Showing posts with label cooperation. Show all posts
Showing posts with label cooperation. Show all posts

Shadows Over Camelot: Merlin's Company Review

Shadows Over Camelot: Merlin's Company
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Adding an extra player and traitor is good! But the game is much harder - which may satisfy many players.

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Supporting up to 8 players (including 2 possible traitors), the Merlin's Company expansion will add even more depth and intrigue to your Shadows Over Camelot game experience. There are a host of additional characters including 7 Knights and the great wizard himself, Merlin. Players will be taken on dangerous side trips as they quest in and around Camelot. Morgan's 7 Witches have evil on their minds, making for an even more hazardous journey through the fabled land!
Merlin's Company is not a stand-alone game. It is an expansion for the Shadows Over Camelot board game. An original copy of Shadows Over Camelot is required to play.

Contents of Shadows Over Camelot - Merlin's Company Expansion:
New Rules, Accommodating up to 2 Traitors and 8 Players
7 New Knight's Coats of Arms
14 Black Cards, Including Morgan's 7 Witches
23 White Cards, Including a Whole New Set of Special Whites
16 Travel Cards, Including a New Type of Event Card that Threatens Your Every Move
A New Deck of Loyalty Cards Including 1 Additional Traitor Card
Merlin Figure and Summary Card
A Bonus Figure of Sir Bedivere, Complete with it's own Coat of Arms and Die



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Battlestar Galactica Review

Battlestar Galactica
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Battlestar Galactica: The Board Game is one of the rare games that successfully marries theme (a licensed theme, no less) and gameplay.
Players each choose a character from the cast of the television series. Each player, on his or her turn:
1. Draws skill cards (which double as action cards),
2. Optionally moves to location on Galactica (or Colonial One, or, as a pilot, through the space around Galactica),
3. Activates a location or plays an action on a card (or, as a pilot in a Viper, moves again or fires at Cyclon raiders and basestars in order to protect the human fleet),
4. Draws and resolves a Crisis Card.
Most crisis cards depict a distressing event (with art and text from the television series), be it a food shortage or a lost scouting party, and offer a choice and/or a skill check to be made to minimize the damage to Galactica or her resources. Skill checks are resolved by players secretly contributing positive (matching color/type) or negative (incorrect color/type) skill cards. In addition, many of these crisis cards also activate enemy ships or move the Galactica closer to making its next jump.
But all that would just make for a typical cooperative game. Each player also receives a secret loyalty card that indicates whether they are a treacherous Cylon (skinjob) or a human. The humans attempt to survive the journey to Kobol (by making jumps that total at least eight units, plus one additional jump to end the game) whereas the Cylons do their best to sabatoge the human effort, either covertly (which involves a great deal of bluffing and secretly tipping the scales via secretly played cards) or overtly (by revealing themselves as Cylons and just hammering at the Galactica with all the tools a revealed Cylon has). Furthermore, halfway through the game another set of loyalty cards is dealt, such that there are a total of two Cyclon players (in a five player game; the number of Cylons and sympathizers varies based on the number of players). In this way, the game captures the feeling of paranoia that characterizes the source material.
With accusations flying about and choices constantly being made, BSG is a strong interactive game that really shines. Admittedly, it does run a little long (three to four hours for the first game and around half that once everyone knows how to play), but once the first few rounds have passed, the pace of the game really picks up, as do player involvement and suspicion. BSG is, without a doubt, the reviewer's favorite cooperative board game (compared to Shadows Over Camelot, Arkham Horror, Last Night on Earth, Pandemic, and A Touch of Evil, as well as faux-cooperative games such as Cutthroat Caverns) and, moreover, one of his favorite board games, period. BSG should be well received amongst fans of American-style board games as well as fans of Battlestar Galactica television series.
P.S.: Prospective owners need not worry about the game spoiling the series for those who haven't seen the show. The game makes only oblique references to the events of the series (and even those are limited to the first two seasons). In fact, the greatest spoilers may very well be the line of succession for each of the positions of Admiral (that rank being a minor spoiler in and of itself) and President.

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After the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival. But how can they, when any of them may, in fact, be a Cylon agent? Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and acclaimed Sci-Fi Channel series, the game puts players in the role of one of ten of their favorite characters from the show. Each playable character has abilities and weaknesses, and must work with others in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons! Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart. The game includes 10 character cards, 32 highly-detailed plastic ships, high-quality card board tokens, hundreds of cards and a game board with resource counters.

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Days of Wonder Shadows Over Camelot Review

Days of Wonder Shadows Over Camelot
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Most boardgames based on legends and tales seem to quickly lose their fantastical feel as the players are forced into learning complex (or overly simplistic) strategies. And all too often these strategies and modes of play are only loosely aligned with the tale they are based on, thus dropping the player right out of the fantasy and into the "boredgame" syndrome. However, Shadows Over Camelot neither loses its fantastical feel nor disconnects the elements of play from the rich Arthurian history. Its designers should be hailed for their brilliant use of characters with unique strengths, relevant and interesting quests, wonderful artwork and incredible game play balance. Their use of positive and negative player actions, a secret "traitor" character and the constant pressure of ever encroaching enemies is exiciting and challenging. They have successfully captured some of the "funnest" attributes of fantasy gaming, while offering a strategic challenge that had our group clapping and shouting at hard-won victories. It was easy to learn, but will take some time to master - one of the attributes any great game should possess. Our hats (and helms) are off to the Days of Wonder folks. Great stuff!

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A lone swallow flies across the grey skies of Cornwall. The forces of evil are gathering around Camelot. The Black Knight was sighted atop a desolate ridge; a scheming Morgan plots her revenge; the Saxon troops are on the move; and acres of timber are being felled for the siege engines. And yet Lancelot has all but vanished, with Excalibur yet to be recovered. These are heavy times indeed. Will you, young squire, come forth and pledge allegiance to your fellow Knights of the Round Table' In your heart of pure intent and ready to sacrifice for the good of all' Or will the dark promise of power seduce you into treason' Shadows Over Camelot is a unique collaborative game featuring a malevolent twist. As the incarnation of the Knights of the Round Table, players work together to defeat the forces closing in on Camelot. But beware, players must be vigilant for a traitor in their midst who is biding his time-secretly sowing the seeds of havoc and destruction. Yet too much suspicion will undermine the knight's efforts to protect the kingdom. These are dangerous times indeed. Many memorable game nights await in this Days of Wonder game. The game is for 3 to 7 players and takes about 60-90 minutes to play.

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Battlestar Galactica The Board Game: Pegasus Expansion Review

Battlestar Galactica The Board Game: Pegasus Expansion
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The "Pegasus" expansion for the Battlestar Galactica board game changes many things about the gaming experience players of the core BSG set have come to know (and sometimes dread). The goal is to simulate, in game form, the latter half of season two of the Battlestar Galactica TV show--with the arrival of the Battlerstar Pegasus, the internecine strife with Pegasus, the settling of New Caprica and subsequent Cylon oppression there.
1) New Human Characters
Admiral Cain has the "blind jump" ability which, at the cost of some civilian ships, gets the fleet out of tricky situations that could cost the fleet even more ships. Anastasia "Dee" Dualla has the ability to move all civilian ships on the board, hopefully out of harm's way. Louanne "Kat" Katraine is a hotshot pilot with the ability to use the numbers on skill cards (+2) she discards instead of die rolls. And Ellen Tigh--the only Human who draws the new Treachery skill cards--can usurp the Admiral or President title for one turn at a key moment. Of all of them, Cain sees the most play in games I'm involved in.
2) Playable Cylon Leaders
Yes, now you can start the game as one of three Cylon leaders: Cavil, Leoben Conoy, or "Caprica" Six. You can only play as a Cylon leader with four or more players involved. Cavil can make a Cylon Basestar appear on his turn, hounding the fleet mercilessly. Leoben can trade Skill cards from his hand with the Destiny deck, influencing Skill Checks. Six can steal cards from a player, but gives them the option to replace that card from outside their normal skill set. The Cylon Leaders have a way to infiltrate the fleet to help or hinder the Humans' struggle for survival. When they are infiltrating, they can activate locations and use Skill cards as if they were Human players. Cavil seems to be the strongest Cylon Leader by a large margin.
3) Cylon Leader Agendas
Instead of drawing Loyalty cards, the Cylon Leaders have a hidden agenda that they must achieve in order to win. Depending on the number of players in the game, this agenda can be drawn from the hostile or friendly deck...though some of the hostile agendas are friendly and vice versa. I'd say about half of the new Cylon agendas are difficult and half are easy. And half of them (4 in the friendly deck, 2 in the hostile deck) require that the Humans win in order for the Cylon Leader to win.
4) Pegasus
The ship that this set is named after makes an (optional) appearance on a seperate small game board. Admiral Cain is the only character that starts the game on Pegasus. Pegasus has four new locations: Pegasus CIC, Airlock, Main Batteries and Engine Room. CIC lets you fire on Cylon Basestars and Main Batteries lets you fire at Cylon Raiders, however, using either location risks damaging friendly ships or Pegasus itself. The Airlock is part of the new Execution mechanic, where you can have a Skill Check and kill off another character. If they're a Cylon, they go to the Resurrection Ship. If they're Human, the fleet loses Morale and that player gets a new character. The Engine Room may be the strongest location, since it allows a player to discard skill cards to put a "jump" icon on any Crisis card, moving the fleet faster towards New Caprica.
5) New Caprica
This is the new "end game" for the BSG board game. It's easier to get to New Caprica than it was to get to Kobol in the original core game. But getting to New Caprica doesn't end the game, it starts a different one. New Caprica, like Pegasus, is a seperate smaller game board where all the players, both Human and Cylon, go when the fleet jumps far enough. The Humans need to unlock all the captured civilian ships and get them ready for evacuation when Galactica returns to rescue them. The Cylons, seeing the Humans will not comply with their plans, are trying to destroy all the civilian ships and detain all the Human players. There is a new New Caprica Crisis card deck that all the players switch to once they arrive on New Caprica. These Crisis cards are usually pretty brutal for the Humans and their dwindling resources.
Once Galactica arrives, a large space battle ensues. The Admiral can choose to leave New Caprica and end the game whenever they want--once Galactica arrives. But any ships left behind on New Caprica are destroyed (and their resources--mostly population--are subtracted from the fleet's total) and any Human players on New Caprica are executed, losing Morale for the fleet. So a Sleeper Agent Cylon Admiral could be even more of a dangerous foe than before.
6) Treachery Skill cards
Treachery is the newest Skill card. All Cylon Leaders (and Ellen Tigh) can draw Treachery cards. Treachery cards count as negatives in almost all skill checks. For the most part, their text punishes the Humans for playing "reckless" cards before Skill Checks (see below) and for discarding unwanted Treachery cards from their hands and for having Humans (or infiltrating Cylon Leaders) in the Brig or in Detention.
7) "Reckless" Skill cards
There are new "reckless" Skill cards for four of the five (all except Piloting) Skill decks from the original game. When you use a "reckless" card to affect a Skill check--giving a positive effect--you open up yourself to the Cylons playing Treachery Skill cards that could endanger the fleet.
8) New Cylon Basestars
Instead of the flat cardboard Cylon Basestars of the original game set, the new Cylon Basestars are very cool and plastic and three dimensional. The only problem is that the Cylon Basestar damage tokens can no longer be placed on the Basestars, unless you balance them carefully.
9) New Cylon Locations
Every Cylon location except the Cylon fleet has been changed in some way for the Pegasus expansion. The Resurrection Ship is no longer a legal destination unless you're a Cylon in the fleet revealing yourself. But you can now stay there and draw many Cylon Super Crisis cards. The Human Fleet location allows you to see the top card of the Crisis or Destination deck then, if you're a Cylon Leader, infiltrate the fleet. Crisis cards used to bedevil the Human fleet from the Caprica location now allow the "jump" icon to be used.
10) Other New Cards
There are non "reckless" Skill cards for all of the five Skill decks from the core game. Some of the new cards allow you to take an action in your Movement step. There are many new Crisis cards (depicting events from the latter half of season two of the TV show--including one that causes "Scar," the most feared Cylon Raider, to come into play) added to the regular Crisis deck. There are also a few new Destination cards with new game effects.
Final Thoughts...
Pegasus is a great expansion. Some people will like adding the Pegasus and New Caprica game boards, some won't. Population is the fleet resource most in danger in this expansion, followed closely by Morale--as opposed to Fuel in the core game set. Cavil's once per game ability (he can take three actions in one turn) can be devastating. Having the ability to execute players will make some players quite happy (and others not so much). My only quibble with Pegasus is that the new rulebook could be a bit more comprehensive. Lots of questions come up that aren't addressed in the rules or the online FAQ. But FFG and the game designer are fairly prompt in responding to rules questions.
All in all, I say that Pegasus is a great expansion for a great game and will keep people entertained long into 2010.

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As the battered colonial fleet limps toward an uncertain future, supplies dwindle, taking humanity's remaining morale with them. Suddenly, salvation appears as if delivered by the gods: Battlestar Pegasus, nearly twice the size of Galactica and boasting upgraded defensive capabilities, appears to be the fleet's savior. But will its arrival prove a blessing or a curse?

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