Ring Side Report- Board Game Review of Machina Arcana

Game– Machina Arcana

Producer- Machina Arcana

Price– $80 here http://machinaarcana.com/store/

Set-up/Play/Clean-up– 45 min per player (1-4 players)

TL; DR– Style over substance. 65%

 

Basics– Can you stop the end?  Machina Arcana takes place in the Cthulhu mythos/steam punk world as brave heroes battle the forces of darkness.  Each turn, each player gets a number of stamina points to spend on different actions that range from one point for moving to three points to activate places on the map.  Players can act in any order each turn.  Then, each player rolls to see if monsters spawn on the map with each player who doesn’t spawn a monster making it easier for monsters to spawn.  Then, one player rolls a horror check.  If the party doesn’t have a horror event, then it becomes easier for a horror check to happen next round.  If the party does have a horror event, then another track that monitors how difficult the monsters are moves forward and a bad event occurs.  Finally, the monsters move around the map attacking players if able.  Play continues like this until players activate map points advancing the plot.  Players continue moving about the map, activating different map points for items/events/plot until the final plot card is resolved and the players win or the last available hero is killed and the players lose (and the world ends).

 

Theme-This game has a lot of theme, but it’s pretty random.  The game makes some great strides in telling a cool story as the different scenarios all have different plots.  I liked to move through the cards and read aloud the story as well as the horror cards, events, and even the characters backgrounds.  What takes away from all that is the randomness of the game.  The best comparison for this game is Arkham Horror, Decent 2nd ed., and Castle Ravenloft.  The monsters that spawn are all random in both Arkham Horror and Castle Ravenloft, with Decent only having on theme monsters for each scenario.  But, those games fix the story problem in several ways with Arkham Horror stating that more than just the big bad guy is moving around, doing stuff and Castle Ravenloft has all the monsters on theme to begin with.  This game has random monsters spawn from all over the Cthulhu rogues gallery, but the theme is off as some of these monsters really wouldn’t work together.  Some even have eaten one another in the mythos!  The boards are random too, but again this is fixed in comparison games as well.  Arkham horror has gates to different lands with random mythos encounters in the gates, Castle Ravenloft stacking the tile deck to make sure a desired tile occurs, and Decent custom building each map.  All of the problems in this game don’t completely make it jarringly difficult to get into the world, but it’s a noticeable problem.  As for a steam punk, the theme of that comes across only on the art.  Again, not bad, but I was expecting more.  3/5

 

Mechanics– Again I’m going to compare to Castle Ravenloft, Decent, and Arkham Horror.  The basics thoughts of all those games combine decently in this game.  You get the exploration of Ravenloft, the movement and attack of Decent, and the mythos/story/events of Arkham Horror.  What I got here was fairly well done.  What are new about this one are the items.  Some items have marks on the sides and bottom.  If you combine these items with other cards with the same marks on the opposite side or top, you can upgrade your equipment.  That’s pretty cool!  The only real big problem is the monsters mechanics.  Monsters all follow some basics rules.  Castle Ravenloft has much better mechanics for giving the monsters autonomy when they attack, move, or do anything else.   4.5/5

 

Instructions-These instructions are not well done.  Arkham Horror, Decent, and Castle Ravenloft all have better instructions in them to get the same points across.  This game attempts to do a semi-quick start, but the quick start doesn’t end quickly and will leave you fairly confused.  There is way too much going on on any page.  The rules are convoluted, and you will end up rereading a passage several times as you try to understand the game.  I barely made it through because I bought the game and I wanted to see how it worked. 2.5/5

 

Execution– Here is another problem area.  Lots of the boards came warped.  My box was dented on the inside.  That’s a pretty petty complaint, but I paid $60 via kickstarter, I expect more.  The art is somewhat detracting as it interferes with readability.  The cardboard is also strange as its thick but too malleable.  The monsters come as cardboard tokens with standees, but to get them in the standees, you have to force them, and they more often than not bend too much and warp.  I now have a wappiejaw Mi-Go and shoggoth standing at strange, sadly Euclidian angles! 3/5

 

Summary-This isn’t a bad game, but it’s not a good game either.  If you want a well-done co-op Cthulhu mythos game, play Arkham Horror or Eldritch Horror.  If you want a well-done co-op dungeon crawl, then play Decent or Castle Ravenloft.  If you have to have both of those together, then this game will do.  It does have steam punk, but it’s not the main push.  Its got faults, but it’s not unplayable by any means.  But odds are, I won’t be playing this one any time soon. 65%

Ring Side Report- Board Game Review of Run, Fight, or Die

Product– Run, Fight, or Die

Producer-Grey Fox Games

Price– ~$35 here http://boardgamegeek.com/geekads/click/361282?url=http%3A%2F%2Fwww.coolstuffinc.com%2Fp%2F205940

Set-Up/Play/Clean-Up– 10 min per player 1-6 players

TL; DR-Zombies!!! without the annoying length/Yahtzee with Zombies! 90%

 

Basics– Zombies!!! meat Yahtzee!  In Run Fight or Die, you play several different survivors trying to flee the zombie apocalypse while gathering up different survivors in town.  Each turn, you roll the main five dice and an event die.  The event die has random occurrences ranging from a sneak attack from a zombie (lose health) to an all clear night with no more zombies spawning this turn.  After that you have your main dice which can be rerolled two more times after the first roll.  These dice have faces ranging from running, melee attacks, range attacks, finding people, the “book of the dead”, and the zombie symbol which can’t be rerolled normally.  Each player has a board with three ranges on it (close, medium, and far).  Melee kills two close zombies, ranged attacks kill one at any range, and running moves one zombie back one range or off the player’s board.  The “book of the dead” and the finding people sides have different effects ranging from finding locations, healing, killing all zombies in one range, events, or finding gear depending on the number of matching symbols.  The zombie symbol causes one more zombie to spawn on your turn during the end of turn steps.  You can reroll a zombie symbol if you take a fleeing card-these are never good events!  After you attack zombies and get followers/locations/gear, you move all zombies one space closer.  If a zombie moves on to your character (from close range onto you), you lose health.  Then, you spawn three zombies with more for every zombie die side you have at far range, and the next player takes his or her turn.  The game continues until someone dies, someone finds the town line card with enough followers or someone gets the last zombie boss victory point.  Then, its the player with the most points wins!

 

Mechanics– This game is pretty simple and pretty fun.  Make no mistake; this is NOT a brain buster of a game.  It’s a simplified run and gun game.  You run around killing an unlimited hoard of zombies while trying to find people, locations, and gear.  The dice rule this game, and if your dice run cold, you will have a phenomenally bad time.  Each character is enough different from one another because their powers really do separate them from one another.  Each character has a different dice combo that will trigger something amazing if it happens, but it’s usually really hard to pull off, so I’ve never seen it actually happen.  The best description of this game is the old Zombies!!! game mixed with Yahtzee.  You move around town waiting for an end condition card to occur or enough point to happen to end the game.  Most often though, the game will end when someone dies.  It’s not a bad mechanic, but don’t expect any surprises or extreme complexity from this game.  4/5

 

Theme – I like this theme.  It’s zombies, so I know some people think that theme is played out.  But, the way the theme of advancing undead is implemented is a fun one.  The zombies fall down your player board almost like Tetris pieces at an unstoppable pace.  It’s rather tense as you try to stay alive but know that your continued survival is all dependent on the dice rolls.  It’s a very tense game that plays out in less than 30 minutes sometimes.  The different stories from each survivor do make an interesting story for how the world’s ending, and the fact that some followers are detrimental is another interesting way to represent how hard it is to deal with some people under pressure.  This game has a lot of style that really help emerge you in the world. 5/5

 

Instructions-So funny story-When I got my kickstarter copy of the game, it came with the rules, but was missing the middle pages of the rules.  The rules were not on board game geek either.  After emailing the creator, they now posted them there.  With the rules, the game isn’t hard to play.  It’s not horribly organized, but I think it could be better laid out.  Also, some questions like how often I can flee from zombie dice have come up, and the rules don’t specifically answer that question.  The rules are not bad, and the game is playable even with these questions, but a bit more would have helped make this game a bit better. 4.5/5

 

Execution-This game is pretty well set up.  The zombie pieces are well done miniatures, and you get a ton of them.  The cards all look cool.  The different characters have great art, layout, and story.  The player aids and zombie range boards are all done well.  The dice are nice and chunky with easy to read pictures.  The one thing I don’t like is the zombie boss.  It’s a giant zombie, but for most people who buy the game, it’s a cardboard token.  I would have liked to pay a bit more and ensure that everyone gets an awesome zombie boss mini that was part of the kickstarter.  You can buy your own boss mini, but that seems off to me.  I hate paying to make my games a bit better-it feels a bit like pay to win for me.  Like all my other minor problems with the game, the problems I have are not major, but a little bit more would really rocket this one to the top. 4.5/5

 

Summary- This is a fun game.  It’s not the kind of game I’d solely invite people over to play for a weekend, but it’s a great game to bring out late game day as a quicker game to get a bunch of people playing some last minute games.  This game has elements of games like Zombies!!!, but really cuts down on the length of the game.  And, the game has Yahtzee elements as you will try to roll for combinations of different effects to make it to the next turn or find different things.  The game isn’t perfect, but it’s a great way to get your zombie fix without having to spend hours spinning your wheels. 90%

Ring Side Report- Board Game Review of CO2

Game– CO2

Producer– Stronghold Games

Price-~$55 here http://www.amazon.com/Stronghold-Games-8007SG-CO2-Board/dp/B00AKVLMY2/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1407249487&sr=1-1&keywords=CO2

Set-Up/Play/Clean-Up-35 min per player (2-5 players)

TL; DR-A few problems mar an otherwise good game. 83%

 

Basics-The world is in trouble, and you have to fix it through capitalism!  In CO2 you play a company specializing in green/renewable power starting in the 1970s.  Each round starts with players gaining money, coins or both based on how much research their companies have in each type of green energy.  Then, each of the six areas of Earth gains more CO2 producing power plants if they do not have enough power plant in that region for each decade( 2 in 1980, 3 in 1990 and so on).  Each CO2 producing power plant increases the global CO2 parts per million rating and can lead to ecological disasters on a continent.  After that, in each decade you are given a number of turns based on the number of players.  On a turn you can do one of three actions: propose, implement, or build a green power plant.  When you propose a power plant, you place a project token in one of three sections that either gives you money, technology cubes, or scientist meeples.  When you implement a proposed plant you spend a carbon credit to gain resources depending on the type of plant with resources ranging from technology cubes to money or both.  If your company has enough research in a particular type of plant and enough money, you can build an implemented plant gaining more research in that plants type as well as victory points.  Also on your turn, you have several free actions where you can move a scientist meeples, buy/sell carbon credits, and play cards.  Scientist meeples can be moved to an implement or proposed project, from one project to another, or from a project to a research convention with the same energy type as a project the meeple was on.  If all the spaces on a convention are covered, all companies gain research in each type of energy the scientists were on as well as one research in any type of energy from that meeting.  If you implement or build a project with another player’s meeple, that player gains one research in that type of energy, get to move that meeple for free, and you must pay them an extra dollar for the privilege.  In the center of the board are the carbon credits.  On your turn you can buy or sell credits, but not both.  The cards are UN mandates give you bonus points if you build specified types of power plants.  The cards in your hand give you bonus money, credits, tech cubes, or scientists if you do an action specified on the card.  You may only perform one free card action each turn.  At the end of your turn, you gain one research in one type of energy based on a project one of your scientist meeples is on.  And the game continues like this.  After each player has taken a turn, and the first player advances the action counter.  When there are no more action spaces left for this decade, the decade advances, and research points/money are given out, disasters happen, and then the turn counter is reset based on the number of players.  The game continues like this until a few events happen:  1) the CO2 level gets high enough that mankind dies/everybody loses 2) the decade is 2030 or 3) the CO2 level drops below 350.  At the end, players who controls the different areas of the board based on number of power plants in each area gain carbon credits based on the region, the players spend those for money, get research money/points one last time, sell money for points, and the player with the most points wins.

 

Mechanics- When you get past the instructions (see below), this game is really fun!  The game makes you think on your feet a lot while having to make smart choices based on what the other players are doing.  You CAN’T build stuff alone.  You need to work with the other players to get the power plants built and experience to do it, but if you let the other build everything, you will lose.  This game does semi-cooperative really well, maybe almost the best I’ve seen for a while. 5/5

 

Theme- The game does do some justice to the theme of different green energy companies working together/against one another.  The mechanics do enforce the theme of needing other to help you and the theme of environmentalism.  An example is the ecological disasters.  When an area of the world has a problem, each company WITHOUT power plants in the area has to pay a cube to the region or be seen as callous.  These cubes can be used by other players who build in the region because now grants are available to help fix the damage.  I do have some problems with the theme as the components could use a bit more to make things a bit more thematic.  Yes, this is a euro game, but that doesn’t mean it has to have cubes.  Give me some other kinds of meeples like little computers or something. 4.5/5

 

Instructions- This game was written by a lawyer.  The rules are divided into sections and subsections that make this game not fun to read.  The rules are several pages of three columns of words with few pictures.  The pictures that are in there are awesome and really help to explain the rules.  But, there are not many!  The rules reference sections like 2.2.1.  DON’T DO THAT!  Have a nice flow that invites me to read!  I’ve been sitting on this game for a long time (six months) because I couldn’t make it through the rules.  When you do read the rules, you see the game is pretty standard euro-game fare, so it’s not too complicated.  But even after the several subsections in the rules, I and my gaming group were still left with questions regarding scientist movement and other important aspects.  Overall, it’s not the worst set of rules I’ve read as I was still able to play the game without a visit to Board Game Geek, but only just. 3/5

 

Execution- The game components are not bad, but I would have liked a bit more.  The game uses small, half standard cards for all the cards in the game.  That’s not bad, but there are less than 60 cards in the game.  So, the cards are more of a pain.  Adding to the pain, the cards don’t have any words and unless you know what cards you’re looking for, it’s really a pain as you need to constantly look at the rules to find which cards are separated into which piles.  Bigger cards with different colors would have really helped distinguish the types of cards.  Also, the box is kind of flimsy.  The board is well done and the iconography is good, except where the rules fail it.  Overall, it’s the product is ok, but some minor problems hamper the whole.  4/5

 

Summary-This is a fun game.  The game itself is a great Euro game.  The theme is fun as it’s a controversial subject-global warming-while being executed well.  This game is semi-cooperative worker placement on two different levels-projects and scientists- which I haven’t seen for a while.  If you love worker placement/development/resource management euro games and can get past the dry, boring instructions, you will have a blast trying to outwit your opponents on a global scale.  83%