With this premise worthy of Red Dawn or the context of 2013 Escape from LA, we find a classic eighties ameritrash (sorry if the term offends someone) re-edited and enhanced for today, Fortress America.
And if the invaders conquered enough US cities, fall nationwide. But if the United States can protect their cities long enough, the invading forces will end the invasion … more yankee and eighties, impossible.
The invaders players have a limited number of troops used to conquer 18 key cities in the USA before they have time to reorganize.
Hand this time from Fantasy Flight Games have a box filled with good quality plastic (of course), with your futuristic helicopters and tanks, and a nice dash in my opinion, simple lines that remind me somehow of the film, War Games.
The invaders players have a limited number of troops used to conquer 18 key cities in the USA before they have time to reorganize. The Americans, with their scattered forces across the country must rely on reinforcements to grab organize local militias and its huge and powerful laser cannons to defend their nation.
Bad points to note, the wait between each turn of the invaders.
Simple combat system and given enough time to wait between each invader player, the game fulfills everything you might expect from a game of this genre, pure fun, some strategy and chance, much chance.
On our departure Las Vegas managed to resist until almost the end of the game, delaying the advance of Asian (perhaps quedasen playing the slot) in a sample of what a dice game with many mechanics without controlling somewhat chance can do with your finely planned strategy. Finally the USA capitulated after a series of attacks and counter attacks unfortunate (for the US) on the east coast.
The rules are simple, the issue really unusual and I particularly funny, clean fun unpretentious, it’s not a game for every day, but a game from time to time may be healthy, includes some optional rules to give a little more strategic direction and to the invading powers not earn block.
Highlights bad, the wait between each turn of the invaders, the player controlling the US not rest, but the rest can go take a somewhat between each of their turns, which makes it difficult to stay focused and makes the game you go over three hours.
In Fortress America, America must defend three deadly invading armies: Asian Alliance Pueblo West, the South Central Federation and the Euro-Socialist Pact East. Players assume the role of the United States, trying to protect themselves from foreign threat, or the role of one or more of the invading armies, fighting in a spectacular battle to acquire important territories.
If the invading forces conquered enough US cities, the US defense breaks and falls the nation. But if the United States can protect their cities long enough, the invading forces fail and your raid is over.
The same story of the game Dungeon Petz, and we will put in situation so that we leave finding that this time everything will be somewhat different.
To mark the closing of dungeons and the same alienated of imps makers exploit its clock resources, small minds are operated and some of them have bright business ideas. In this case, the magnificent idea is to mount a pet store, to sell to the lords of the dungeons. An innovative, original and anyone else in the city it has happened, except for the 3 other pet stores that have opened idea.
The damage is done and the monopoly has lost just the start of the business. Now the only thing left to do is to try to impose other stores, making your pets are happier, better nourished and more awards at exhibitions, plus the most valued by customers.
With this original approach, the game could not be less.
Not easy to classify, is board because you have them. It is of cards, because the have and is … pets because you have them.
From 2-4 players, as best pet store in town will be played. This is achieved by building a store more attractive than the others, for the quality of their cages and improvements, their artifacts, the number of pets, health, mood and health of these and winnings from exhibitions, to name only some options.
One thing that is mandatory to mention is the good presentation and appearance of the game. The artwork on the cover, manual and components, are very very detailed. They are colorful, elaborate, original and sympathetic. In fact, the author, Vlaada Chvátil says that when he was developing the game, already had in mind that his illustrator would Cochard, which was a success.
In addition to the illustrations, the game brings a lot of parts and very good quality. Special pets, that are connected in a system that allows the turning mediated going to evolve, showing ahead mascot itself and behind an egg, which are supposed to be before leaving the game references.
In summary, a large quantity and quality of components. Go preparing seat at the table.
The rules are fun to read, well explained and with good examples, but are not easy. Without reaching a complexity that makes it inaccessible, it is true that the game will require a good read and a couple of games to get his mechanical looseness.
Certainly worth investing the time, because once you learn, play is amazing. But, it’s not a game that we can play well anything else premiere and is not suitable for removing at a meeting of friends who do not know, which is typical of getting a game is done, explain over and go play on the underway. You will enjoy much of it, but first you’ll have to spend some time to learn.
Thinking that some players could see overwhelmed by the number of concepts have been added to screens player, a summary of the phases per round, types of cards in the game, consequences of not covering well the needs, etc.
Finally as to the rules, commenting that although the game is initially thought to 4 players, is perfectly suited for 2 or 3 players, by including a different and distinct exceptions board.
In mechanics, although the game has nothing to do, might remember a little Caylus or Age of Empires 3, in the sense that the board is divided into zones, which allow us to do different actions in our turn. These things, like buying pets, food or artifacts may do if we put our peons (in this case imp) in the appropriate boxes. Players will have access to them according to whether or not occupied by rival imps and priority for each player to place, will be according to their number has been previously assigned to each group.
In this way the players take turns in performing actions that make up each of the 5 or 6 rounds that make up the consignment, as the number of players.
Once we begin to buy pets, we will be giving us aware of the great responsibility involved in their maintenance. Each will have a range of needs, which we will have to cover and that will grow as the pet gets older. These needs are grouped in color and have to irlas satisfying as the cards we assign to each animal in our turn. These cards can be hunger, magic, anger or romp and according to the assignments, we have to feed them, keep mutate, retain them in their cages, entertain them, etc. Being unable to meet the assigned requirements, will have consequences of all kinds, such as having to go hungry, sick, sadden, mute, soiling, etc. Totally what Tamagotchi.
These negative effects on pets also have their impact at the time of exhibiting and / or sell them, since no (or almost no) will be interested in an animal knackered.
During rounds, they will uncovering exhibitions and customers that we only positively valued aspects of your pets, but what penalize not like.
In this sense, the game is very carefully worked, since the types of display and customers really stuck with the type of pet you want. An example of display, could be “Battlefield”, in which pets will be valued more letters fury assigned and client example would be the “girl of the dungeon” which assessed over an animal with which play and to feed, which is very consistent with his personality, factors that give strategic depth to the game.
These exhibits and sales which will be allowing players accumulate points during the game. But one can not relax even has an advantage, because in the end, there will be a double exhibition in which other aspects are measured and could turn around the net.
Dungeon Petz is a highly recommended game. It is not too suitable for casual gamers who want something quick and not want to eat the coconut, but it will be a joy for those who enjoy a working, strategic and fun game, even during the learning phase.
During the hour and a half which usually lasts a game, you’re totally into the game, thinking where to throw, because there will always be enough variables to choose from and you have to make decisions.
In that sense, it is a very strategic game, although sometimes the pets come with unexpected needs and you have to get by improvising or even change your plans. This unpredictability is given by a fair dose of chance in making cards.
As if this were not enough, there will be more items like potions, manure, henchmen, artifacts, etc., that will give great depth to the game.
Yea affection is designed title from its setting up his mechanics, through its visual appearance and quality of components, which amply justify its PVP (about 45 euros), compared to other titles of similar category shows.
For my taste, it is a display of humor and originality that well worth having in our collection.
Curiosities and tips
– It is vital, providing the description of the Cthulie pet:
The devils tried to invoke once a “Terrible Nightmare Primordial Chaos”. Just once. Then came Cthulie: jumping, giving licking and doing their needs in a corner of the staff. Imps realized they already had enough chaos.
– For those who want to downplay the chance, at the time of draw cards, they have included a series of double letters, which allow many more possibilities. It greatly reduces the frustration of them touch unfavorable letters and can not do anything. A success.
– In the rules, for the explanation of pets for sale to customers based on their affinity with them, a kind of exercise in mathematical problem arises plan to see if you have understood the explanation. This has led me very curious and very useful. In addition the solution is just below, but the reverse. It is a nice touch.
– Initial joke: starts the player who most recently fed to your pet. My cat Doc, want to formally thank the Chvátil the inclusion of this rule, as it is fed on time just before each game.
It is a good game, funny, mechanical of workplacement. It is a puzzle where you will have to prepare to sell your pet best customers as they arrive.
The mechanics are very well integrated into the theme of the game, good compenentes and a very good price. For 40 quite plastic, cardboard, letters …
With the operating rules may be one of the most original, fun and better explained.
The only “catch” I put him is that the brain burns you, this is a medium game, not a carcassonne. You have to be taking tough decisions, in fact the game is designed so you can not always do felicies your animals.
He has also had the ability to be one of those games that do not go out of fashion. Perhaps because there is virtually rules to learn, because it is visually pleasing, because raw creativity above all else … Do not know exactly what it is, but it’s a game that often ends up taking at meetings of friends.
Given its length and simplicity, are not talking about a game that itself will fill an afternoon of games, but after playing to a more hardcore or from one to another, is perfect to unwind for a while, forget complexities and focus on creativity.
The set comes beautifully presented in materials, but its real strength is certainly the illustrations.
Although we use a very funny box-score for counting points bunnies our wooden figures, the essential in this game are the cards.
The deck consists of 84 large cards well, so we can observe the illustrations in detail. These great and colorful illustrations, drawn by Marie Cardouat are the basis of the game and even having enough color and representing many nice items, not without a touch of melancholy.
These contain a series of scenes, objects, people, etc, which have in principle nothing to do in a letter to another. Most of them do not represent isolated elements, but a group of them forming a kind situations.
I get the impression that Marie had enough in mind what I wanted to represent each, since in more than one card, you can glimpse an intention. You should talk to her, but I would say almost all are metaphorical. Otherwise, we would be talking about surrealism worthy of Monty Python, because they are extraordinary and combine elements that have little to do with each other.
In any case how amazing this game is that it is extremely subjective and each card has infinite interpretations, depending on what comes into your head when everyone sees it.
You’d better talk a bit about the mechanics who does not know and so elaborate and then counting Dixit why I think such a fun game.
How’s it going?
The mechanics are very simple. Once shuffled deck, 6 letters given to each player, you will need to keep them secret.
In each round, one player will be responsible for placing one of his letters, saying the phrase you choose for her. This is where is the essence of the game.
To begin with, we must clarify that say “phrase” call it that, but it can be any word or even song, which we believe can help identify the letter say. In this sense the game is super creative.
Example to see which is easier to understand than to explain: We have the letter that represents the wooden puppet (third from the previous photo) and could say Pinocchio as a clue. This would help any player knew perfectly identify that card, but can be well done? NO, because the key to the game is that your card is identified, but are not as obvious as to find out what everyone else.
In fact, if all find out your letter points lead and you do not, so we have to tune to only guess some and they and you, will bear valuable points.
Well, once the player has placed her face down on the table, which we will call “letter in progress” to understand better, the other players also bring one of his cards face down. Should make one think that might suggest to others that this phrase previously referred to this letter. Thus, some rivals will vote for it, thinking they are identifying the current chart.
Once letters provided all players are shuffled and given back, revealing his artwork. That is when each (less said the sentence) have to vote on the letter that you think most closely identified with the phrase that says the starting player. Obviously, you can not vote for yours.
Once voted the cards, the first player must reveal what was his.
Points that have been successful and the player takes, but only if you have not figured out worldwide. To hit all players or no initial score player loses and all but him. In addition to the points and wrongs will score players whose letters you have voted, if anyone has thought that was the current chart.
All cards played are discarded and re-distributing one each to get 6. Players take turns to say sentence and proceed in this way until the cards in the deck is exhausted and earns you the most points. It’s that easy.
When the cards are exhausted, scores indicated will look the bunnies. The foremost wins.
As I said, it’s a game that I never get tired of playing. I love the gameplay, in which more importance is given to the imagination than anything else. This coupled with a simple mechanics, it becomes a game very, very recommended for novice players to hardcore looking for a good filler.
The game is so subjective, leading to all sorts of games, as players participating. I mean, if at the meeting of friends who meet predominate moviegoers, surely there are many cards that are resolved by reference to film scenes. Same with series, video games, etc. Even out recurring themes. I think I’ve never played a game where you do not leave anything of Goku.
The group is also a determining factor to get more or less serious. Some plays considering the philosophical content of the letters or elude the feelings they evoke, etc. Although the game is very versatile in this respect according to the type of players, so we always ends up being a total joke. We even have a house rule that says “if you know that you can say something that makes laugh a lot to others, you must say even though you know you lose the round.”
The value is great (about 30 PVP), which coupled with the amount of fans of the game, what fun it is and the many awards he has won, making it a must have.
Finally, I have to comment on the issue of replayability. They are 84 cards with clearly identifiable drawings and in 2 or 3 games and we will have seen all, what do think that once cards seen the replay value is reduced. Well surprisingly it is the opposite. When you have seen or have used all the cards, you must be ingenious to say nothing like what was said earlier times and for me that gives an extra value. We will have to avoid saying anything that reminds phrases already used and that the other players would remember, putting it too easy to hit.
I play the basic Dixit, if any, mixing the cards with the Dixit Odyssey and we had just as well although we already know by heart. A success the Dixit that keeps coming in almost every meeting and insurance that it will continue.
Curiosities and tips
– Although as I said, the game is completely replayable, different expansions and editions, all compatible with each other, for those who want to extend it. It is always a pleasure to see new cards.
– Danger! It is important to assess the situation somewhat heading to be unfair. Imagine that you and yours are very fond of, for example, video games and a person who is not interested in that topic is targeted that day. What’s up? Well, if you play it a lot, this person will have no choice and be bored by the subject. Do not forget that we play for fun, so I recommend measuring what is said adjusting it so that at one point, do not exclude anyone.
– Also related to the above. It is good to avoid saying things based on experiences, not everyone else know. If you say “what we ate in Brussels” because they know that only those who were on that trip and obviously earn points. According to the rules, this kind of thing is not illegal, but hey, who do things like this to win, is not made to Dixit and best to find another game.
– Although it is a super subjective view, for our usual group, this game is a constant laughter. Now comes a point where you simply turning over the cards on the table, we remember things we said about them and sometimes we die of laughter without opening your mouth. I recommend playing well. It is less elegant and metaphors, I’m almost certain that contain many illustrations are lost, but you take a very very horny while.
Bluffing, Card game, Humor, Party game
German, Spanish, French, Dutch, Italian, Polish and Portuguese
Mage Knight: Board Game is set in the universe created for a fantasy game makes more than a decade by Wizkids publisher. This editorial is particularly famous for its line of HeroClix and original set of figures with rotating pedestals on which game statistics reflect. This time we are not facing a tactical game like games HeroClix miniatures line but with a fairly dense, brainy eurogame, not suitable for newcomers to the world of board games.
In Mage Knight players embody a powerful characters sent to explore and conquer the Atlantean Empire. On your way you will find villages, monasteries, castles, warring orcs, wizards towers, dungeons, and more elements of a medieval fantasy universe. Mixing elements of board games with some touches of role, Mage Knight offers an experience similar to games like Runebound, but in my opinion the game at hand is far superior to the latter.
What comes in the box Mage Knight? Pretty, and all good quality.
Two panels, one to take the points of reputation and fame, and other printed two sides to indicate movement costs as day or night.
Two manuals, one regulation and another with the first game scenario and an introductory explanation of the rules.
Tile ground where the adventures of our Magic Knights will develop.
Several decks: the heroes, the advanced skills, spells, units that we can recruit, wound, summaries of the rules and tactics.
Tiles of different heroes to mark their scores, their level, their special abilities and their achievements on the board.
Tiles with different encounters and discoveries that we will find along the way: orcs, Draconum, castles, shrines, etc.
4 figures of heroes painted and excellent workmanship.
4 figures of town with HeroClix base type.
Given to indicate what kind of magic is available each turn.
Plastic figures representing crystals mana (magic).
The most important mechanics of Mage Knight is the construction of decks. Each hero starts with a deck of 16 cards, of which depends for its actions. During the game you will be adding cards to your deck, whether advanced skills, spells and powerful artifacts. So you can deal with the threats will encounter on your way, or the other players. Each card belongs to one or more types according to their effect: movement, combat, healing, influence or special. The guy who owns the letter will know by the text itself, but also by an icon appears in the upper left corner of all.
The cards also have two possible effects. Which appears in the top half of the text box is the basic purpose of the letter, which will take place if we enhance the letter with manna from the color shown in the center of the frame, separating the two halves. If you use a mana point the effect to take place is the lower half, which is generally more powerful than the other, but sometimes there is a better effect with respect to the first, but another entirely.
In his turn the player must plan what to do with the cards you have in hand. You may have enough movement points to reach the orcs, but do not have combat cards, so you must wait for the next turn to provoke and fight. Or you may have combat cards, but does not have enough movement. You may have points left over to heal influence in the village and recruit a unit of soldiers to assist him in combat. Each turn consists of solving a puzzle of, first, what the player wants to do and secondly, what the cards you have let him do. For this is not an impossible task, all cards can be used as “wildcards” can be used as if it were otherwise, but with very limited effectiveness.
To enhance the charts there are given that indicate how different colors of mana available, and on occasion we can keep those mana as crystals, so we’ll have available when needed.
Upon completion of a shift, steal cards until reaching our limit of hand and continue the next player.
Throughout the game we will be finding different enemies such as round tiles. Can be orcs, or the inhabitants of a tower of sorcerers, or defenders of a castle, and resolve our differences with them politically incorrect but very effective method of giving cakes. As a result of the fighting receive fame points, which we will level up and gain new skills, broaden our ability to recruit more units and also improve our armor and the maximum size of our hand of cards. The fighting also receive wounds in Mage Knight are useless letters take up space in our hand (we started limited to five cards in hand game). We can not rule them rather than using a full shift at rest, and can eliminate healing us from our deck in a village or in a monastery.
The combat system is fast and fairly implemented. The various special abilities from enemies give much variety to the battles. To not bore much I will summarize by saying that consists of several phases: the first ranged combat, which can wipe out your opponents before they reach us, a second in which they who attacked us they could block his attack or have any of the units that have recruited receive the blow and the last in which melee attack.
Another thing that can make our heroes during their adventures is to interact using letters of influence in the villages, castles and monasteries. We can heal or recruit units. Add that to take advantage of a castle will have to conquer first beating defenders. We may also get mana crystals crystal mines, heal in magical places in forests, enter dangerous caves full of monsters or attacking towers wizards to get spells go to our deck of cards. We can also loot and burn villages monasteries, which also receive benefits even lose reputation.
When a player ends his deck and start the turn with no cards to steal, it may herald the end of round. All players have one more turn and passed to a new round. If you were in a round of the day, one night starts now. All shuffle their decks and draw new cards that begin the first round of the new round, and so on until the end condition of the scenario being played is met. What is the difference between day and night rounds? Basically three: the cost of movement for the different types of land (not the same walk in the desert or forest day than at night), visibility (some tiles enemy only be seen from the adjacent space by day, at night you have to go and start a fight to see the contents thereof), availability of gold and black mana, one of them is available day and night is useless, and vice versa.
This is, broadly speaking, the game system Mage Knight: Board Game. The game offers different scenarios, each with different setups, durations and victory conditions. In the opening scene, for example, the goal is to find the capital of the Atlantean Empire. The game ends after finding it, during the same there can be no fighting between players, nor conquer the city. Other scenarios are to conquer cities, either alone or in teams, and there is also a cooperative scenario. I left many things in the pipeline to do a review too long. Discuss all elements of the game and talk about everything offered fully occupy twice the space of what has taken me this post, and my intention is simply to give an idea of what you can find in this great design great Vlaada Chvátil .
Term and recommending you to try this game if you have time. This is a gem, although its price can roll back to more than one, is amortized safe since it is one that catches table easily. As adventure game is magnificent, besides being a eurogame able to satisfy the most discerning fan.