Ring Side Report-Board Game Review of Cthulhu: The Horror in Dunwich

Product-Cthulhu: The Horror in Dunwich

Producer– Wyvern Gaming

Price– Kickstarter October 3rd

Set-up/Play/Clean-up– 45 minutes to 1.5 hours (1-6 players)

Type- American

Depth-Light

TL; DR– Not perfect, but really fun!  85%

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Basics-  Do you got the Moxie to take on Cthulhu?  Cthulhu: the Horror in Dunwich is a stand alone expansion to the Cthulhu: the Deck Building Game.  Players take the roles of different investigators fighting the old gods as they return. Each character has a different amount of health and sanity as well as a backstory, powers, and post death abilities. Characters choose what elder gods to fight, depending on the player count, choosing to fight one to two different gods.  In the Horror in Dunwich expansion, new elder gods are available as well as new Mythic Location cards. These random locations drastically alter the game by changing how much moxie you get, spawning new creatures, or putting other effects into the game. Players then receive seven cards giving them one resource called moxie and three cards that when played deal damage to the player.  With the god(s), mythic locations, and investigators chosen and the characters drawing five cards, you are ready to play.

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Each turn is broken down into roughly two phases: preparation and fighting.   During preparation, each player places cards on the table up to all the cards in their hand for Moxie.  Moxie is the generic resource in this game functioning for both attack and currency for cards. Players might also have some initial damage dealing cards in their hands.  You may choose to play those or just discard them at the end of turn, but some cards provide extra effects depending on the number of cards played. So, taking the extra damage might be beneficial to your characters depending on what you get!  After choosing to play as many cards as they wish, they spend their moxie to get new cards directly into their hands from the cards available in the library or central purchasing area. Once this is completed, all played cards are removed, and new cards are placed in the library to buy next turn signaling the end of the preparation phase.

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Fighting is straightforward.  First the elder god goes, doing whatever it says on the card.  Then a card is drawn from the mythos deck. The mythos cards are interesting effects that usually harm the players.  After the mythos card is drawn and its effects done, a monster(s) is drawn and then each monster attacks the players, doing whatever it says to players, from  attacking only one character to doing damage to all characters. Finally, the players can respond by playing cards to use more moxie to hurt the monsters, so moxie functions both as your money and as your attack power.  Players then discard all played cards, can discard library cards to draw more and cycle the deck, and lastly draw five new cards to start the next round. Play continues like this until the elder gods are dispatched or the players have all gone insane or been killed.

Mechanics– I like the mechanics on this one.  It’s simple enough to be quick, but not too simple to be dumbed down.  It’s an interesting mix of using the same currency for both attack and defense.  That might drive some players away as you can cast spells to buy stuff which feels strange, but the division of card types means you can focus your character in one way or another.  The library of cards feels like Ascension and Dominion had a baby. It does have it fault as it can get a little simple at times, but it doesn’t overstay its welcome. If you want a challenge at all, you NEED to play this on the hard difficulty.  The easy difficulty might be a bit too easy for some gamers who crave a little more pain in their games. 4.25/5

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Theme- Theme in deck building games is a tough one.  It’s hard to keep monsters in the right place and all kind of other issues that are just random in nature.  This game has the problem, but deals with it admirably. Mythos cards work regardless of the elder god involved, but each elder god has its own chosen set of monsters.  If you draw mythos cards related to the elder god in play, more bad things happen. If you draw creatures with no relation to the elder gods in play, then only slightly bad things happen.  It’s a simple way to focus on the gods in play. It’s still completely random, but it does add bits of story in to the game. I also appreciate the detail for each investigator as their story, power, and background will really bring you in at the start.  It’s an uphill batter to put story in a deck builder, but this game does it well. 4.25/5

Instructions– Overall, the instruction work well for this game, but they do have a few issues.  You will have to reread the instructions a few times. Overall, the rules are extremely simple, which is appreciated, but I feel they need a bit more polish in the final product.  The pieces are all there, but some things like how the mythic locations are placed are not as explained as well as they should be. Once you know the rules from the base game, then you know how to play the expansion easily.  But, the new elements need more explanation. Everything here works, but its something that will require a few passes for you to really work through to see how all the pieces work. That said, the rules are about three pages, so reading through the rules again won’t be a several hour endeavor.  4.25/5

Execution–  Oh execution … this game will drive you to one of two camps.  I was immediately drawn to the art, the card stock, text fonts, and even the box itself.  All those things feel like Hellboy or Darkest Dungeon. I loved everything I saw with this one and really enjoyed the life counters as little slide on the card indicators.  Really cool! I even love the box itself. It’s awesome thick cardboard that harkens back to the old Fantasy Flight coffin boxes. HOWEVER, my wife….she is an English an English as a Second Language teacher…she was IMMEDIATELY drawn to the errors in English grammar and spelling.  And THERE ARE A LOT OF THOSE SMALL ERRORS. So, if you just love to see awesome art on nice cards this game will be an amazing addition to your collection. If you can’t stand a card that has a few grammar and/or spelling errors on it, then this will drive you up a wall. I live and die by spellcheck, so this didn’t bother me, but your mileage will vary! You can check out our unboxing video of both the base and expansion here:https://youtu.be/3PvRMR7MwPo 4.25/5

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Summary–  This game reminds me of a B movie that you love, even though it has a few faults.  My family watches Flash Gordon each year. I watch Flash when it comes on TV when I’m looking to see what’s on.  I play the fight scenes in the background when I write random stuff for my blog. The music is on my youtube work mix cue, so I’ve graded quite a few student papers to Hawkmen fighting on Warship Ajax in the background.  Flash Gordon is not an Oscar worthy movie, but it’s fun, it’s campy, and it feels right. It has flaws, but that doesn’t make it bad. This game is the equivalent of that. Are there other Cthulhu games that might have more polish?  Yes. Will those get to my table as often? Probably not! This stand alone expansion plays shorter than the box time says. I have to sort fewer cards than other deckbuilders. My favorite mythos god is Yog-Sothoth. All the stars align for this one.  My wife and my favorite game to play together is Eldritch Horror. But, even the lightest set up for that game is 20 minutes if you are lucky, and play time can easily be three hours. This game gets an Eldritch Horror experience into about 20 minutes. Is it a perfect match?  NO! Is it enough that on a weeknight when we have half an hour and just want to fight some horrors from beyond time this is going to come out? Absolutely! 85%

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Ring Side Report-Board Game Review of Sojourn

Product-Sojourn

Producer– Wyvern Gaming

Price– $20 here https://www.kickstarter.com/projects/wyvrengaming/sojourn-a-journey-through-time on kickstarter

Set-up/Play/Clean-up– 5-10 minutes (1 player)

Type- American

Depth-Light

TL; DR– A great intro to solo gaming. 92.5%

Basics-  Our next leap might be home!  Sojourn is a single player adventure game where you’ve broken your time machine watch and need to randomly jump through time to find pieces to fix the machine.  You start out during dinosaur times. On your turn, you can play cards to heal, gain charges for your time machine, or jump to new locations in time to avoid others.  Aside from that, every time you jump to a location a new location opens ahead of you in the time stream. When you enter a location you have to discard charges from you time machine and cards.  Also when you arrive, you must roll a d100 die to see if you are hurt from the events of that time ranging from nothing bad happening during peaceful negotiations to taking four of your seven hit points at once dodging the bombing of Pearl Harbor, which damages you 90% of the time!  If you survive you can then jump to the next location. You can also spend charges from your watch to open another location in the same series above your current one, hoping for a better draw, but knowing that each charge means you could be stuck in the past! If you draw a piece of the time machine from the deck, then you draw a location in time where it is.  You can jump to that location as normal, and if you survive, you get to take the piece. Get all four pieces, not die, and have a charge to power the machine, you jump to the safety of your home in the future in the year 2020. Die, not have cards to discard, or not have enough charges, and you’re dead or stuck in the past. Good luck!IMG_20180521_212426890

Mechanics–  I do and don’t play a lot of single play a lot of single player games.  I don’t think it’s fun to pull out cardboard and play some game by myself because I feel why bother.  On the other hand, I play lots of Onirim and Star realms on my phone. Downtime at a line-rock a game of of Onirim.  This game feels like an Onirim. I get to make choices, but there is random factor that you have to figure out how to deal with.  You could jump from punishment to punishment and be absolutely wrecked based on the randomness, but it’s still fun. It’s amazingly simple, and that’s a good thing.  I don’t have tons of things to keep in mind. It’s just hit points, charges, and cards in my hand. It’s got enough pieces to keep me making choices, but not too many to make this a slog.  It’s 10 minutes of fun that hits the table fast and feels fun. It’s not too punishing, but it is not for the only hardcore. If every game must be a gut punch, then walk away. I’ve won more than I’ve lost, so some of the ubergamers might be turned off by difficulty.  I am not! 4.5/5

Theme-This game honestly feels like Sliders.  You jump to a place, try to survive, and look for the way home.  Do not expect a year long DnD game of story in this one, but for five minutes of game, I do feel like there is a story I make when I jump through time.  I feel like I’m the time traveler,and that’s the sweet spot! 5/5IMG_20180521_212639339.jpg

Instructions-The instructions are the weakest part of the game.  That said, these instructions are pre-release rules, and furthermore, they are not horrible, they could just use a bit more.  It just took me about two read throughs to make sure I had it down pat and wasn’t cheating by accident. Not as many pictures on the simple text document I got with my review copy, but the rules will be better going into a nicely polished book with real production.  The rules are not bad, but they could use another fresh coat of paint before it’s ready for prime time. 4/5

Execution– This game feels like Fantasy Flight made it.  It’s a simple card game, so we obviously need lots of different colored tokens, dice, and two different sized cards.  Again, I got a pre-production copy, so I expected some crappy cardboard, simple chits, and cards. Heart and soul went into this game!  The art looks great. It is way better than it has any reason to be, and it handles major events like September 11th with tact while still showing its importance.  Card layout is easy to pick up and well done. Once you’ve got the rules down, it plays in 5 minutes because you can easily see what each location needs and if you want to try a jump there.  It even has nice cubes to give the game a little extra bonus. It would be easy enough to have one cube for each thing, and have them act like a slider. But, it’s an extra little touch to have lots of cubes for each resources that even makes me forgive the cube being plastic and not wood (I have issues I need to deal with, and my compulsive need for only wood cubes is one!).  I like everything in this! 5/5

Summary-I was given the chance to review a pre-production single player game.  I honestly wasn’t expecting much from this pre-kickstarter game, but I’ve been won over.  It’s a fun, fast game that makes me feel like a time traveler. For a hardcore gamer, I don’t game as much as I should and single player games like this might just convince me to pull out physical solo games more often.  It’s 20 bucks, and that feels right. You get a lot in the little box from phenomenal arts to great components, and it’s something simple and a blast to pay but won’t overstay its welcome. The rules need a bit more work, but I expect a full color rule book with pictures is easily going to fix any problems I may have.  Hands down a fantastic game and something that you can pull out anywhere when you just want to get some gaming in on the fly. 92.5%

 

Ring Side Report-Board Game Review of Lazer Ryderz

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product-Lazer Ryderz

Producer– Greater Than Games

Price– $40 here https://www.amazon.com/FABLED-NEXUS-Lazer-Ryderz-Game/dp/B01MTG3KQH  PREORDER!

Set-up/Play/Clean-up– 30-60 minutes (2-4 players)

Type- American

Depth-Light

TL; DR-Lisa Frank and Saturday Morning Cartoons made X-Wing! 93%

Basics-   PREVIOUSLY ON LAZER RIDERZ! Our heroes and travelers of the void ride on lazer rails attempting to secure enough prisms to power themselves on their various journeys.  From an undead cosmonaut drifting through space for reasons unknown to a hammerhead shark searching for the fabled blood nexus for her breeding grounds, each hero has a reason they need the prisms, but only one emerges victorious in this episode!

The game starts by each player placing one unclaimed prism on the table equidistant from the other prisms and at places agreed upon by all players.  Then players select a gear to start in from one to five.  Highest gear starts each turn, but if you and another player select the same gear, both spin out and start at 1!  The player with the highest gear is the first player, setting the tie breaker marker to their left.  From now on all ties are broken using this marker.  Players then get turn markers based on their speed with ties broken by the tie marker.  Players select a place along the edge of the table for their start selection, and the game begins!

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Turns are quick.  In turn order, each player does the following: change their speed by one or stay at their current, place a piece of the lazer track, see if they crash, and then see if they score.  Every character has a speed indicator that shows who they are, and at their start, they can change their speed by one, up or down, if they want.  Then they place a piece of track.  Tracks come in two types: straightaways and turns.  Straightaways are simply just go straight.  Turns are where luck comes in.  When you place a turn piece, you then have to roll.  If you roll equal to or higher than your speed, you do the turn.  If you are lower, then you go straight!  Finally, if you roll the grouchy symbol, you turn, but you spin out to first gear!  Next in your turn, you see if you crash.  If your lazer path goes over another path or off the table, you crash.  You have to your start marker back at the edge of the table and next turn you start from there.  You also remove the piece of lazer path you crash into, freeing up more table space for others.  Finally, you see if you claim a prism.  If your path goes over a  prism, you score.  If it was a neutral prism, you place one of your unclaimed one at the end of your current lazer path, stand up, close your eyes, and gently throw the neutral prism onto the table.  If it’s a claimed prism, you replace it with one of yours, then hand the original prism to the owner.  You turn your marker over to show you went, and then the next player plays.  After everyone has gone, you check to see who has the fastest gear, change turn order markers based on speed, then continue until someone has claimed three!

Mechanics– This one is a mix.  If you like X-Wing with quasi-dexterity game elements, you will have a blast.  If you hate estimating distances, don’t like randomness controlling most of your actions, and just tossing stuff on the table, then you will hate this one.  My wife and I fell into these alternating camps.  It’s a fun filler game, but don’t expect too much depth from this one.  If fun filler racer is up your alley, then this one’s mechanics are what you’re looking for.  4/5

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Theme-The 80’s are back, baby!  This one’s box to pieces are all well done and completely fit the theme well.  As a solid child of the 80’s, the box feels like those padded VCR cassette boxes, the hologram/gem coating is amazing, and there is a space soldier with a mullet!  FANTASTIC! 5/5

Instructions-The instructions here feel paradoxically too much and too little.  There are a lot of words here for as simple a racing game as this is, but not many pictures to show how the game plays.  I’d like more show and less tell to this book.  It will get the rules across quickly, but for what this is, it doesn’t need as much as it has.  4/5

Execution– I love what’s here, with one small exception.  The boxes are amazing.  They look worn like my childhood video boxes.  The plastic inserts are the right amount of crappy.  They hold the pieces well but feel like the cheapo plastic that the used to put VHS cassettes in to.  The art is on point, and the lazer pieces look great and are the perfect shades of neon.  The only thing this thing is missing is leg warmers!  But, my one complaint is the trays.  The trays don’t fit well, and pieces can fall out.  That’s annoying.  I like the big box slipcover to hold everything, but I’d like a bit more leeway in the box as I’ve had to pick up pieces from my wood paneled and spray painted van the first day I took the game to the arcade.  If you want to see all the pieces check out our unboxing video here!  https://youtu.be/eCUn3hVJzg0   4.5/5

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Summary-This is a blast from the past.  If you like racing games and trackless racers at that, this is your game.  If you’re a child of the 80s looking for video store nostalgia, this is your game.  If neither of those is you, then maybe don’t sit down to play this one.  It’s good, but it is most definitely not your game! I wish the box would be a bit better constructed, but overall, it’s not built badly. As for me, I’m gonna blare the hulkamania theme on repeat, put my old Bravestarr videos in the VCR, get my giant tinted glasses on, and play this in my wood paneled basement.  93%