Sunday, 23 March 2014

SolForge - The Making of "Nesh, Wind Giant" (Guest Article by Snack, Play, Love and Foodstuff Finds' NLi10)

Crowd-funded projects (Kickstarter etc) are definitely on the rise at the moment, and are a great way for smaller games which may never normally see the light of day to make their way onto our gaming tables.  The more money a backer pledges to a project, the greater the reward, and one of the more popular rewards offered by game creators is your likeness on a card/model/box etc.  We've happily backed a few projects in the last few months but have never gone in for a pledge level like this, but fellow blogger and friend of Games & Tea, NLi10 of Snack, Play, Love and Foodstuff Finds, has been through the process from start to finish.  Here's his tale of being immortalised in  digital card form!

On August the 2nd 2012 while watching the SolForge live-stream for the final count down I decided that the game and the community were interesting enough to increase my investment from one of the low tiers to one of the high ones.  I wanted the prize on offer (At Club1980 drafts are free...) and couldn't make use of the GenCon tickets on the layer above so it seemed perfect.

I resolved to forget about the game for a year and when the new Magic core set came out that summer I'd begin to wind down my activity and spending on that and reap the savings.  I'd looked at the lower tiers when signing up but come the e-mail asking for pictures on March 13 I'd pretty much forgotten about the 'Your likeness on a card' tier.  At the time I'd joked i'd give the honour to someone else, or that I'd try to get one of my cats on the card.  When it came up though I thought it would actually be cool to see this through.

My first contact was Eric - the concept writer for SolForge - and he laid out what we'd need to provide.  Over the next few messages I stated that i didn't really care which faction, but gave two real ideas.  The first was job based, I work in infection control so how about a Nekrium guy whose job it is to do the reverse.  The second was based on my partner and I going on long walks in the British countryside.  It was from one of these walks in Wales that we got our source pictures.  I created a Tempys shamenesque character called Nesh (a northern dialect word I picked up at uni) who is more at home on remote ridges than the battlefield.




I sent over 4 pictures with some fully body and close ups that I'll spare you but these two capture the essence.  A guy who is more of a tactician than a solider.  I mentioned that I'd prefer equipment more than weapons to that end, and I mentioned that I'd love scale birds.

Time passed.  Many more hikes were done (including Norway - I think my card would have been a little different with those pictures used!) and it became Jan 2014.  Eric got back in touch saying that Anton (the artist) required some more close up shots at varied angles so that he could get the faces right.  Naturally I panicked about this and eventually managed to get some I was reasonably happy with, for example this one.

This is my deliberate attempt at an enigmatic face.  This is harder than you'd expect when home alone and having to resort to selfies.  Many digital photographs were deleted that day...

It was in response to this that I received my first idea of what the card would be like.  Pleasingly this sketch had the file name of "Nesh - example", which was the name I'd given to the write-up in the original e-mail discussion.  For me it helped to visualise the character, but I'd no hope of becoming a unique named character as that was a much higher tier.


I did as instructed and copied the pose (long arms come in handy for these selfies I tell you!) and sent it off.  Note the cereals in the background - FoodStuffFinds till I die yo!

At this point I was getting excited.  I showed the initial pic to a few fellow players and they agreed it looked pretty cool.  Eric mentioned he's seen the final versions and that he thought they looked cool too so all was good.

Time passed.

Set 2 was announced as being "in March" and the end of the month rapidly approached.  As the preview cards came up I wondered at each time whether I would recognise myself.  On the morning of March 18th I had to be at work early for a conference and didn't check anything digital until I was in the car on the way there (being driven I might add).  There was the usual tournament stats post up which had been linked from the forum, and I just happened to notice a new card had been previewed below...


Thundergale Invoker appeared to be a Tempys card like mine was from first glance, and it involved wind...  I had a zoom in and then a rather large smile on my face!  I couldn't explain out loud in a car with work people, but tweets and messages were sent to those in the know.  Much was said about me sending naked pictures to StoneBlade (I didn't :p) but everyone agreed it was indeed a good likeness.

The article here detailed the cards abilities and it seemed to fit in with the kind of play style that I have.   Essentially it allows you to move your pieces around with the power of the wind if you played them in the right slots.

I immediately messaged Eric after work to say thanks to both him and Anton and to ask permission to write this experience up for posterity and to beg for some of the art that went into the process.  So I've included a few of the more exclusive key pieces here but to save on the Games & Tea internet I'll host the majority back on my regular blog.


 Here we see three of the original pictures I sent in, alongside what I guess is the very first concept sketches for the card.  This includes the original idea of looking out at the action from afar, suiting up, and entering the fray.  The wind gauntlets are particularly cool, looking decidedly like something from the Dynasty warriors series.  While this makes the CosPlay harder, I think that it's a great idea.

Before I finish up here I'd like to thank StoneBlade in general but specifically Eric and Anton for taking the time to make something that I am very happy with.  If this much effort went into all the players vanity cards then that's a lot of extra work.  I look forwards to discovering who all the people behind the faces are over the next few weeks and continuing to aggressively draft 'me' and then getting sad when the creature dies.

But hey - there are plenty more copies to draft and play, and we'll always have those scale birds, right?

The Resistance, Part 2: Gameplay & Verdict

In our last article we took a look at the box contents for Don Eskridge's The Resistance; a party game of deception and deduction for 5-10 people.  Now it's time to see how those contents come together as we run you through the gameplay of this incredibly back-stabbing game, and give it our usual final score!
 
Apparently it's futile...
The first thing to be decided is which players will be the loyal resistance operatives and which will take on the roles of the spies.  The appropriate Character Cards are taken from the box and shuffled together, before being dealt out to each player face-down.  The spies must almost be outnumbered by the resistance operatives, so in a 5 player game they are broken down 2-3, for 6 players it's 2-4, for 7 players 3-4, and so forth.  All players then close their eyes, and the spies are asked to re-open theirs, allowing them to know eachother's identities.  They then close their eyes again and all players re-open them, leaving the resistance operatives in the dark over who can and can't be trusted within their cell.
The appropriate Score Tableau is then placed in the centre of the table, each player is given a pair of voting tokens, one player is randomly selected start as the team leader, and the game is ready to go!
 
Each game takes place over the course of five rounds, with each round representing a resistance mission against the government.  At the start of the round, the team leader must choose which players (including themselves, if they wish) will be sent on the mission.  The number of players sent on each mission varies from one mission to the next, but the Score Tableau handily reminds the team leader of how many players they must choose.
 
 
Once the team has been selected, all players use their voting tokens to approve or reject the lineup.  This really comes into play after the first couple of rounds, by which time most players will start to have formed an idea of who the spies in the group are, and so will want to keep them off the mission team!  If the majority of votes approve the lineup then the mission goes ahead, if the majority reject it (or if it's a tie) then the mission is aborted and the Leader Token is passed around to the left, and the process is repeated.  If a lineup is rejected by the popular vote five times in a row then the spies are considered to have derailed the resistance cell, and they win the game.
 
 
Each member of the mission team is given a pair of Mission Cards.  They must choose one of these cards and hand it face-down to the team leader.  The resistance operatives must always choose the Success card (after all, they do want the mission to succeed!), whereas the spies have the option of playing the Fail card if they wish - this option gives the spies wonderful opportunities to throw suspicion onto other players, as well as to worm their way into the trust of the resistance operatives.
Once the team leader has received all of the Mission Cards they shuffle them, and reveal them all face-up.  If all of the cards are Successes then the mission was accomplished, whereas just a single Fail card means that the mission was sabotaged and the spies win the round.  At least three of the five missions must succeed in order for the resistance operatives to win, whereas three failures means victory for the spies!
 
 
Most games of The Resistance in our experience go right down to the wire.  The Score Tableau above gives a good example of this, with the resistance operatives having succeeded in their first and fourth missions, but with the spies thwarting them during missions two and three.  By the final mission the team leader has to have figured out the identities of the spies, as they have to send every loyal resistance operative on the mission in order for it to succeed, which can create an incredibly tense atmosphere for the final round, as the loyal operatives vie for their rightful places on the mission team, whilst the spies must argue for their inclusion as well, in order to bring the cell down once and for all!
 
 
The main enjoyment in The Resistance comes from playing mind-games with other players.  In one of our early games one of the spies made a slight slip-up which gave away his true nature.  However, only one of the resistance operatives picked up on this, and their attempts to explain it to the rest of the team only ended up throwing suspicion onto themselves.  It's certainly a game which raises the blood pressure, but as long as you're playing with the right group of people, and can play with the attitude of "what happens in the resistance, stays in the resistance" then there's no reason the insults, mistrust and back-stabbing can't all be taken light-heartedly - The Resistance is a party game after all!
 
The The Plot Thickens expansion adds some extra depth to the game by intorucing Plot Cards for each round.  These can allow people to sneak a look at other players' Character Cards, overthrow voting choices, and other such actions to thwart the plans of spies and resistance operatives alike.  Again, these can be used to great effect by either party - in one of our games a spy had to reveal his identity to one player, and so chose a resistance operative.  When the operative tried to share this information they were branded a spy and left in exile for the entire game.  This is a perfect of example of how The Resistance isn't just another game of playing the right cards at the right time, but it's also largely down to how the players adopt to the roles of their characters and how much they can make the other players believe their theories.  It's this, in our opinion, which makes The Resistance something very special indeed.
 
Is it a perfect game though?  Of course not, in our years of board gaming we've yet to experience such a thing - every game has shortfalls, even if they're only minor ones.  The minimum 5 player requirement is the first for The Resistance, as it can make it difficult to get a game on the go in the first place!  We've yet to experience a game with the maximum of 10 players, and don't expect we'll get to try it at any point in the foreseeable future.  The deceptive and back-stabbing nature of the game may be too much for some players who have trouble taking things with a pinch of salt, and we can genuinely picture people rage-quitting and friendships ending over a round of The Resistance!  Like we've said, it's great with the right people, just make sure that you're all going to be able to shake hands and put things behind you when it's over!
One massive shortfall which didn't become apparent for a few games was the difficulty in dropping preconceptions from previous games.  If a player is a spy for a few consecutive games, it can be hard for players to see them in any other light, and this can derail a game before it starts.  We did hear variations on the line "I think he's a spy - he was a spy last time!" crop up far too often for a game with random character assignment!
And finally the game components need a little TLC - as we mentioned in Part 1, the satin finish on the cards makes them prone to weathering, and so an investment in sleeves comes highly recommended.
 
So, it looks like it's time for our customary break-down...
 
The Good Points
  • The Resistance is quick to learn and quick to play, meaning everyone can get into it with only minimal explanation.
  • Refreshingly, it's a game that doesn't break the bank.
  • Accommodating up to 10 players, this is a game which large groups can all get thoroughly involved in.
  • With the right group of people it can be great fun playing mind games with your friends, and throwing suspicion around where none exists!
  • It requires only a very small amount of playing space.

The Bad Points
  • The flipside of the high player numbers is that smaller groups may struggle to get enough people together for a game.
  • The cards will need sleeving or else they'll suffer wear and tear quite quickly.
  • With the wrong crowd, this has the potential to start fights and end friendships!
  • Players' opinions can be easily influenced by previous, unrelated games.
Recommended Number of Players: 5+
Not a particularly helpful recommendation, we know!  But from our experience The Resistance works very well with various player numbers. As we mentioned earlier, we're yet to try it out with a full quota of 10, but based on games with fewer players it should continue to be the same great experience.
Average Game Time: 20 minutes
One of the greatest things about The Resistance is that it's a very quick game to play.  Not only does this mean that players don't get bogged down until the intrigue stops being fun, but with the game being skewed in favour of the spies, players tend to want to play through several games to try and secure that elusive resistance victory!
Replay Value: High
Again, being a party game, The Resistance hinges on having the right group of people to play it with.  With a good crowd it can be returned to over and over again, and with the same gaming group a poker-esque element could almost creep in as players learn to spot eachothers "tells".
The Future: Dystopian
Whilst The Resistance is a lot of fun, there isn't really anything to breathe extra life into it if it ever starts to go stale.  Obviously the The Plot Thickens expansion is included in the box, but most players will probably start to use those within an hour of their first game.
Price: £16
The Resistance is certainly a wallet-friendly game, and in terms of money-to-enjoyment it gives a very good return.  Since its initial release it's become a very popular pocket-sized game, and should be easy enough to acquire for those gaming stores who don't carry it on their shelves as standard.
 
 
OVERALL SCORE: 8.5/10
Tea consumed during this review: None!  It's been a Pepsi Max evening on account of a devastating lack of milk.  -53/10


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The Resistance, Part 1: Box Contents

Good evening, ladies and gentlegamers!  We know it's been a while since we last posted a review up on Games & Tea, and we hope you haven't missed our incessant ramblings too much!  There will be a little article up shortly which will explain what's been keeping us from our precious reviews, but in the meantime we're going to try and restore a sense of normality to our world as we bring you our thoughts on Don Eskridge's The Resistance; a game of general deception, deduction and back-stabbing for 5-10 people.
 
 
The Resistance is a party game, which means that all players get to interact during every turn, as opposed to each player taking their turns separately.  The players take on the role of a resistance cell attempting to overthrow a malignant government.  However, a number of the team (dependant upon the number of players) are, in fact, government spies, and it's their job to sabotage the resistance's missions and cause them to fail.  The game takes place over the course of five missions - if the majority are successful then the resistance win the game, if the majority fail then it's victory for the spies.
The true resistance members are tasked with the using deduction to identify the traitors in their midst, whilst the spies have to exercise their deception skills to throw off suspicion and worm their way into the resistance's trust.  We'll address how this all works in the second part of the review, but in the meantime let's take a look at what you'll find inside the box...
 
 
First of all, you have the three Score Tableaus.  That's right, The Resistance contains tableaus - not tables - leaving us feel as though we were perhaps a little bit too lower-class to be playing this game.  These three cards are double-sided, with each side containing a scoring chart for games of 5-10 players.  The tableaus keep track of how many missions have been successes or failures, how many times the current mission team has been voted on (more on that later), as well as providing a quick reference on how many players need to be sent on each mission.  Each side of each card also features some rather nice artwork, which give the players something of a glimpse in the world in which their resistance cell operates.
 
 
Next up, we have the tokens.  The rifle tokens at the top are simply used to indicate which players have been chosen to go on a mission, the Reject/Approve tokens are used for voting on the mission teams, the large diamond-shaped token goes to the team leader, and the circular tokens are all used for tracking information on the Score Tableau.
 
 
There are three different types of cards in The Resistance, and the first are the Character Cards.  These are dealt out randomly at the beginning of the game, and let each player know whether they are a resistance operative (blue), or a government spy (red).  Unlike the Scoring Tableaus, the artwork on the cards does seem to be somewhat hit-and-miss, with dome of the cards still featuring rather nice images, but others being kindly described as a little bit ropey.
 
 
The second type of cards are the Mission Cards.  Each player on the mission is given a pair of these cards and must choose one to submit face-down to the team leader; Success if they want the mission to succeed, and Fail if... well, you can probably guess the rest!
 
 
And finally we have the Plot Cards!  These are part of the The Plot Thickens expansion which comes with the main game.  These allow extra actions to be taken each turn which can help to uncover the spies' identities, or, if played by a cunning spy, can throw further doubt and suspicion into the minds of the loyal operatives!  For the purposes of our review game we'll be leaving these out, but they're easy enough to add in once players have a basic familiarity with the rules.
All of the cards in The Resistance do have a satin finish to them, which we have seen in a number of games.  This does, unfortunately, make the cards more susceptible to wear and tear, and so an investment of sleeves is highly recommended.
 
So that's the box contents for The Resistance!  It's not an overwhelming set of box contents, but one of the hallmarks of a good party game is that it's enjoyable to play without an overabundance of complex rules and gaming pieces (look at Cards Against Humanity for a perfect example!).  Come back for Part 2, where we'll run through the mechanics of the game and give our thoughts on the experience as a whole!

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

Thursday, 27 February 2014

A Project With Balls...

Geddit?  'Cos it's a sportsball game.

...okay, we'll leave now.


A few months ago we posted an article about a trio of projects we'd chosen to back on Kickstarter, and judging by the number of hits on the entry it seemed to be of genuine interest to you lovely folks.  Well with gaming funds running a little dry of late (our FLGS' ongoing Warmachine league has proven a drain on resources!) we haven't been backing too many projects, but a few days ago our fellow hobby blog Gmorts Chaotica pointed us in the direction of a project which just instantly grabbed our attention: Guild Ball
 
 


Guild Ball is a tabletop system with a fantasy take on good old English football (soccer, to our readers across the pond).  The game's creators can put the background into words far better than we ever could (probably on account of the fact that they created it), so here's their description from the Kickstarter page:
 
Guild Ball takes place in a land now known as the Empire of Free Cities; it’s essentially a pseudo-historical setting with strong European flavours. The lands of the empire are made up of a huge variety of climates, cultures and landscapes each controlled by a sovereign City.
 
Mob football is a game generally played between neighbouring towns and villages on feast days (hence the popularity). The game was originally played in the middle of towns and villages where the objective was to take the ball to the opposing side of town. But to prevent the inevitable collateral damage it rapidly evolved into being played in the surrounding countryside, often in a special field set aside for the purpose. At its core, players on opposing teams, clash and struggle to control leather wrapped inflated pig's bladder and attempt to kick it into the opponent’s goal. Over the years, rudimentary leagues and tournaments have sprung up, there have even been some national level games between city states.
 
The Guilds have taken advantage of the huge popularity of the sport and have invested vast sums of money, creating professional teams and structured leagues. The public went crazy as the game was elevated to new heights of spectacle. Guild Ball was born amidst a blaze of interest and publicity and with it, a whole new business and revenue stream for the Guilds. Games are now played out in front of vast crowds of fans, whilst behind the scenes the results can mean fortunes are won or lost on the kick of a ball.

As we mentioned with Mantic's DreadBall, we're not the biggest sports fans here at Games & Tea, but as a tabletop system we do rather enjoy them as an alternative to shooty/smashy skirmish games.  With Guild Ball it's nice to see a game based on soccer, rather than the 'safe option' of American football which other developers seem to flock to.
 
It promises to be a fast and intuitive game which is quick to learn, but rewards players with in-depth gameplay and tactics.  But above all else we were sold by the lavish concept art and beautiful looking miniatures!  The Kickstarter page for the project contains 3D renders of two of the team captains, as well as a shot of an early Fisherman's Guild captain model, and they are looking rather fine.  The miniatures are available in both metal and resin (with a slightly higher cost on the resins), and having looked at the artwork for the teams (also on the KS page) we're really excited about seeing how some of the other characters will turn out (the Masons Guild is our #1 team of choice).
 
In the 2 days since backing Guild Ball we're also realising just how much they value the input of their backers.  Unlike many projects which effectively use Kickstarter as a pre-ordering service, the Guild Ball team genuinely seem to enjoy touching base with the people who have shown their support.  Updates are flowing regularly, they've launched some great competitions on Facebook (the most recent of which gives away an amazing "design a character" prize), and they've already released quick-play rules to the public so that their backers can run through an early version of the game and sent them their feedback.  To sum it up, it seems to be a Kickstarter project done right!
 
Backing for Guild Ball finishes on March 22nd.  £30 will secure you one of the four teams of your choice, £50 will get you two (if you get in before the Early Birds are all taken up!), £82 will get you three, and £105 will get you all four.  We've also thrown in an extra £26 for the hard-copy rulebook, dice and tokens, and there are other add-on rewards to choose from too.
 
https://www.kickstarter.com/projects/1248312770/guild-ball-a-tabletop-medieval-football-game
 

Sunday, 23 February 2014

DreadBall Xtreme Now On Kickstarter!

Back towards the end of last year, we brought to you our thoughts on Mantic Games' tabletop/board game of futuristic sporting action: DreadBall.  We had very positive things to say about the game as a whole, and one thing we mentioned was that it had a bright future ahead.
 
 
 

Well Mantic have gone and turned up the wattage on this bright future, dazzling us with their latest addition to the franchise; DreadBall Xtreme.  The core DreadBall game is set in the highest echelons of the league game, with vast stadiums, multi-million credit players, and stands full of adoring fans.  Xtreme, on the other hand is set to bring DreadBall down to a grittier level.  To describe it as "grass roots" DreadBall would be a start, as long as you were willing to go past the roots, through the topsoil, and down into the dark, dank underground of the sport.

Whilst original DreadBall teams will be compatible with this new version, Xtreme features some major changes to the original format, including a lack of referee (meaning fouls/murder are now an accepted part of the game), a customisable play area (so scoring zones and launch areas are no longer a constant), and sponsors to pull the strings behind the scenes!

DreadBall Xtreme is currently open for funding on Kickstarter, so for further details and if you wish to pledge, click here.  $75 (including shipping to the UK and US) will get you a copy of the boxed game upon it's completion, which consists of 2 teams (including 2 prone players for each side), 2 Sponsors, 9 Free Agents, 4 Strike Posts, Scenery Crates, Dice, Cards, a Roster Pad, Rulebook, and 2'x2' Deluxe Pitch.  A $150 pledge will get you a host of Kickstarter exclusives, and from there the sky's the limit, with pledges going all the way up to a whopping $5000!

Funding for DreadBall Xtreme closes on March 16th, and whilst it has already met its funding goal, going in for the Kickstarter bundles will give you more bang for your buck than waiting for the store release.  Mantic's current shipping estimate is November 2014, and we're certainly looking forward to seeing how this is going to play!

Friday, 3 January 2014

Arkham Horror, A Call of Cthulhu Board Game, Part 2: Gameplay & Verdict

A few days ago we made a start on our first Fantasy Flight big box review, taking a look at the box contents of one of their flagship games: Arkham Horror.  Now that we've given you lovely folk some time to let your Christmas indulgences work their way out of your collective systems, we're going to push on with our gameplay analysis and see just how well that plethora of gaming pieces mesh together into a tabletop experience.
 

Arkham Horror is a fully co-operative game, in which 1-8 players must work together to investigate the strange occurrences throughout the titular city of Arkham, and prevent the incursion of an Ancient One (colossal monster, to you and me) into our world.  As we demonstrated in Part 1 of our review, this game does feature a lot of components, and so the initial setup process takes up a fair amount of time and space.


Once the gargantuan game board has been laid out and the starting tokens and cards have been placed in their appropriate locations, it's time for the players to receive their investigator alter-egos with which they must tread these dark and dangerous streets.  This can be done by either randomly dealing out the character cards or by each player choosing their character from the set.  We personally prefer adding a semi-random element to the process, by dealing out two investigators to each player and then allowing them to choose which of the two to keep.  There are 16 investigators to choose from, so even in full 8 player games this still allows for a bit of variation from one playthrough to the next.
Whilst the various attributes of each investigator can be adjusted from one turn to the next (there'll be more on that later), each character in Arkham Horror does excel in certain areas.  In larger games this means that a team can be assembled to deal with almost anything the other worldly horrors can throw their way, whereas in smaller games it leaves players having to vastly tailor their strategies to accommodate their investigators' strengths.  Some characters are combat heavy, and can play a blunt force game, thundering their way across the board leaving a trail of dead monsters in their wake.  Some are good at evading trouble, and can sneak untouched across the city, preventing the Ancient One's incursion before it even knew it faced opposition!  Some are good supporting characters, keeping their fellow investigators both healthy and sane as they battle the forces of darkness.  And some are simply good all-rounders, excelling at nothing but having no overall weak spots.  If playing a solo game we'd thoroughly recommend hand-picking an investigator, as drawing a support character with no other characters to support is a fairly fast path to a devastating defeat.
Each investigator also starts the game with an inventory, containing some set items and some randomly assigned.  For example one character may start with the Tommy Gun, in which case it will need to be sorted from the Common Items deck, whereas one may start with two random Unique Items, which will simply be dealt off the top of the appropriate deck.

The only remaining element of Arkham Horror is the Ancient One itself.  With 8 to choose from these can also be either hand-picked or selected at random.  Seeing as each Ancient One presents different challenges throughout the course of the game, we've always preferred to hand-pick ours, allowing us to effectively set a difficulty level dependant upon how much of a challenge we want.

Vote Cthulhu for a quick and painful death!
With the Ancient One and investigators all selected it's time for the horror to begin!

Each turn of the game consists of 5 phases; Upkeep, Movement, Arkham Encounters, Other World Encounters, and Mythos.  The Upkeep phase allows players to refresh exhausted spells and items and, more importantly, to shuffle their investigator's stats around.


The bottom half of each investigator's character card is devoted to that investigator's attributes - there are some skills and items which can increase these, but the numbers on the card are that investigator's base value.  Each skill track is marked by one of the 0-shaped tokens, and these keep track of each stat's current value.  The character's Focus is shown above the skill tracks, and this dictated how far a player may adjust their skills during the Upkeep phase.  The character above, for example, has a Focus of 1, so one of his skill tracks can be moved one space left or right.  As you can see, skills are paired, meaning that as one stat is increased another is reduced, which means that players must plan their move ahead and decide just how they want their investigator to behave in the coming turn.  You may want your investigator to be fast on their feet, but the downside to this is that they're unlikely to sneak past any monsters with the amount of noise they're making!
The values on the skill tracks are used to attempt various skill tests as and when the game presents them to the investigators, and they follow a nice and simple mechanic which is easy to remember.  The skill value is the number of dice the investigator has to roll, and any dice which land on a 5 or 6 are counted as a success.  For example, the character above has to pass a Luck check.  His Luck value is 3, so he rolls 3 dice, and if any one of them lands on a 5 or 6 then the check is passed - it really is that simple!  Some checks will have modifiers, such as "Pass a WILL(-1) check", but they always work on the basis that 1-4 is a failure and 5-6 is a success.  This is a very good way of working skill checks, as it requires no memorising of complex stat tables - all that players need to do is read their investigator's stat line and roll that many dice.


After Upkeep comes Movement, and this is where players have to choose between fight or flight.  Any time an investigator ends their movement on a space with a monster or attempts to leave that space, they have to attempt to either evade or fight the creature.  Evading is usually the easier of the two options, but leaves the monster on the board to continue prowling, and once the number of monsters reaches critical levels all hell starts to break loose (literally!).  On the other hand, jumping recklessly into a fight can often end badly, sending the investigator to the hospital and causing them to lose much of their valuable inventory.
This adds further to the forward planning aspect of Arkham Horror, as players must toe the line between taking a full-on fight to these other-worldly terrors, and tip-toeing around the city in the hope of not being spotted.  In large multi player games it can often be worth loading one player up with weapons and sending them on the rampage whilst the others attempt to secure the win for the team!


The way to win at Arkham Horror is to seal the transdimensional Gates which are cropping up across the city, and to do this players need Clue tokens (as shown above).  Once players have gathered enough of these they can head through a Gate and attempt to close it.
Depending on whether they are in Arkham or one of the Other Worlds, the players then have an encounter, which is determined by the appropriate deck of cards.  Some of these will require skill checks to prevent the loss of health or sanity, some simply involve a monster appearing which the investigator must then deal with, and some will reward investigators with Clues, items or allies.  One criticism of the Arkham Horror base game is that there aren't a great deal of cards for encounters within the city of Arkham itself, so in larger games players will see the same cards coming out on more than one occasion.
Following the two Encounter phases, the turn ends with the Mythos phase.  The Mythos phase determines the location of the next Gate, the movement of monsters already on the board, the appearance of new Clues, and events which will either be instantaneous or long-standing.

The opening of a new Gate has two effects on the game; first of all it spawns a new monster into the city, and second of all it brings the Ancient One one step closer to its awakening...

Each Ancient One in Arkham Horror has a Doom Track along the bottom of the card.  Each time a Gate opens inside of Arkham, a Doom Token is placed on the next available number on the track - if the final number is ever covered up then the Ancient One awakens, and the board is abandoned as the investigators dedicate themselves to the singular task of defeating this abomination.  If they succeed then they win the game and can give themselves a firm pat on the back, but when the Ancient One does come out then the odds of success are extremely long!
The turns continue as such with the first player being passed around the board; players move, collect Clues, have encounters, and then allow the horrors to take their turn in the Mythos phase.  The game only ends when the final Gate is closed, or the Ancient One is defeated in combat.
All in all our impressions on Arkham Horror have been mixed.  To prevent this review from turning into an epic of Tolkien proportions we've stripped down the gameplay to its very basics, but we have to emphasise that this is the most complex board game we've ever played.  Most of the games we've learnt in the past generally involve one tutorial playthrough with the rulebook open, and then subsequent playthroughs usually run pretty smoothly with minimal rules consultation.  With Arkham Horror it took roughly 2 months of regular games to fully get to grips with the complicated ruleset, and this degree of commitment to a single game may put off a lot of potential players.  That said, once we'd got our heads around it we did find it very enjoyable, and it's nice to have something that we can throw ourselves into for a whole afternoon.
The second issue is that of space.  With so many components, Arkham Horror does need a lot of space to set up and play, and gamers who don't have a great deal of space at home may struggle to play.

This is a 4 player game set up and ready to go, to give an idea of the amount of playing space needed!
The final issue we had was that Arkham Horror is not a well-balanced game. At all.  The ease of the game is directly related to the number of players involved in our experience, with 1-player games verging on being impossible, 2-players being extremely difficult, and 3/4-player games presenting a decent balance.  We've yet to try out games with higher player numbers than this, but it does point to a trend of more players meaning easier games.
Negative points aside, we have enjoyed our experience on the streets of Arkham.  There are enough variables to keep the game from going stale (aside from the previously mentioned issue with  the Arkham Encounter cards), and it's an extremely intricate and involving game.  It's also a big box game which doesn't break the bank, which makes a refreshing change.
So let's break it down and see what the final verdict is...

The Good Points
  • Arkham Horror is a very involving game, allowing players to lose themselves in a single campaign against the other worldly monsters for an entire evening.
  • It's a beautifully presented game, with nice quality artwork throughout.
  • The skill checks work off a nice simple D6 system, preventing the need for complicated skill tables.
  • As a game for 1-8 players, this is something that can be played by a gaming group of pretty much any size, and can also be practiced alone to help gain a better understanding of the rules.
  • With 16 investigators and 8 Ancient Ones, there are enough variables to prevent playthroughs from becoming too similar.

The Bad Points
  • Arkham Horror is very complicated, and so it will take a long time and a lot of commitment for players to have a firm grip on the rules.
  • It takes up a lot of space, so players living in small apartments may not have room to set up and play the game.
  • The game could do with more Arkham Encounter cards, as these will be quickly re-used in larger games.
  • It's very poorly balanced, with the ease of the game increasing with the number of the players.
Recommended Number of Players: 3-4
Whilst Arkham Horror is advertised as being for 1-8 players, 1-player mode is really a waste of the players' time, as they'll be unable to keep on top of the Gate openings before the Ancient One awakens.  The flipside of this is that with lots of players on the board it's easier to run around and keep on top of things from one turn to the next.  In our experience 3-4 players presents the best balance, forcing players to keep their wits about them without becoming too difficult.
Average Game Time: 3 hours
That's right, we weren't kidding when we said that Arkham Horror would take over your evening.  With such a complex ruleset and deeply involved game turns, a playthrough of Arkham Horror clocks in at roughly the 3 hour mark.
Replay Value: Medium
Arkham Horror does have a lot of variable elements, with the stack of Other World Encounter and Mythos cards, and the selection of investigators and Ancient Ones.  This helps to give a random element to the game which can prevent it from being too samey from one playthrough to the next.  However, the Arkham Encounter cards will be exhausted very quickly, and the extreme length of the game may put some people off coming back for more.
The Future: Bright (if Cthulhu doesn't devour you)
Arkham Horror is one of Fantasy Flight's flagship games, and as such has been blessed with a wealth of expansions.  These add extra sections onto the game board, new investigators, new mechanics, new items, new encounter cards... basically everything needed to refresh the base game.  There are currently 8 expansions to choose from, but it's a safe bet that Fantasy Flight aren't done with the franchise just yet.
Price: £35
For a big box game, Arkham Horror carries a refreshingly small price tag.  Most games of this size will set you back around the £50 mark, but Arkham Horror comes in at roughly £35.  As one of Fantasy Flight's biggest games it's widely available, with a lot of FLGS carrying it on their shelves as standard fare.  For those that don't, however, it should be very easy to order in.
OVERALL SCORE: 7.5/10
Tea consumed during this review: PG tips with milk and 2 sweeteners... it went cold before drinking.  Brew rating 5/10


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