracked open, the pieces assembled, pilots chosen, and the basic quick-start scenario was played.  It was a short-run game, but the two Imperial pilots were able to outmanoeuvre the lone Rebel, and the wreckage of a solitary X-Wing was left drifting through the asteroid field as the TIE pilots reported back to base.

"I can't shake him!"

With it firmly established that X-Wing does work as a standalone game, the table was reset with two large-scale opposing forces to see how the small-scale skirmish compares to an experience of X-Wing as a full tabletop system.

"There's too many of them!"

The game got off to a very close start, with early losses on both sides.  Both forces demonstrated some excellent piloting skills, with ships weaving closely in and out of eachother, working together to take down enemy targets.  The occasional glaring pilot error did start to creep through after the first few turns though, most noticeably in Boba Fett's three-turn streak of crashing into meteors.  Towards the end of the game the Rebels began to gain the upper hand, and when the dust settled Han, Luke and Biggs were all soaring off, undoubtedly heading back to fanfares and medals.
After the Galactic Empire had held a memorial service for Darth Vader, Boba Fett and the legions of nameless pilots, doom and gloom returned to the streets of Victorian London as Letters From Whitechapel unfolded on the table once more (or twice more, in fact).  Again we were pleased to introduce two new players, as well as allowing an experienced player his first taste of playing as Jack.  The first game ended half way through night 2, with some lucky patrol work and excellent deduction leading to a sneaky arrest on the Ripper.  The second game saw another player take their first taste of Jack, but sadly closing time meant that the game was abandoned at the end of night 2.  The police had a rough idea of the location of Jack's hideout, but without those other two turns we'll never know if he was ever caught.
We were able to round things off with a bit of board game rambling, as our Hobbynomicon friends were recording their second podcast, which even included a brief recap of our little event!

Overall the event was a lot of fun, but so many games were brought down by ourselves and others that some sadly went unplayed.  Zombicide, Bugmans, and three different Fluxx varieties never made it out of their respective boxes, so we're certainly hoping the guys at Titan will let us run another such event in the near future.

We hope you've enjoyed this recap of our little games extravaganza!  Normal service will now be resumed, so come back next week by which point we'll hopefully have a full review of Letters From Whitechapel up and running.

Monday, 5 August 2013

We're Networking! (socially)

Good evening gamers!  This is just a quick update to let you know that Games & Tea is now on both Facebook and Twitter!  If you want to keep track of our reviews without constantly coming back to the blog then just 'Like' us on Facebook or follow us on Twitter.  Every time we post a review on here we'll link it to our respective pages, and it also allows you to keep up with little bits and pieces which aren't quite enough to justify a blog entry.
 
Our Facebook page can be found here, and we can be followed on Twitter at @Games_And_Tea.
 
We hope you take this opportunity to increase your interactions with us (we do love a good bit of interacting), and we look forward to seeing you on these two sites!
 
Back in gamer related news, we're currently working on a review for Warhammer 40,000: Relic, from Fantasy Flight Games, so do swing by later in the week to see what we thought of this epic scale game!

Tuesday, 4 June 2013

Pandemic, Part 2: Gameplay & Verdict

In our previous entry we looked at the box contents of Z-Man Games' 2-4 player co-operative board game, Pandemic.  Now we're going to look at how the game plays, and then give the run down on Games & Tea's opinion of the experience.
 
 
The players are dealt their opening hands and randomly assigned their characters, being given their character cards and matching pawns, which are then placed in Atlanta along with one of the Research Stations.  Atlanta is the home of the Centre for Disease Control, so this is certainly a nice little touch by the creators of Pandemic.
 
 
Now the pawns are ready to go, the top cards in the Infection Draw Pile are flipped to see which cities start off infected, and then it's time for the players to wade in and deal with the situation!
 
In their turn the player may take four actions.  These actions include moving, removing a Disease Cube from their city, building a Research Station, giving/receiving a card from another player, or curing a disease.  In order to cure a disease a player must have 5 Player Cards of the same colour in their hand, and then discard them in a city with a Research Station.  Seeing as the only way to win the game is to cure all four diseases it may seem logical to rush out collecting cards and try to cure everything as quick as possible, but this may not be the best option.  The key to Pandemic is to work as a team and use each character's special ability to the full.  The Scientist only requires 4 Player Cards to cure a disease, whereas the Medic only requires a single action to remove all Disease Cubes from a city.  So it may be in your best interests to have the Scientist finding the cures whilst the Medic plays at damage control.  After all there's only one way to win at Pandemic, but there are plenty of ways to lose...
 
 
Each city can only have a maximum of three cubes of each colour on its space.  If a fourth cube were to be placed then an Outbreak occurs (see below), and one cube of that colour is instead placed on each connected city.  For example, in the above picture Milan is already infect with three blue Disease Cubes.  Instead of receiving another, Essen, Paris and Istanbul would each receive a blue cube instead.  If Paris were already infected with three cubes then the knock-on effect would result in London, Madrid and Algiers also receiving a cube, and Essen receiving another.  It's easy to see how the game can quickly spiral out of control if no one is mopping up the infections.  If at any point a player needs to place a Disease Cube on a city and there are no cubes left of the required colour then it's game over - your team has lost control of the disease and it's curtains for humanity.
 
 
Each time an Outbreak occurs, the Outbreak Marker is moved one place down the indicator track.  If the marker ever reaches the skull and crossed-bones at the bottom of the track then (you've guessed it!) it's game over.  Your team has failed to contain the outbreaks, and humanity is lost.
 
The final phase of each player's turn is to draw two cards from the Player Draw pile, and then infect more cities from the Infection Draw pile.  If ever the Player Draw pile is depleted then, once more, the game is over.  This event is very unlikely, however, and this rule seems more to be there to answer the question of "What happens if we run out of Player Cards?"
 
So that's Pandemic in a nutshell.  A slow trek across the globe, attempting to gather the resources needed to cure these four mystery diseases before they wipe out our entire way of life.  Time to see what we thought of it...
 
The Good Points
  • Many of these specialist games are based on a 'winner takes all' mentality.  As such it's nice to play a co-operative game where everyone must work towards a group victory.
  • The random assignment of the characters prevents regular players from becoming complacent with one character's special abilities, keeping the game feeling fresh across multiple playthroughs.
  • The 'difficulty setting' option provided by the Epidemic Cards allows even seasoned players to give themselves a challenge.  And though it's not in the instructions, struggling players can reduce the Epidemic Card count to 3 whilst they try to get their bearings.
The Bad Points
  • The Infection Cards are printed on textured card, and will start to get dog-eared very quickly.  An investment in card sleeves would be recommended, or else some very careful shuffling.
  • The difficulty of the game is heavily influenced by the number of players (see below).
Recommended Number of Players: 3 (4 if you're a team of masochists)
Although advertised as a 2-4 player game, Pandemic suffers from a design oversight in terms of player numbers.  Whilst many games have special tweaks to their rules for more or less players, Pandemic plays with the same rules regardless.  As a result, 2 player games of Pandemic are incredibly easy, and will almost always result in a victory for the players.  4 player games, on the other hand, are fiendishly difficult, even on the easiest 'setting'.  In the dozen 4 player games we've played at Games & Tea, we've never cured more than one of the four diseases.  As a result, the game seems to be pretty much designed for exactly 3 players.
 
Average Game Time: 60 minutes
An average game of Pandemic seems to be around an hour, regardless of player numbers.  The pace of the game is dictated by the Infection Cards, and as these are flipped after each individual player's turn they set a fairly standard game time.
 
Replay Value: High
As mentioned, the randomised characters keeps the game fresh for repeat visits.  With 3 player it's enough of  a challenge to keep you on your toes, and even in its near-impossible 4 player state you'll still find yourself drawn back to try and beat it once and for all!
 
The Future: Bright
Pandemic already has two available expansions; On The Brink and In The Lab.  On The Brink introduces new rules, new character types, new diseases, and a bioterrorist option which allows one player to compete against the others.  In The Lab adds a new dimension to the game by taking you inside the labs to take samples, test cures and sequence diseases.  We hope to be able to review both of these expansions at Games & Tea in the future.
 
Price: £30
Pandemic will burn a hole roughly the size of £30 in your pocket.  This is average fare for a specialist board game, and you certainly don't feel like you've been cheated.  Due to its popularity it's very easy to track down in specialist game shops, but does tend to sell out around holidays and Christmas.  Although the internet is once again an option, bear in mind the shipping costs a decent-sized board game will come with.
 
 
 
OVERALL SCORE: 4/5
 
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, 31 May 2013

Board Games: How We're Going To Do This...

So the Gloom review has been up for about a week, marking Games & Tea's first foray into the realms of game reviews.  We do hope you're all enjoying it, and will continue to enjoy our other reviews and playtests moving forward.
 
This is just a quick blog entry to mention how we're going to review board games.  As you've seen, the Gloom review was quite in-depth, explaining the contents of the box, how the game worked, and then looking at the pros and cons, and here at G&T we're very pleased with the way it came out.  However, with board games there's obviously going to be a lot more depth.  There will be boards, playing pieces, card types, tokens, counters... if we approached these the same way as we did card game reviews then they'd end up being thousands of words long and no one would want to read them.
So the logical solution seems to be to split the review into two parts.  Part one of any board game review will deal with the contents of the box, what the pieces represent and how they interact with one another.  Part two will deal with the run-through of the gameplay itself, and the assessment of the game when all is said and done.
We're hoping that this approach will allow us to keep all of the depth and attention to detail from the Gloom review, but without flooding the blog with depressingly long entries.
 
Games & Tea's first board game review will be going up over the course of the weekend with a look at Z-Man Games' Pandemic, so check back to see our verdict!


Sunday, 26 May 2013

Gloom: The game of inauspicious incidents & grave consequences

So for Games & Tea's first review, we're going to take a look at the card game Gloom, from Atlas Games.

Gloom is a self-described game "of inauspicious incidents and grave consequences", and is for 2-4 players.  The aim of the game is something of a morbid one; to heap as much misery and despair as possible onto your family before killing them all off in untimely and (for the most part) unfortunate ways.  Seeing as the winner is the player with the most miserable dead family members, it's also a good idea to try to cheer up your opponents' families, whilst continuing to drag yours down.  The greatest appeal of the game, though, is the storytelling aspect, which we'll come to shortly.

 
There are four families to choose from, all with very different characters and backgrounds.  Castle Slogar (red) are the family of necromancers.  Hemlock Hall (purple) very much feel like the Addams Family of the game.  The Blackwater Clan (green) are the large, murderous family, ruled by an iron-fisted matriarch.  Dark's Den of Deformity (yellow) is the travelling circus troupe of terribly unsuccessful acts.
There's no advantage to playing as one family or another, it's best to look them over before the start of the game and trying to work out which family you'll find it easiest to spin stories around, and go with them.  Each character card contains a few lines of a flavour text to give the player an idea of their personality, whilst the instruction sheet contains a paragraph on each family's background to help get the ball rolling.
Once each player has chosen their family, they're laid out face-up in a row, ready for death to come and claim them.
 
Aside from the characters there are three other card types in Gloom, and these are stacked face-down in a deck in the middle of the table.  The most important cards are Modifiers, which will determine the final self-worth of each family member...
 
 
As mentioned earlier, you can cheer up your opponents' families as well as making your own more miserable, and as such there are positive Modifiers as well as negative.  Each one gives or removes Pathos points to a character, and the aim of the game is to get the negative Pathos score as low as possible.  All of the cards in Gloom are printed on transparent plastic, so to play a Modifier you simply lay it over the top of the character in question.  There is no limit to the number of Modifiers which can be stacked upon a single character, but only the special text/Pathos scores which are visible count.  For example, here we see Shunned By Society and Popular In Parliament.  If Shunned is the top card then the character will be worth -45 Pathos points, but if Popular goes on top then the upper blank circle and middle positive circle will cover up two of the negatives on Shunned, so top to bottom it will read -/+15/-15, giving a self worth value of 0.
 
The other two card types are Untimely Deaths and Events.

 
Untimely Deaths are the killing blow with which you'll finish off your family members.  A dead character can no longer have any modifiers played upon them, so once you've shuffled them off their mortal coil their Pathos points are effectively 'banked'.  Some Untimely Deaths will have Pathos points of their own, to give your character one last kick while they're down, whereas some will actually have a little pick-me-up, so you can help one of your opponents' characters die happily, impacting on their final score.
The tricky part with Untimely Deaths is that they are only playable on characters with an overall negative self-worth score, so you can't simply pile the positives onto an opponents' character and then kill them.  However, if your opponent has a character with an overall self-worth of -5 then you might want to bump them off before their score improves.
 
Event cards, with the red print, allow you to take actions instead of playing cards from your hand.  As seen above, A Tragic Misunderstanding allows you to swap the top Modifiers of two living characters.  Others may allow you to move Untimely Deaths from one character to another, whereas some will simply allow you to draw more cards to increase your hand size.
 
Let's have a look at some of these cards in action.
 

Here Mister Giggles has been Cursed By The Queen, giving him a respectable self-worth score of -35.  However, this powerful card comes at a price: the player must discard their entire hand once it has been played, so it's best not used if you have other particularly good cards in-hand which you want to save for later.


Here's Mr Giggles again, but this time he has tragically passed away.  Once a character has died their card is flipped face-down to show the skull on the reverse, and all Modifiers (and of course the Untimely Death) left on top of the card.  Here Mr Giggles died with a score of +10/-15/-20, giving him -25 Pathos points.  However, one of his earlier Modifiers included the 'Beast' symbol on the right of the card.  As Was Torn Limb From Limb is a Beast-oriented death, Mr Giggles picks up an extra -10 Pathos points as a bonus, giving him a total self-worth of -35.
 
So those are the card types and how they layer, so let's look at how the game is played.
Once the families are all lined up, each player draws a hand of five cards from the deck in the centre of the table.  The draw limit for each player is five cards by default (some Modifiers may increase or reduce this), but there is no hand limit.  If you play an Event card allowing you to draw extra cards so you end up with seven in your hand, you don't have to discard.  You simply don't get to draw again at the end of your turn until your hand is below your draw limit again.
Each turn you may take two actions, and they can be any of the following: Play a card, Draw a card, Pass an action.  The only limitation in playing your cards is that an Untimely Death must be the first card you play on your turn.  This prevents players from simply putting a very high negative Modifier on their character as their first action and then killing them as their second.
Once your two actions have passed you enter the draw phase and draw cards off the deck until you reach your limit.
The storytelling (as touched upon earlier) is where Gloom comes into its own.  It can be a very quick and uneventful game if each player simply puts down two cards and passes the turn.  So Lord Slogar has been Menaced By Mice... how did this come about to a man who is simply a brain in a box?  At what point did this descend into his being Taunted By Tigers?  And does this tie in somehow to the moment Darius Dark Found Fame At A Feast?  It's your job to tell the tale of how these events unfolded upon your family, and as long as the players have fresh imaginations, no two games of Gloom will ever be the same.
The game ends as soon as one family is killed off in its entirety.  When that happens, all players add up the total Pathos points on their deceased characters only, and the player with the highest negative score wins (or lowest score, depending how you want to put it!).
 
So now you know the ins and outs of Gloom, it's time to see what Games & Tea thought of it...
 
The Good Points
  • The physical quality of the game is especially good.  The plastic cards mean that there's no risk of wear and tear around the edges, and it's refreshing to have a card game where an extra investment of card sleeves isn't required.
  • The unfolding story is only as limited as your imagination.  With the right group of people it can be hysterically funny.
  • It resurrects the enjoyment of good old-fashioned group storytelling
The Bad Points
  • It won't be for everyone.  With the right group of people it can be hysterically funny, but if all players don't have the imagination and enthusiasm for storytelling, the game loses its edge.
  • Not a fantastic game for just two players (see below)
Recommended Number of Players: 3-4
Although it is possible to play with just two players, the gameplay doesn't quite work that way.  It feels a little as though you're playing tennis, with the story just being knocked back and forth across the net.  With three or four players you're each being given more ideas to work with, and trying to weave together the stories of each family is part of the fun.
 
Average Game Time: 45-60mins (2 players), 1-2hrs (3-4 players)
It's hard to put an average game time on Gloom, as it entirely depends upon how much story each player decides to put to their Modifiers and Untimely Deaths before playing them.  I've personally never played a 3-4 player game which took less than 1hr or more than 2hrs.  If players wish for a shorter game they can always agree to remove a family member, just playing with four each instead.
 
Replay Value: High
Seeing as the Modifiers and Untimely Deaths only have vague titles, the stories spun to link them up are almost always unique.  As such you can count on every game of Gloom to be different, giving it a much higher replay value than most games out there.
 
The Future: Bright
There are already three expansions available for Gloom; Unwelcome Guests, Unhappy Homes, and Unfortunate Expeditions.  All three introduce new characters, new card types, and new game mechanics.
There is also a themed Cthulhu Gloom, which also has its own Unpleasant Dreams expansion.
 
Price: £20.00
Gloom will set you back around the £20.00 mark, but doesn't seem to be particularly common in game shops.  I heard about it purely by word-of-mouth, and was usually told "We don't have it, but can order it in."  In the end I picked it up off Amazon.  The expansions are around £12.00 each, and similarly will probably have to be specially ordered by your local game shop or bought online.
 
 
 
OVERALL SCORE: 4/5

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Welcome to Games & Tea!

Hello there, and thank you for stopping by Games & Tea!  The new blog where board and card games will be reviewed, and tea will be consumed.  My name's Rob, and I'll be your gamesmaster for the duration.  I've been a fan of geeky/cult games for some years now, and have decided to share with the world both my new discoveries and old favourites.  This will be first attempt at reviewing, so the blog may seem a little bit clunky at first, but as time goes on a decent flow will hopefully develop, and I hope you enjoy reading about these games as much as I enjoy playing them.