Epic Spell Wars

It is a game unpretentious where the fun is simply to annoy other means that those who do not like the games to annoy and / or seek something that has to plan a minimal strategy and can move from reading the rest.

Components

Epic Spell Wars, componets
Epic Spell Wars, componets

The game comes in a not very large box in a space similar to the Hulk Death Angel size but a little wider.

Includes 4 dice 6, 8 large poster boards with the characters you can carry (are all the same, the only difference is that the illustration), a few meters of cardboard, a Skullfire mountain (which has no function in the game, is purely decorative) and a lot of letters from a little thin these “magic” size.

Special mention the pictures that apparently have no middle ground, either you love or hate. One of the people who played the game commented that it looked like fun, but could not stand the drawings.

Gameplay

Epic Spell Wars, cards
Epic Spell Wars, cards

Simpler than the mechanism of a jug.

You start with a hand of 8 cards, and grace is to create a spell that can have up to 3 components: Source (source), quality (quality of the spell) and delivery (say that the ultimate goal of the spell).
With your 8 cards you can do a spell of 1, 2 or 3 components with the only condition that can only be a source, quality and delivery, it can not be repeated any element.

After everyone finds reveal built its spell, spells act first single component 1, then 2 bigger and 3 (which are the maximum). In case of a tie in the number of components there are a number of initiative in the letters delivery that determines the order, from highest to lowest.

Each card has an effect and are resolved in order, first the source, then the quality and then the delivery, basically removing the effects are life rivals.

For instance:

Source: Ago Three damage to each enemy who has already acted.

Quality: Strips 2 dice, then each of the other wizards roll a die and a result equal to pull one of the two dice you threw those eating damage.

Delivery: Strips a given, every enemy who has more points than your removed: if you take 1 to 4-1 damage damage March 5 to 9 and 10 or + 4 damage

Each card is in your spell has a glyph indicating down to magic school belongs (fire, darkness, primary ..) so that if a letter you have to roll a die (xej the delivery above) matches the glyph with another card from your strips spell a given but for each match (if you have 2 equal glyphs would 2d6 and 3d6 if you have 3).

So magicians are eliminated until only one remains, this earns a token of the last wizard standing. Then it start another game and get two tokens that last wizard standing wins.

When you are killed for every round you play where you do not participate xq you are dead draw a card from the deck dead magician, who is giving you advantages, so that if you die very early next’ll have a lot of help starting. They are usually the type you start with 5 points more of life, or even a treasure no one tells you, you’re dead, you learn to live with it (and of course does not give you anything at all).

Some spells get treasure letters that make squirm a bit different rules in different ways, x eg. It gives you a +2 dice rolls, or if someone plays a card that you have in hand is eaten 2 damage and 2 and you heal your stuff.

Basically that’s it.

Opinion

Epic Spell Wars, box
Epic Spell Wars, box

A quick game without many pretensions to have a good time and a laugh, the combination of the names of the spells out very funny and things that make you hit one laughs (yes, in English). It is a game that can play up to 6 players and is not slow, yesterday paste several games in a row to 3 and 5 players and duration did not suffer to be a player but as having a spell but turn it into much more damage could almost say that more players the game is faster.

Pros:

  • A Fun game for to aggrieve and laughter
  • Duration Short, more or less half an hour per game
  • The Illustrations (if you’ll such drawings) are very horny

Cons:

  • Look no strategy, play your cards and often the wizard that you hurt is random, and it tells you the strongest and when you reach the turn to do the spell the strongest is no longer the same as when you designed the spell . PURE CHAOS. (Although for some this is not a defect).
  • The illustrations, if you do not like hate.
Features
Game Type Party Games, Thematic Games, Fantasy, Fighting, Humor
Recommended Age +12 years
Language English
Players 2 – 6 Players
Game Time 20-40 minutes
Difficulty Medium
Boardgamegeek www.boardgamegeek.com/boardgame/112686/

Zulus on the Ramparts!

Zulus on the Ramparts! is a board game of the category wargame inspired by Rorke’s Drift in 1879. The player assumes the role of the 140 British soldiers who faced more than 4,000 African soldiers in the legendary siege in which the first were incredibly to finally retire victorious enemy. No tokens representing the army of His Majesty only a deck of cards and some markers. Yes Zulu regiments are represented by several chips symbolizing the four main formations attacked Rorke’s Drift and “life points”.

On the map we see represented the missionary position and four “ways” to move toward him. These “pathways” oval divided into five cells each representing the advance of the Zulu regiments. If any of them reaches the red square that is the “Victoria Zulu” tab, the game is over for the player, who has failed to repeat the heroic historical result.

The record of Zulu victory begins in the red box with a 0, but may be delayed by the player up to two positions, making it harder to reach their target Zulus. In other parts of the map are in certain markers and letters reporting things like water scarcity and ammunition, the arrival of the night, forming a reserve platoon or building defenses now.

Zulus on the ramparts!, board
Zulus on the ramparts!, board

Before starting the game, we put in a bowl a series of round tiles that represent both the progress of the various Zulu regiments as various events. We must also prepare before starting the deck in a specific way, leaving from the last 4 cards (shuffled at random) of relief column that ends the game (if you have not done before) and inserting the letter Night (hampering the fight) to about half of the deck.

First thing we do each turn is, remove one of the fas of the container and make it effective: execute the corresponding event in the case of one of these or, in the case of an advance (most likely) will move the number of spaces the corresponding Regiment (iButho) Zulu.

If you still survives then the player performs the main phase of action, where you can choose from several options: forming the reserve squad, trying to put out fires, build a barricade, distribute ammunition and water, shoot / melee attack heroes and draw cards. The latter represent the official historical fence and give the player important assets and greater flexibility and can often “sacrificed” in exchange for decisive action. The player usually has a five-card hand that is renewed at the end of the day. These letters will or will these heroes who have seen or bursts of gunfire. Heroes can also shoot or use special skills stronger and be used for various actions on the board as the platoon booking form or build the barricade. For all these latest features, normally we should have “fallen” hero to the table with a prior action.

Zulus on the ramparts!, tabs
Zulus on the ramparts!, tabs

The shooting and fighting are made by rolling dice. According to the letter we use, we can pull a number of dice (typically between 1 and 5) depending on the distance at which the Zulu regiment are. 6 eliminate a life point of the enemy formation (having from 2 to 5 points); May 1 will be withdrawn the box back.

Once selected and implemented the action, the player ends his turn by drawing a card from the deck if you like, and removing (dropping) a hero.

The game may end in several ways: the most common is the Zulu entering the enclosure, as already in advance, meaning that the player has lost. Alternatively, remove all English Zulu regiments. The third way to finish the game is when the “Column relief” letter is at the end of the deck appears. At that time, the player has points that may have been gathered or lose based on a scale to determine which side has won and his margin of victory (may be less, epic, tie, etc).

Features
Game Type Strategy, Wargame
Recommended Age +12 years
Language English
Players 1 Player
Game Time 25-35 minutes
Difficulty Medium
Boardgamegeek www.boardgamegeek.com/boardgame/41627/

Neuroshima Hex!

First of all say that despite what I may like this game and how fast they are their games, so far I could only taste a tiny part of the whole menu that offers this game. We are facing a great little game.

His background is post-apocalyptic based on an RPG published by Portal called Neuroshima, this is the tool of combat that was created for a reduced time to resolve the skirmishes own RPG, apparently I worked so well that they decided to publish it. The story: After the Apocalypse humans who survived fled to the cities, while a huge cybernetic body took shape, an army of machines coming from the north patrol the remains of our civilization chasing humans, these divided struggle between whether for food, fuel, territory …

The game mechanics

The game mechanics is very robust, the most robust I’ve tried, and it has another quality that combines many features from other games, in an explosive combination. After speaking with several players, some reminded a card game, players tournament, reminded a draft, others reminded a tactical wargame, others to a game of miniatures. Part of his success is due to that than like many types of players of very different tastes. It can therefore like a wargamer as a eurogamer as a americantrasher, whereby these labels hatred and what use.

The characteristics of mechanical despite appearing to have picked up here and there, it gives you the impression of playing in a collection, and instead is quite original, it is very visual, intuitive, dynamic although we speak a tactical wargame, exempt dice, their random part is the hand of cards that touch you, but it is controllable with house rules and then explain.

The game modes are varied, fight to the death, in plan last one standing, wrestling team, scoring 20 combat damage, is a wargame, how does it work best? Well, according to taste, a wargamero maybe likes the fight 1vs1 or in pairs or teams, eurogamer liked to score more without removal? All this based on tag-based I hate prejudice. My impression is that the multiplayer very well hold up to 5, 6 or 7 players according to the creators, I read that played up to 8 players, but as happens all the more turn-based games players are harder departure, less controllable loses some of its charm, I think a solution for many couples is to do team players in teams of two.

Neuroshima Hex box
Neuroshima Hex box

Description of the components

Let us turn to the description of the components, it is a small board, instructions and chips. There are two types of tiles, board sheets are divided into: headquarters, modules and soldiers; And then there are the chips of action. The modules provide bonus on board the soldiers, which can be initiative, damage from a distance or close combat. Immediate action sheets, played to take effect without placed on the board.
The soldiers have features like ranged or close combat, armor, initiative and endurance, but can include tokens own immediate action skills, modules add their bonus to those features, provided they are connected to them. The most common actions are the movement, the fight and push.

Neuroshima Hex tabs
Neuroshima Hex tabs

The sequence of play

Each turn three tabs shown to all players steal, first rule out, with the other two decide if you play unfold on the board or guardians, knowing that if you keep a tab, the next only you steal turn up to have three, so it is advisable to play and not save yourself a lot.

The fighting began in two ways when the small board is full, or when a form of immediate action combat is played. This is simultaneous and begins tabs major initiative to lowest, when they play the zero initiative continued where he had left rotation.

Neuroshima Hex board
Neuroshima Hex board

Who wins?

The victory achieved by the game system that we select, which destroys the headquarters of another twenty barracks damage support in qualifying so I do not make the first twenty damage to enemy headquarters.

The board is small so that there is no time for speculation, is not a game will be diplomatic, you coward, I’ll take back these kill and then I come and win. From the first moment to the last must be dividing, or thinking and give the other where it hurts, in the headquarters of course, but sometimes question of dismantling the move the other.

The system is robust and rules Aguata home, home hosts, without going clear, I would add the hidden game, showing no bone chips, increase hand 5 tabs, allowing 2 saved to make more combos

As a negative point: The default have told me, they find you is that when you open and destrónquelas, gives you a feeling of mini-game. Let leftover box, but I take a walk after the BGG and see all the free stuff, the print and play, the editors of Hosts, redesigned official armies, the events for fans, 2 free campaigns etc. I can think on the contrary I need cash.

Features
Game Type Fighting, Science Fiction, Strategy Games
Recommended Age +10 years
Language English
Players 2 – 4 Players
Game Time 30 minutes
Difficulty Medium
Boardgamegeek www.boardgamegeek.com/boardgame/21241/

Fortress America

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.

Fortress America - board area
Ready to invade!

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.

Fortress America - troops
These rudders on your Stealth bomber are very cool, but do little to be invisible to radar …

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.

Fortress America - troops
Detail troops

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.

It includes over 300 detailed plastic miniatures.

Features
Game Type Wargame, Science Fiction
Recommended Age +12 years
Language English
Players 2 – 4 Players
Game Time 150 minutes
Difficulty High
Boardgamegeek www.boardgamegeek.com/boardgame/115293/

Dungeon Petz

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.

Dungeon Petz - Pets
Cthulie, Trolitín, Nibbler, Serpelina, Sable Rabbit teeth … They are good people!I love you all!

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.

Dungeon Petz - Imps
Go family to start a business …

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.

Dungeon Petz - player screen
Our player screen allows us to manage our store, while reminding us a quick glance some of the most important rules of the game

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.

Dungeon Petz - board area
According to the board area in which we place our imps, we will have at our disposal a stock

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 - Needs cards
Assign needs is very nice, but be prepared to meet it or suffer the consequences

Conclusion

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.

Dungeon Petz - board of progress
The board of progress, exhibits and displays customers in the following rounds, allowing us to start preparing our strategy

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.

Features
Game Type Fantasy and Humor
Recommended Age +12 years
Language English
Players 2 – 4 Players
Game Time 90 minutes
Difficulty High
Boardgamegeek www.boardgamegeek.com/boardgame/97207/