Ring Side Report-Board Game Review of T.I.M.E. Stories

Product-T.I.M.E. Stories

Producer– Asmodee

Price– $ 45 here http://www.amazon.com/Asmodee-SCTS01US-ASM-Time-Stories-Board/dp/B013TRQLJO/ref=sr_1_1?ie=UTF8&qid=1459128440&sr=8-1&keywords=T.I.M.E.+Stories

Set-up/Play/Clean-up– 3 hours (1-4 players)

Type-American

Depth-Light

TL; DR-The best DnD without a DM sandbox I could ask for.95%

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Basics-Welcome to the T.I.M.E. corps!  In this game you play agents of a future agency who teleport into the bodies of  people living in various situations across space time-think Sliders and Quantum Leap.  Will you prevent the rupturing of space time?

The mechanics are as easy as they come.  At the start of each adventure, you are told to find some problem, fix it, and then return.  From the space station, you teleport into the bodies of different individuals at the scene.  These bodies have their own problems.  The first adventure is a bit of a Lovecraftian inspired tale, so you start in an insane asylum and your host bodies all have some strange ticks that prevent things from working completely well.  From there, you have a map of four Tarot-sized cards that you use to indicate where your group is currently exploring and a spread of cards that indicate the room or location you’re currently looking in.  Each card is either the introductory text of the room or a space that you can interact with.  You can look at the back of each card, but some cards have conflicts you have to resolve in order to progress.  Each body you enter has two to three different stats.  These stats indicate how well you handle different tests.  These tests can range from social, to investigative, to straight up combat.  All tests are handled the same way.  You decide if you want to handle the test, choose the appropriate stat to use, and roll the number of dice for the stat on some wooden dice.  These dice have either blue explosions or red skulls.  Each test has a number of shields, and blue explosions remove shields.  Red skulls cause the test to attack you back.  You add the number of red skulls and the number of shields that have red skulls on them, and if the number is higher than your defense stat, you lose one life.  There are also some tests that have different shields like time or life and those will either take more life or subtract time from your total.

Time is the main currency of the game.  When you move between locations, roll the dice for a test, or move between panels at a location, you spend time.  Moving between panels is just one click of time and can be done at the same time as another character at your location is rolling dice.  Moving between locations results in your rolling a different die that takes between one and three time clicks to move around the map.  When your time is up, you teleport back to the space stations.

Here is the most interesting part.  As you adventure around, you receive items and tokens.  The tokens are all color and symbol combinations that you place on the board.  As you move around, these tokens unlock new locations. Some locations have one or more pictures of colored tokens on them, and you can’t access those locations until you get the tokens from other places on the map.  The other thing a character can get is items.  Items come from their own numbered deck, and these items range from maps to chainsaws.  Some give you tokens or weapons to fight with.  The most important thing some have is a mark indicating that you get to keep them if you run out of time.  When you run out of time, you reset the board, replace all items in the deck except for any items marked with the TIME symbol.  Then you most likely get yelled at by your TIME boss, and sent back in.  But, now you can skip certain locations because you remember that information from your previous times through.  In game terms you got a new map indicating the secret tunnel (for example), and you can just head there, bypassing the whole mess and a few other locations.

Your goal is to find the problem, solve it, and head home.  Using the above mechanics, your wits, and what you discover as you move around the map, can you save time itself?

 

Mechanics– A summary from above-You have three stats, to do a test, roll the number of dice for the stat.  You spend time when you roll or move.  Moving to a new place takes time.  Spend all your time, and you go back to the spaceship.  Done!  That is the rules for the game.  With that you can get most of the game, and that level of simplicity is phenomenal!  I love the way the mechanics don’t interrupt the game’s flow or overcomplicate things.  This feels like a super simple RPG, and honestly, that’s not far from the truth in terms of how the game plays. 5/5

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Theme– This game is the best American-style game I’ve played in a long time, including some of the RPGs I play all the time.  Everything in this one feels right.  The art is amazing, the cards all feel great, and the writing for the story is awesome.  It’s got red herrings throughout that you want to check out, and little details that are awesome to understand.  The only sad part is I can only play this once… 5/5

Instructions-Writing the instructions for this game are difficult.  If you write too much, then you have to explain what some things that will happen are.  If you write too little, you leave the players scrambling to understand what you meant.  This game went a bit too little for my taste.  The rules are by no means bad, but they are a bit too open as I played I and my group had to make a few calls about what things were and to just roll with the punches.  That would be absolutely unforgivable in a game where every rule call could mean winning or losing, but since this game is a complete co-op game, it’s much more tolerable.  If you don’t mind just saying “Ya, that seems right” a few times, then you won’t have a problem.  If not, you will spend a bit of time on BoardGameGeek searching forums on how to execute the rules. 4.25/5

Execution-Execution is interesting.  The game board and tokens feel sterile, and they should since your body is aboard the space station and you’re just being beamed into a person at the scene of the problem.  The art of the cards is amazing, and it does help draw you into the scene.  What I don’t like is some of the components, more specifically, the insert to keep things organized.  It’s cheap loose plastic that was broken on my unboxing copy.  This is a $60 game that after one playthrough I can’t play again (without buying an expansion), so for my money I expect a bit more.  Also, you can’t really fit all the components well into the holes provided, so most days after opening up the box, you have a mess!  That might be  a pain, but overall the game’s parts are all done well.  For the price, it’s not bad, but it could use a bit more.  If you want to see all the pieces in action, here is my unboxing video https://youtu.be/jQsb6WBz31k 4.75/5

Summary-This is a phenomenal game that basically self destructs.  It has zero replay, and that is the main drawback.  You can’t unlearn the mystery in the mystery novel, and once you know what the right choices are, then this game is basically over.  That’s not bad, as point and click adventure games are amazing, but you have to know that going in.  For what it is, it is amazing.  Its an RPG game where you don’t have a DM/GM.  I get to play with my friends with no prep and everyone is on the same side of the game.  It’s completely cooperative.  It is expensive at $60, but not overly so.  Furthermore, since the base game is designed to serve at the springboard for future games, it’s almost like buying the console to play video games.  The story of the first adventure is fun, and any game that has sneaky Lovecraft has good Lovecraft (ie this game didn’t need to scream CTHULHU! to get sales).  If want a fun co-op game where you get to play through a random adventure each time, provided you bought the expansion, then this is an amazing game that will draw you in and keep you hooked. 95%

Ring Side Report-Board Game Review of Fidelitas

 

Product-Fidelitas

ProducerGreen Couch Games

Price– $ 20 here http://www.amazon.com/Green-Couch-Games-Fidelitas/dp/B00RZNJ6KK/ref=sr_1_1?ie=UTF8&qid=1456088649&sr=8-1&keywords=fidelitas

Set-up/Play/Clean-up– 20 minutes (2-4 players)

Type-European

Depth-Light

TL; DR-A simple, small town hides the depth underneath. 95%

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Basics-The Revolution will not be televised, but it will be gamified!  In Fidelitas, players take the roles of different revolutionaries fighting for support of the guilds of a town to overthrow the cruel king!  This is done in an extremely simple card placement game where you move various guild members all around the town’s buildings.  Set up is placing the town cards out and then each player drawing two Missio(objective) cards and two Virtus (guild member) cards.  Each turn player then does three things in order: play one Virtus card, score as many Missio as they can, and possibly draw one or more Virtus cards.  The main part of the game are the Virtus cards.  These cards are the different guild members and the powers the each have.  A Virtus card is placed into its guild location if possible and then the cards power occurs.  These powers vary from moving cards to different locations, drawing cards to a location, and even removing cards from the location totaly.  Or the player can play the card to the tavern and then discard Missio cards and draw new ones. Next, the active player checks his or her Missio cards to see if they have occurred.  Missio cards have objectives that could be having three members of a guild on both sides of a location card, have so many of each guild at a location, and even only have members of a specific guild at a location.  Finally, the player draws up Missio and VIrtus cards, and the next player takes his or her turn.  Play continues until one player has 10 points and all players have had an equal number of turns.  Then the player with the most points wins and leads the guilds to overthrow the crown!

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Mechanics-I love games that are simple and complex at the same time.  The best comparison to this game is Connect Four if players had to complete different patterns.  Players move cards around trying to create patterns of different guilds according to their Missio cards.  As they are hidden, no one has a good idea of what your goal is and that makes this even more fun.  You may accidently score due to the actions of your opponents!  The games simple to play and learn but complex to master nature makes this a blast.  The icing on this cake is that this experience also happens in under half an hour! 5/5

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Theme– The game has a theme, but it’s not as strong as some other games.  I feel the theme of earning influence, but I don’t feel as much as a conquering hero to the revolution.  It’s fun, but might not hit the original story’s goal. 4/5

Instructions-The instructions are short and sweet.  If you can read the rules in the introduction of this article, you know how to play!  Also extremely useful is the fact the the rules describe corner cases to make playing the game that much easier. 5/5

Execution-The game comes in a small box, but packs enough punch to be awesome.  The card art is fun, the minimal writing is enough to give you the rules without being overbearing, and the cardstock is great quality.  It’s all the things I want in a simple, elegant card came.  Also for about $20, it’s priced right for what it is. 5/5

Summary-I love games that have you mastering the game’s mechanics in under five minutes but have enough depth to keep your playing.  This is a pocket game.  If you’re ever bored, then pulling this game from your pocket is a great way to spend half an hour.  Even better your average bar table will hold this game along with an order of fries and some drinks.  It’s compact, yet well put together.  It’s simple, but deep.  The only problem I have is the game’s story.  It’s not a bad story by any means, but I didn’t necessarily feel the story when I played the game.  If you can get past that one point, you will have a blast sitting down to play this game.  95%

Ring Side Report-Board Game Review of One Night Ultimate Vampire

 

Product-One Night Ultimate Vampire

ProducerBezier Games

Price– $25  here http://www.amazon.com/Night-Ultimate-Vampire-Board-Game/dp/B013TRQSWY/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1454300120&sr=1-1&keywords=one+night+ultimate+vampire

Set-up/Play/Clean-up– 10 minutes (3-10 players!)

Type-American

Depth-Light

TL; DR-Even I get to play! 96%

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Basics-Are you a vampire?  One Night Ultimate Vampire is the latest instalment of the hit Werewolf franchise.  In this incantation, players all are members of a village plagued by vampires.  During set up, players elected a number of different roles for the players to take equal to the number of players plus three.  Each player get a secret role card as well as a mark of clarity.  This is a token that states you have no effects currently on your characters.  The three unused roles are set in the middle of the table, but not revealed to the players.  Then all players close their eyes.  Much like One Night Ultimate Werewolf, there is an IOs and Android app that the players can use to have an automated game master.    Each of these characters all have different actions that the computer will tell you when to take them.   The computer will then move through the roles, and one by one tell the characters to take their actions and when.  These actions range from the vampires all selecting another, non-vampire and changing that characters face down mark of clarity for a bite mark.  That character is now a vampire!  Another action could be the priest.  That character removed his or her current mark, unseen, and takes a mark of clarity for himself/herself and another character as well.  Midway through the game, the players look at their current marks, and then close their eyes again.  Other characters and roles then take their actions such as the marksmen who then looks at one players mark and another player’s card.  Once all characters have taken their actions, the game instructs you to wake up and to choose a player to kill!  If members of the village team kill a vampire, they win!  If the vampires all survive, then they win.  But, the game throws monkey wrenches into things like an assassin who isn’t a villager, but has to convince the town to kill his/her target to win.

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Mechanics– This game is pure, orchestrated chaos and that is beautiful!  Every player gets a role and action.  No player just sits tight is a pure improvement of the game.  All the actions are simple, and what happens to your character is pretty simple as well.  This game takes less than 10 minutes to play, and that’s’ hard to pull off with up to 10 people!  However the best part for me is that all people get to play.  Instead of me running the game and not being able to play, the app makes this a fun experience for everyone you can find!  This is the definition of simple, fast, party fun.  5/5

Theme–  So the game is pretty strange, but  honestly you will have a blast and feel tension.  This game has honest to god tention!  You try so hard to do your action in a way where you won’t cause yourself to out yourself as a vampire or a villager.  The apps simple music helps paint a story.  Sure, you won’t get the amazing story of a DnD game, but it’s 10 minutes frantic voting to try to keep yourself alive and find the monsters among you. 5/5

Instructions– The one problem I have with this game is the instruction.  A cheat sheet would help this game, and maybe a few more explicit instructions.  Sure, the game isn’t hard to play, but unless your read every detail of the book, players miss hiding marks, keeping only one mark at a time, and most players won’t always remember the mark’s functions.  Reading the rules cover to cover will get you those rules, but I think that something else might be able to get the players hitting the ground running a little faster. 4.25/5

Execution– I love chunky cardboard.  I love quick games.  And, I love the app for this game.  It’s available to almost everyone, and now even I, the ever GM for my home games, gets to play the game.  A little more volume might help, but that might be my phone’s quite nature.  I can’t gush enough about how this game is put together.  If you want to see all the pieces check out our unboxing video here: https://youtu.be/54qa9yOJ98c.  5/5

Summary-Ok, this review took longer to read then for the game to play.  If you want a fun, quick, party game for up to 10 people, go buy this game.  For about $20, you get a phenomenal game that everyone gets to play in.  This series has shown some significant changes over time, but from what I’ve seen they’ve keep the games soul while finding the improvements that are need to keep it viable.  Just go get this game! 96%

Ring Side Report-Board Game A.D.A.P.T.

 

Product-A.D.A.P.T.

Producer-Gate Keeper Games

Price– Free via print and play, but on kickstarter now! https://www.kickstarter.com/projects/johnwrot/adapt-the-card-and-dice-game-0

Set-up/Play/Clean-up– 20-30 minutes (2-3 players)

Type-American

Depth-Light/Medium

TL; DR-Evolve for dominance in the sea! 96%

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Basics-This here ocean isn’t big enough for all of us….A.D.A.P.T. is a simple card game where players all take the roles of different fish.  Every players is attempting to be the last one standing in a free-for-all.  Play starts with each player rolling on a percent table to find who goes first and what extra options the other players gain to make up for that.  Next, is the basic turns.  First players gain experience points.  Then you have five options: adapt, buy, attack, special, and wipe.  Adapt is where players place a new evolution cards on your fish over any current cards in that slot.  These cards come in several types from fins to organs, but the most important cards are body cards.  Body cards provide a hit point total as well as a body level.  Your body level  plus two is the max type of card you can place on your board, but you can only buy a body level one greater at a time.  Buy is spend experience points to get new cards.  If your body level is high enough, you can immediately place this card, but otherwise you can set this card to the side and upgrade via an adapt action.  If no cards are bought after any turn, then remove the oldest card and place a new one.  Special is use a special actions provided by your new, evolved fish cards.  Wipe is remove all three current cards, gain extra experience points, and then place three new cards.  Attacking is the meat of the game.  Each body provides a die type (four-sided die to twelve-sided die).  When you attack, you roll the die indicated by your body and add you current ferocity score and compare against the target’s survival score.  If you beat the survival score, you deal damage equal to the difference plus your lethality score.  If you match you do one damage plus your lethality score and gain two experience.  If your score is lower than the survival score of the target, you gain experience equal to the difference of the scores.  After a player takes an action and the available cards cycle, the next player takes his or her turn, and this continues until only one fish remains swimming!basics.jpg

Mechanics-What you read above is enough rules to open the box and start playing.  Sure there is some nitty gritty, but overall the rules are sleek and simple.  Nothing is wasted here, and everyone gets to have fun right away.  The actions you get always give you something to do, so I never felt like I was wasting a turn.  Combat is the most complicated part of the game, but it’s pretty simple.  Some abilities feel somewhat less useful like hiding.  Taking an action, you can force an opponent to roll a die to see if they can target you.  The die value starts at a 1 or higher on a d8.  I’d like some options to be a bit more viable right out of the evolution gate.  If you focus on it, it’s powerful, but nothing you could splash into a fish.  Overall, it’s a more complex Munchkin that isn’t overburdened by its own rules.  4.5/5

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Theme-This game also feels like a more complex version of Munchkin that is all screw your neighbor card game.  The only way for me to win is for you to lose.  That theme might throw a few other players, but it also is much more inline with biology.  Only one fish gets to be the top of the food chain.  I did feel like a fish struggling up the chain, so that was a fun addition.  The evolutions feel more like Pokemon evolutions then true evolutions, but it’s fun none the less making frankenstein fish as you randomly evolve new body parts.  If you are ok with a pure combat to win a short card game, you will have a blast! 5/5

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Instructions-The instruction currently are pretty simple with little art, but that’s because it’s a print and play game.  The kickstarter will have fancier rules, but currently they do the job well if a bit wordy.  It gets you playing quickly, and the currently available guide cards really help you understand how to play the game quickly.  I’d like more pictures and art for the rules, but for a kickstarter and print and play rules, this is a well done write up that will get you into the game with ease.  NOTE-i’ve spoken the the creator and the rules will indeed have more art, so makes them even better. 5/5

Execution-I was provided a kickstarter pre printing, but honestly I’ve seen a lot worse from current production games.  The cards all look great and have simple icons to tell you what they need.  The boarders tell you where they socket, and that really help you know what you’re doing.  The art is fun, and the pieces looks like the fish they come from.  The player mats all look great and again help you play the game.  The only things that are keeping this game from being out now is some of the cards only had base words on them instead of art.  But for a game that’s almost in kickstarter, the only thing slowing this down is some art and printing!  Well done!  My own problems were some of the symbols were a bit small.  The body score is listed as a number of concentric highlighted fins.  It’s a bit hard to see.  The attack die is also the same way with the die being a bit small in the circle.  If the fin level and attack die had a faint number or sided number to make things a little more readable, I’d be tickled pink.  Want to see the preproduction parts?  Check out our unboxing video here: https://youtu.be/-blQE4UB0YA  NOTE-I’ve also spoken to the publisher and the final will make the die and fins easier to read as well!  4.7 5/5

Summary-If you want a more complex Munchkin game of ocean dominance, then you can’t do better than this.  It plays in about 30 minutes for three people if you know the rules.  Nothing here feels off or breaks the game.  Some options are a bit better than others in terms of cards to take, but I never felt like I was going to lose from the cards I got.  This game does use lots of dice, but as an American style game, luck and randomness will be an important factors in your win or loss.  The theme feel spot on, but that’s an acquired taste-you will only win if you’re the last person standing, so killing the other players has to be something you’re ok with doing.  You can’t let the game do that work for you.  As a veteran of these kinds of games, that’s something I found fun in this game.  As for where the game is in terms of being ready, this game just need a bit of art and a fresh coat of paint for the rules, and it’s ready for the road.  I can’t wait to hit the water and decimate the other fishies in my sea!  It’s currently on kickstarter, so right now is a great time to hit the waves!  96%

Ring Side Report-Board Game Review of Pixel Tactics Deluxe

Product-Pixel Tactics Deluxe

Producer-Level 99 Games

Price– Can’t buy just yet!

Set-up/Play/Clean-up– 20-30 minutes (2 players)

Type-American

Depth-Medium

TL; DR-A NES, an anime collection, and Final Fantasy Tactics in a card-shaped blender. 91%

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Basics-Are you ready to old-school Anime rumble!? In Pixel Tactics Deluxe, the big box expansion to Pixel Tactics, players take the roles of rival armies attempting to kill the leader of the opposing unit.  Let’s start by describing the cards, and then the rest will fall into place.  Each card’s face has a leader half and a unit half.  The leader is the main character that the enemy will try to defeat. Each leader has an attack value, hit points, as well as providing either a special action or a special ability for your team.  If you rotate the card, you see the generic unit half.  This side has fewer hit points, an attack, and four different colored rectangles.  These rectangles are the main thrust of the game; each unit has a red, green, and blue rectangle as well as either a tan or purple rectangle.  The red, green, and blue rectangles are what this unit can do or powers it, or your army, gains depending on where it is in your army.  Units in the vanguard (red areas), get some powers, while units to your leaders sides (green or flank), or behind the leader (blue or rear) had different abilities.  The purple boxes are one time game effects (orders), and tan boxes are trap cards that you can place on the board to activate on an opponent’s turn when some action occurs.

With that, we can get into the meat of the game. Each player starts by drawing five cards from a deck of Pixel Tactics cards.  From these first five, each person will select a leader and place that character in the center of their board.  After selecting who gets to go first, players take turns taking two actions for section or wave of their unit (vanguard, then flank, and finally rear).  The actions a player can take is recruit (place a character in that section), attack (range or melee), spell (the rectangle says spell:some ability), issuing orders, laying traps, clearing corpses (removing fallen characters), or moving characters to different locations.  After both players have taken two actions for a wave of a unit , then play moves to the next wave.  Once all three waves have taken actions, the play moves back to the vanguard and the next player takes over as first player.  

I’d like to expand on attacks quickly.  Each unit has an attack value.  When a unit attacks, it does that attack value in damage to another enemy.  Unless a unit has a ranged attack, that unit cannot attack a unit behind another unit or if one of your units is in front of it.  Therefore, position is important.  Corpses do not block combat, but corpses do block placing new units, so unless you removed them with an action, your army will quickly be unable to place new fighters!  If a unit has damage equal to its health at the end of a wave’s actions, that unit is defeated and flipped over and is now a corpse.  Combat is just that simple. The game continues with each player taking turns until one player has defeated the other player’s leader and reigns supreme!

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Mechanics-I like the quick nature of this game.  Thinking of similar card games like Magic, each card is a spell (order) or a unit, and that opens up a range of tactical options.  It’s fast, fun, and not a rules slog as different orders can’t do infinite combos or other such craziness that can build up in other games.  It’s just a quick game of fun tactics that you learn in under 10 minutes and feel smart when you discover combos in the cards.  It is a bit limited as this box only has two 30 card decks, and both decks are exactly the same.  It’s fun, but you can see why there are five other Pixel Tactics expansions besides this one.  However, to open new fun, this box also comes with drafting and league rules.  If you and your friends want to open up a tournament, this box and the other expansions give you the experience you’re wanting.  Well done! 5/5

Theme-This is a hard one.  There is NO real story in this game box, but it also drips theme in a strange, Frankenstein combination of genres.  I don’t have a clue what the heck any of the factions are or why they are fighting.  However, there is a ton of theme here.  Each leader has a full name and title.  These titles get all kinds of fun and the powers reflect it.  The generic unit side also provides you with some fun flare as the various cards have powers that all reflect exactly what you would think a card of that type should do.  Honestly this game feels like a smoothie made by blending the NES game catalog, Final Fantasy Tactics, and an anime collection.  What comes out is tasty and flavorful, but might not always make much sense, like green tea-flavored kit-kat bars.  4.25/5

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Instructions-The rules to this game are thick, but if you just want to play a two player game of it, you will use about ⅕ of it.  The rest of the rules are for alternative game modes and how to use league rules and expansions.  That said, the thing reads well.  It’s a bit wordy because the rules need to explain how you kill your friend and your friend has to see how that is fair in detail, but overall it reads quickly.  It could use a few more pictures, but it’s not bad by any means.  4.75/5

Execution-This box serves two masters reasonably well.  On one side you have players like me-I’ve never played before and this is an excellent jumping on point.  Here is a full box with dividers for your growing collection and two starting decks so you can play in five minutes.  On the other side you have full avid collectors.  Here is a box where you get new cards, new common cards for drafting games, and dividers to make you colection fit in one well-constructed box.  I only have two minor problems with this game: the leader cards in the deluxe box and card icons.  Leader cards are chibi art cards of the leaders without having the basic unit side.  You get several beautiful cards, BUT you don’t get cards for all the units you get in this box.  Why?  That makes me mad–I have toys I can’t use!  The card icons help you quickly figure out how a card works.  And that’s great, but they can be a bit busy.  The overload of icons isn’t on all the cards, but maybe a few less would help improve readability.  These are only slight  annoyances and not nearly enough to completely detract from the beauty of this game.  Want to see all the cards in the box?  Check out our unboxing video here: https://youtu.be/uHSQNmhsFVo 4.5/5

Summary-I’ve never been much of a card gamer, but this one does win me over.  I can’t stand the pay-to-win mechanics of Magic, but this game gives me enough strategy and evolving gameplay that I can have a blast for a one-time cost and in a way where I don’t have to spend days learning the complex rules of the game.  I’d like a bit more theme as I don’t know why I’m killing the other player, but It also doesn’t really matter-The cards feel like they should.  The rules are streamlined, if a bit wordy, and the execution of the deluxe box is amazing.  My biggest problem with this box is I want more, which is always a great problem to have.  If you are looking for some classic NES nostalgia, your anime fix, and a fun 20-30 minute strategy game, then this is the game you’re looking for! 91%

Ring Side Report-Board Game Review of Seekers of A Hidden Light (Shadows of Malice Expansion)

ProductSeekers of A Hidden Light (Shadows of Malice Expansion)

Producer-Devious Weasel Games

Price– $25.00 here http://www.amazon.com/gp/product/B0146Y8HDC/ref=pd_lpo_sbs_dp_ss_1?pf_rd_p=1944687502&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=B00NAG5YCK&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=165FDTXJBT8THFCG5PQT

Set-up/Play/Clean-up– 1-3 hours (2-8 players)

Type-American

Depth-Light

TL; DR-More depth for those who want it. 90%

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Basics-Need more from your Shadows of Malice game?  This is the expansion for you!  This game doesn’t fundamentally change the nature of the game, but it does add new options.  Mystics get two new important abilities: quests and lures.  Quests require an avatar to enter an area to either get one resource (via a luck roll), kill a particular monster type, or do both at the same time.  When a quest is completed, the players get to return the quest for new potions, soulstones, and lux.  Lux can be spent to buy super powerful potions or new runes which are engraved on weapons increasing their power.  Lures are new ways to cause monsters to fight your character instead of having to fight in lairs.  These lures provide a luck bonus to the roll to determine the monster encountered as well.

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Mechanics-What you read above is pretty much what’s in the box, and that’s not bad.  This expansion isn’t here to completely change the nature of the game, but it does bring some fun extra parts to it.  Fighting monsters in lairs can be tough, but lures provide a way to fight monsters with much less power.  The new quests are a fun addition as well.  You can only have one at a time, but they do provide you with some goals and will cause players to go off and look for specific fights.  Overall, it’s an added layer onto the game that you’re used to playing.  It’s not overly risky in terms of expansion to the game, but it’s also something that fits well into the game  4.5/5

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Theme-This game has some great theme, but some interesting choices as well.  The new lux mechanic is worked well into the story.  Now players are given quests by mystics who also extract lux from the objects they desire.  That works well and builds the world around it.  Players get some awesome stories from hunting monsters to find light in the world.  But, players also get some weird moments as now not only do mystics heal you, send you on quests, but they also operate the bait shops of the world.  Players get lures from mystics as well as from monsters themselves.  That’s a little bit off as I would think the towns would have the bait shops.  It’s only a small misstep though as the expansion adds on the the game in fun ways. 4.5/5

Instructions-This expansion shows some growth from the base game.  This book reads much better and really helps players to add the new elements quickly to their game.  Players also get an appendix to help them find where each topic is discussed.  The rules are still a bit too wordy, but they don’t take long to read. It does plug quickly into the game and won’t take long or be hard to figure out when you do so.  4.5/5

Execution– If the base game is like Arkham Horror, then this expansion is a small box expansion like The King in Yellow.  This box has new full cards, new half cards, and tokens.  Compared to Fantasy Flight Games, it’s fairly priced.  I do like all the pieces that come in this box.  Heck, the box itself is well put together as it’s made with solid cardboard.  I’ve even made an unboxing video which you can view here https://youtu.be/Wiku-FDMmvQ    4.5/5

Summary-This expansion is a fun addition to the Shadows of Malice world.  Now players can undertake epic quests to gain the power of light while building up their own abilities, use bait to lure monsters out of hiding, and use the power of light itself to gain epic upgrades.  The expansions doesn’t bring anything out of place in the game world.  However, this expansion doesn’t tack on much to the game beyond what was already working here.  If you don’t like the base game, this expansion won’t do much to sway your opinion.  However, if you are looking for a solid expansion to your Shadows of Malice games, then this is a great way to build more replay into your Shadows of Malice game. 90%

Ring Side Report-Board Game Review of Sheriff of Nottingham

Product-Sheriff of Nottingham

Producer-Arcane Wonders

Price– $30 here

Set-up/Play/Clean-up– 20 minutes (3-5 players)

Type-American

Depth-Light

TL; DR-A Good game of who is the best liar. 91%

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Basics-Who’s the best liar in Nottingham?  In Sheriff of Nottingham, players take the roles of different merchants trying to smuggle goods into the Nottingham market.  Each turn starts with players discarding and drawing cards.  These cards can come from a facedown pile or from one of two face up piles where the order is publicly known.  Players set asides some cards, draw up to six, and then discard the set aside cards to either pile.  After drawing, then each player except that Sheriff for that round, chooses up to five cards, and places them in a bag with a snap.  The cards come in two general types: basic and contraband.  Basic goods are chicken, bread, cheese, and apples.  Contraband are better types of basic goods, weapons, pepper, or other random items.  After a player chooses what to put in the bag, that player must then announce to the Sheriff the number of cards in the bag as well as say one type of good (obviously you should not say contraband!).  The Sheriff has to decide if you are lying, to trust you, or to try to take a bribe.  Brides could be future favors, money, or even bribes from other players to look in the bag!  If the Sheriff let’s the player pass, then the player places goods around their play mat for the different basic goods or places contraband facedown in front of their player board.  However, if the Sheriff opens your bag, then things get interesting.  If you were completely truthful and had played no contraband, then the Sheriff pays you the penalty value of all the goods in your bag.  If you had some other basic goods, then you have to pay the Sheriff the penalty value for each good you didn’t declare before, but you still get to keep the goods as before.  And lastly, if you had contraband, you pay the Sheriff for the contraband, pay for undeclared cards as before, and then the contraband is placed in one of the discard piles.  After each player except the Sheriff player has had a chance to be inspected, then the next player becomes the Sheriff, and the game continues as above until each player is the Sheriff twice.  At the end of the game, the players with the most and second most of each basic good score extra points, and then the gold value for each item you have, basic and contraband, are added together along with any remaining currency you still have.  The player with the highest score is the winner and best merchant/smuggler in Nottingham!

IMG_20151126_175932021Mechanics-This game is as simple as they come, and that’s not a bad thing.  Sheriff of Nottingham is completely social.  You do get some cards, and to make some choices, but overall, the game’s main focus is social deduction, risk-management, and a good poker face.  It’s quick, fun, and something you don’t have to have a strong game background to play.  But, you do need a poker face and a group of people who do like these kind of games.  There is no self correction for the leader.  If you don’t work together against the leader, you will lose.  4.5/5

Theme-There is a theme here, but honestly, it’s not very strong.  You have art driving home Robin Hood, but the gameplay itself isn’t  tied to that world.  You’re just sneaking a thing into a place.  The bags are awesome, and they do drive home the theme of anxiously trying to avoid customs.  That’s fun.  Nothing beats the feel and sound of the snap on the bag to let you know the game is up.  But, don’t expect to fly deep into the game work like with Mage Wars.3.75/5

Instructions-The rulebook is well laid out, and the rules are not complicated.  As you saw above, it’s pretty simple.  You don’t need to reinvent the wheel to have fun and the rule book knows that as well.  5/5

IMG_20151126_175939405Execution– SNAP!  The game is amazing.  You get great bags, cards, art, and cardboard coins all look great.  however, the star is the snap on the bag.  It brings awesome theme and tension to the game.  I absolutely love that.  What’s more the game itself has a divider in the box that holds all the piece and comes out of the box to assist in gameplay. I’d like the dividers a bit higher to better contain the coins, overall, The signs of a great game.  To see all the parts, here is a video of me unboxing the game: https://youtu.be/NB6syVc3imE  5/5

Summary-This is another great game that a solid chunk of you won’t play.  This is a pure social game.  If you can’t read people, then you will not enjoy it. There are no Euro-elements to grab on here. However, if you’re trained to spot a liar, then you will enjoy this game as you get to flex those muscles.  The only real challenge ihen is the randomness.  You have to adjust your strategy on the fly for this one.  This is a American Style game through and through that is a great, quick social game. 91%

Ring Side Report-Board Game Review of New Dawn

Product-New Dawn

Producer-Stronghold Games

Price– $60 here http://www.amazon.com/Artipiagames-ARP01008-Dawn-Board-Game/dp/B00QHJCUE2/ref=sr_1_5?ie=UTF8&qid=1448827799&sr=8-5&keywords=New+Dawn

Set-up/Play/Clean-up– 90-120 minutes (2-4 players)

Type-American

Depth-Medium

TL; DR-Eclipse by way of Among the Stars. 90%

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Basics-We’ve gone Among the Stars, Expanded the Alliance, sent Ambassadors, and now have a New Dawn for the galaxy.  In New Dawn, players take the roles of the same alien races from Among the Stars, but now have moved from the joint space station to exploring the galaxy for resources.  

In terms of overall play, New Dawn plays a bit like Eclipse.  This game has three resources that players must spend to dominate the galaxy: economic, science, and military.  Each race/player starts with a player board with 15 bases in their color.  Each base covers up a resource of that type with the fifth base covering up a resource and a victory point.  Players choose one base to uncover and place on the central alliance start point.  Then, each turn goes as follows: 1) draw up to four tiles to explore 2) place one tile and get its placement bonus 3)buy a research card 4)Move one of your military headquarters to any space 5) take three actions in turn 6) Send aid to the alliance.  The tiles are the different sections of space to explore and are split between science, military, economic, and hostile (a mix of all three that is high risk/high reward).  Each tile has a placement bonus which ranges from getting resources, placing more tiles, or attacking a tile for free.  Research is interesting as each race has its own deck of cards that allows each player to customize how each race plays in each game and allows limited responses to other race’s/player’s actions.  Military headquarters are the main movement pieces of the game.  You start with one and use it to buy or conquer other tiles.  You never lose them, but you can buy more to give you extra power and points.  This all said, the main game itself is the actions.  Actions are as follows:  gain one resources of any type, buy a tile, seize a tile, use an ambassador, or buy a new military HQ and move all the HQs you have.  The resources are self explanatory, but the ambassadors are new.  Ambassadors are tokens that you place on any tile and then do the ambassadors action.  These actions are all written on the cards themselves, but are mostly better versions of the actions discussed above.  Of the actions you have, the two biggest and most important are the buy or seize a tile.  Buying a tile is simple.  Each tile has a cost in economic resources and a victory point cost.  You just pay the economic cost.  Seizing is more interesting and MUCH more random.  If a tile is is not controlled, you add the victory points and the cost and then roll dice according to where your Military HQ’s are.  For each military HQ’s on a tile you roll the yellow die (a d6 with numbers 2,3,4,5,5, and 6) and for each military HQ adjacent you can roll the white die (a d6 with numbers 1 through 6).  Some powers and abilities give you a green die (a d6 with numbers 0,1,1,2,2, and  3) or the RED AWESOME DIE (a d6 with numbers 3, 4, 5, 5, 6, and 6).  The attacking player must beat the defence, not tie.  If he/she wins, then that player places a base on the tile of the same type as the one from his/her player board.  Combat against a player works exactly the same way with a base on a tile giving you a yellow die in addition to all the Military HQ on or around the tile as above.  This can lead to some epic dice roll offs as player can also get rerolls and bonus dice from other powers as well.  If the defender loses, the he/she takes his/her base of the tile and covers up the right most resource on the player board and the winners get to place a base as before.  In addition, at the start of the game four random bonuses are placed around the board.  These bonuses range from extra defence, free movements of Military HQs, to rerolls and extra dice.  Each tile typically has some arrows on it.  When a tile is bought or seized, the player gets to change the direction in which it is facing, and the arrows the tile points to give a bonus to the owning player.  The last action of each turn is to send aid to the alliance.  This is buying victory point cards using the three different resources as printed on the card.  After five rounds, the points for bases, aid, uncovered resources, and purchased tech and military HQs are added up, and the player with the most has conquered the galaxy and provided the most aid to the alliance!

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Mechanics-First thing first, let’s deal with the elephant in the room-Eclipse.  Eclipse is a great game, but not my favorite 4-X space game.  This game and Eclipse both have the multiple bases and resources concept, tech trees, exploration, and color-based dice combat.  And all of that is done a bit different but well by each game.  However, Eclipse goes about one turn too long.  This game is MUCH shorter, easier to recover from some early game problems, and actually provides much more player control.  AND, this game at it’s highest price is $60 while Eclipse still retails for about $100.  How New Dawn handles everything is fun, fair, and a great way to manage a galaxy.  It’s something that new gamers can handle, and older gamers will enjoy.  It’s not perfect as the randomness can honestly destroy your enjoyment of a game and combat is a bit more powerful than other strategies, but if you play American-style games, you know that pain all too well!  Don’t let those minor problems keep you from this game.  4.75/5

Theme-This game changed a few key things that I think hurt the game a bit.  The theme of the first game was alien races working against each other, but not on an overly aggressive scale as the war was fresh in their mind.  This game  is all about combat.  It will be extremely difficult to win the game without conquering a single base or engaging in combat.  It’s a massive departure from the first game.  The second is the race descriptions.  The first game Among the Stars is a pretty simple drafting and tile laying game, so the designers spent the second half of the rulebook describing the universe and the races within.  This game is a bit more complicated, so the rules need a bit more description.  But the races and world only get about a half pages description on the first page.  I really miss the world building of the first game.  The game itself is well done and you do feel like you’re conquering space and your friends’ bases.  But, I’m not sure that’s exactly what I wanted from the second game in this series. 4.25/5

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Instructions-I mentioned in the theme section, the rulebook doesn’t have as much description as I would like, but overall the rules are well explained by the book.  There are a few problems that I think need a tiny bit more explanation like the arrows on location cards.  The rules tell you about the different cards placed on the board at the game start, but they don’t give you as deep a working description of that mechanic.  You will figure it out on your first play, but it’s a slight problem.  If you can apply your best logic to the game, you will do fine with the rules in the box.   4.5/5

Execution– This game doesn’t come with a ton in the box, but what’s there is done reasonably well.  To see all the pieces in the box, see my unboxing video here: https://youtu.be/EnMeLhB9Ods  The board is two sided with a simple and complex game, which is a nice added layer of gameplay and replay-ability.  The tiles all look like the same tiles from Among the Stars which is a nice call back to the first game.  I even like the new plastic tokens in the game.  What I don’t like is that the gameboard isn’t big enough.  There are spots for some tiles but not others.  I’d like one more row on all the sides to give enough places to place all the parts that game has.  Also, I’d like the box to be a little thicker cardboard.  Stronghold Games typically makes their game boxes of a lighter material which is nice when I carry five of them to a con to demo them, but the boxes don’t stand up to too much punishment.  These are minor quibbles, but there are things to consider.  Overall, it’s a beautiful game that has some good parts to it. 4.5/5

Summary-This might not be my favorite 4x game, but it’s quickly made a spot in the top few of them.  It’s got all the things I love in a game: strategy, depth, speed, and ease of learning/teaching.  I’d like a bit more story and cardboard, but that isn’t any reason to not pick this one up.  If you like Sci-FI games, 4x games, or simply want a good game to play at any gameday that won’t eat the whole day, then this is an excellent game to buy.  I can’t wait to play this again and to see the expansion that will come and further develop the ideas that came out of this game.  90%

Ring Side Report-Board Game Review of Coup: Rebellion G54

Product-Coup: Rebellion G54

Producer-Indie Board and Cardboard

Price– $30 here http://www.amazon.com/Coup-Rebellion-G54-Card-Game/dp/B010HEZHII/ref=sr_1_3?s=toys-and-games&ie=UTF8&qid=1447554861&sr=1-3&keywords=coup

Set-up/Play/Clean-up– 10 minutes (3-6 players)

Type-American

Depth-Light

TL; DR-Simple, social, dystopian fun! 96%

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Basics-Who will reign supreme?  In Coup, each player uses their influences and perceived influence to do various actions in an attempt to outmaneuver and out right eliminate their opponents.  Players are dealt a number of cards that indicate who they have guaranteed influence with.  These cards are dealt face down.  Each turn a player chooses one action to take among the seven different actions available.  Two of these actions are either gain 1 credit or spend 7 credits to hurt a player.  When a player is hurt, they reveal one of their cards, and that card no longer counts as under their influence.  The other actions are all represented by different personalities in the world, and you can select any of those actions to take  However, any player may challenge who you are.  If you can show that you have the face down card for the action you took, the challenger loses a life, you reshuffle the displayed card into the deck of remaining cards, draw one, and take that action.  If you can’t show the card or won’t, then you lose a life!  If there is no challenge, then the action occurs. Play continues with each player taking one action each turn, possibly resolving challenges, killing other players, until there is only one man or woman standing!

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Mechanics-Coup is a quick game!  You only have seven actions to consider each turn, so it moves really fast, and you have to stay on your toes as players challenge one another.  But it works well.  The game comes with a ton of different roles, so few if any games can really be the same.  How the different roles play together and apart is a really an interesting dynamic.  I normally don’t like elimination games, but this one plays in under 10 minutes even with high player count, so a new game is about four minutes away at any given time.  It’s not perfect as players have to balance the game itself.  Victors can run away really fast in this one!  But that is a problem of all social games.  4.75/5

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Theme-This version of Coup is set in a cyberpunk dystopian setting, and it works really well!  Players vie for power under the watchful eye of an all powerful government, and you constantly feel like you’re on shifting ground.  Getting called out on a role you have feels like you called in a mark and now they might not help in the future.  Bluffing feels like you’re using smoke and mirrors to intimidate your opponents into thinking you have more power than you do.  It feels like a compact political thriller-watching House of Cards at 90x speed since you get done in 10 minutes or less! 5/5

Instructions-The instructions to this one are not that bad, but it buries a few leads.  Something really important to note is how challenges work if you reveal a card.  If you have the role card in your hand, and you show it, you shuffle and redraw a new role card.  You may get that card back again.  That’s really important because it’s a one off line in the rules, but it’s one of the most important parts of the game’s mechanics and theme.  Overall the rules are compact enough to explain the game, but not large enough to be intrusive for a game that will take you more time to open than play.  Maybe a tad more detail would help, but in general it’s done well enough. 4.5/5

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Execution– This game gets a five out of five for a few reasons-most of them for being smarter than me.  When you open the box, there will be two cardboard hunks you won’t know what to do with.  These hunks are card dividers.  It took me a few minutes, but once I understood their brilliance, I was amazed.  The game has solid, chunky cardstock to divide the randomizer cards from the role cards.  That is absolutely simplistic smarts that many much more expensive games leave out.  Also, this game is set up for expansions to fit in one box.  If you’ve seen base Coup, then you know the astounding number of expansions it has.  And, Indie Board and Card built this game to be ready for more.  Aside from that, the art is amazing.  I like what I see here.  Want to see all the pieces in the box?  Here is a full unboxing of the game: https://youtu.be/UwFf7454gMs 5/5

Summary-So here is the rub-this is a phenomenal game that some of you will only despise.  This is a great game, but it is a social game.  If you don’t like social manipulation, then you will absolutely hate this game.  I had amazing games of Coup, but some people have left the table because they can’t manipulate others well.  If you like social games, but want a bit more strategy than “Are you a Werewolf?” this is a great, short, and cheap game you should get to the table. 96%

Ring Side Report-Board Game Review of Space Cadets: Away Missions

Product-Space Cadets: Away Missions

Producer-Stronghold Games

Price– $ 100 here http://www.amazon.com/Space-Cadets-Away-Missions-Board/dp/B01068EDBW/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1446045035&sr=1-1&keywords=space+cadets+away+missions

Set-up/Play/Clean-up– 60 minutes per scenario (1-6 players)

Type-American

Depth-Light

TL; DR-Simple, Sci-Fi Fun! 96%

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Basics-And now another thrilling tale of the ROCKET PATROL!  Enter the worlds of 60’s Golden Age Sci-Fi with Space Cadets: Away Missions.  In this game, the players take the role of different members of the Rocket Patrol as they undergo some of their most famous missions.  At the start of each game, a scenario guide instructs the players how to set up the game, what parts to use, what aliens will be necessary for this adventure, and an intro paragraph to set the mood of the game.  After set-up, turns are pretty simple.  First, players decide the player order, and then they take the tokens to signify that order.  Next, players perform actions based on their available actions on their player board.  Once all players have acted, the monsters all act in order of intelligence typically attacking the closest player and then attacking close players in reverse turn order.  Each player has a different member of the Rocket Patrol who has a number of health and oxygen, action tokens, a IQ score, and a special ability.  If ANY Patrol person runs out of health or oxygen, that player dies and all players lose the game.  A player’s action are: move, attack, subdue thrall/brain-in-a-jar, heal, open/close/lock hatch, and some scenario specific actions.  When you attack, subdue, heal, or do scenario specific actions, a player rolls a number of dice equal to the weapon strength at that range of the enemy (attack) or IQ (subdue, heal, som scenario actions) and counts the 1s, 2s, and 3s.  Monsters attack in the exact same way.  The key mechanic of the dice is overkill.  For any action to succeed, you only need one success.  However, if you roll more successes, you can spend these overkill successes to activate extra abilities such as one patrol person being able to take a free move action and another can attack another adjacent enemy.  The enemies even have some overkill options that can be activated based on who the player hit.  But, when the enemies score overkill, the also have options they can take to hamper the heroes.  Play continues in these rounds until the heroes achieve the scenario goal or one player dies!

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Mechanics– As you saw above, the rules are not complicated.  They might even be a bit too simple, but that also means a much larger audience can play the game.  I’ve already seen a six year old play this game and have a blast.  In terms of difficulty, I would place this game solidly in the company of Mice and Mystics.  That’s a good place to be!  However, I do have one semi-serious complaint-this game doesn’t really do a campaign mode.  There are some connected scenarios as they tell the story of the Rocket Patrol, but no real character progression and building.  The items you get at scenario start are dictated to you (with some wiggle room), and you won’t really get a chance to keep anything cool you find.  That does enhance a story a bit as you don’t have the crazy random events in some other boardgames, but you won’t find awesome  stuff to carry with you or have a way to better your character over time.  But without that, each scenario feels a bit like an old school Star Trek episode-you can jump in at any point, play, and not have to know an absolute ton of background to be involved.  It is a double edged sword to not build character progression as the easy of jump in play and play, but hampers the hard core set as they lose a bit of their involvement.  I’m a hard core RPG player, so I need my character improvement over time.  That said, it’s a more minor thing.  What is here is phenomenal and a blast to play through 4.5/5

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Theme– This game oozes theme.  You have awesome cards, sculpted figures, great tile art, and just enough rules to make things work.  You feel like some old timey announcer will read out the intro paragraph to each adventure.  Everything looks amazing, and that really puts you on board a old school rocket driving through the galaxy.  The game itself feels like it should.  Everything works together well making you feel like you’ve been sent out on an away missions to save the universe or destroy an alien menace.  It feels like I’m riding shotgun with either Buck Rogers or Flash Gordon! 5/5

Instructions– This game has some great instruction with lots of explanation, but the length will intimidate a few people.  What’s here is great, but then again, the rules don’t really need to be the complicated.  The game has an absolute ton here, but it’s mostly compartmentalized.  The rules explain it all, and that depth might put a few people off.  However, don’t let it!  The rules are honestly covered by two amazing inserts that the players use as a reference.  If you can get past the fact that there is a ton of rules, you will see that it’s mostly clarifications of the fine points.  There are enough pictures to help you understand how to play as well.  I like what I see here.  4.75/5

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Execution–  100 bucks for 100 minies is a price Reaper can’t match.  Now throw in an entire game beside that.  Add on top of that the art is great, the materials well constructed, and sparkly dice(!), and you have an amazing product.  Heck, FOR THE MINIS ALONE YOU’RE MONEY AHEAD!  The one minor criticism I have is I’d like a few more colors than green.  Maybe a blue for thralls?  That’s such a minor point, it’s barely a whisper.  Even the brains-in-a-jars are green, but they come with some awesome plastic around them so they look like a brain-in-a-jar!  Furthermore, this game put so much thought into the game that you don’t even realise when you start to play.  Overkill is the big, cool mechanic for this game, so you need to know what dice came from whose attack.  Normally you’d have to roll all the dice pairs separately, but in this game you get five pairs of differently colored dice.  So, you can roll your dice pool and look to see if red hit you twice, once, or not at all.  It speeds up the game in such a smart way, you won’t even notice it if you’re not careful!  If you’d like to see all the part of this game, I did a unboxing of the game here:https://youtu.be/J4igYLjvVzU 5/5

Summary-I’ve never been a miniature gamer.  Sure, I do like the co-op games out there, but I don’t like getting bogged down in a ton of random rules (I’m looking right at you Warhammer 40K!).  This game has just enough rules to make it fun.  You don’t need to break out some string to find range or if your shot is blocked.  You get to take quick, fun turns to attack the alien menace as a team.  This game doesn’t need a GM so everyone can play and be on the same side, and that right there sold me on this game.  Everyone get’s to play, try to win, and have an awesome time.  It has an amazing theme and a beautiful execution.  My only real problem is a bit with the rules and no real progression.  I’d like to build my character like in a RPG, but that would take away from the plug-and-play nature of the game.  The problem I have with the rules is that some players will get frustrated before they begin, but if you crack the cover of the rule book, you clearly see that 70% of the rules clarify sticking points about otherwise simple rules.  Overall, if you’re in the mood for an awesome, simple, and retro sci-fi game, Space Cadets: Away Missions is a great game to bring to the table. 96%