Ring Side Report-Board Game Review of Office Dungeon

Product– Office Dungeon: The Quest for Promotion

Producer-Writer Monkey Games

Price– Not quite yet!

Set-up/Play/Clean-up– 15 minutes (2-4 players)

Type-American

Depth-light

TL; DR-A strong beta of a game.  83%

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Basics- This week I was able to score a demo copy of Office Dungeon: The Quest for Promotion!  Do you have what it takes to beat the boss, score the most prestige, and decimate Peggy from accounting to get the one cubical with a view of the window?

This is a simple game.  After each player chooses a starting class, you draw four cards.  Cards come in a few basic types: enemies, items, instants, and bosses.  Enemies can be bought with prestige, the points of the game, to fight on your side.  Items are constant bonuses to your character.  Bosses are extremely hard monsters and the way the game ends.

Each turn a player can play one enemy from his/her hand to fight for you as well as buy any equipment from your hand.  Next a player reveals one card from the deck to encounter.  If it’s equipment, the player picks it up.  If it’s an instant, it instantly happens. If it’s a monster or boss, combat happens!  Combat is determined in a number of steps.  First, the player chooses who fights the enemy.  Then, the enemy and the player or the players bought enemy compare speed scores with the higher determining who goes first.  Whoever is going first uses its attack against the others defense.  If attack beats defense, then the creature is wounded.  Players have a number of hit points of damage they can take, and the enemy, player bought or from the deck, have one.  If the defender isn’t killed, then the defender attacks in reverse.  If the player wins, the monster or boss is defeated and the player gains the prestige points listed on the card.  Players can also avoid combat entirely by spending double the enemy’s listed prestige to instantly hire the enemy.

Players can also opt to not draw a card, and instead that player can attack another player!  Combat acts as above with the player loosing prestige to the attacker if they lose combat.

Play continues until the players have defeated a number of bosses equal to the number of players or all the cards are exhausted.  Then, the player with the most prestige wins the game and gets promoted.

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Mechanics– This game’s mechanics are extremely simple, but at the same time the feel a bit like D&D.  You have a speed stat that you use to determine attack timing.  Then, you have attack and defense to determine if your attack will kill the enemy.  It’s pretty quick and easy to understand.  However, the game isn’t quite that easy.  It’s most definitely a screw your neighbor game, but that’s the experience you’re going for in this game of cut throat office politics.  My major issues with the game are the attack values on the bosses and the attack and defense stats.  The bosses seem to be a bit over powered, and the only way to defeat them is the use some coworkers power to instantly kill them.  Sure that might be built in, but it’s not very much fun to simple lose most of the boss fights.  My other issue is attack and defense.  Many of the values tie, and players win ties.  However the rules are not exactly clear in some cases (more on that later).  Maybe I’m a bit simple, but my wife and I had to make a few judgment calls to determine what should happen in the game.  That’s not bad, but some players will most definitely not like that mechanic. 4/5

 

Theme-Let’s be honest, this game is amazingly similar to Munchkin.  That doesn’t make it bad by any stretch of the imagination, but I want to get that out there to discuss the theme.  That said, the idea of Munchkin hasn’t been done in an office, and this game does it well.  You get coworkers to help you, you try to get your promotion, and you have to be absolutely cut throat if you want to get it!  It’s very on point with emoji art for the characters and witty quotes for extra theme; however, you will have some strange thoughts pop up in play.  “How does my foam assassin kill a very irate customer?”  “How do I actually beat a paper jam with an attack?”  If you can look a little past that and just enjoy the game, it’s a fun experience of braving the office to win the one desk with a view of the parking lot. 4.5/5

Instructions– I’ve been hard on instructions lately, and this one is going to suffer the same fate.  The rules are “ok”.  Ok is an ok place to be, but this game’s rules hurt the fun of the game as they need maybe another page of rules to explain the game.  As it, the rules are one page that is reasonably well done.  But, there are lots of corner cases that arise that you and the other table members have to agree one.  Do instants instantly trigger when drawn off the pile?  Do you sell equipment from your character for half value?  And so on.  This is a rules light game, but the rules could use another pass or two to really shine.  It won’t stop your fun, but your group has to be fine with making a call and sticking with it!   3.5/5

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Execution– The game itself is well done, but as a game in the same vain as Munchkin, it needs some outside pieces to really work well.  A few d20’s and d6’s are needed to keep track of your score and your life total.  That’s not horrible, but it does make the small size of the game somewhat deceptive.  However, if your gaming group has those, then you’ll be fine.  The cards are on nice card stock, but the most interesting thing are the colors.  The colors of the cards all look like the colors you’d encounter in an office.  That’s a small detail that will really make your enjoy the game that much more when you see it.  The art, style, and words are all minimalistic, but overall well done.  It’s a decently put together card game. 4.5/5

Summary– This is a fun game if you want a pocket game of Munchkin at work and you have some post-it notes lying around that you can use to track your stuff.  Honestly that might even make the game better but furthering the office worker theme!  What is here is a strong beta test of the game.  It’s reasonably quick, easy to play, and funny.  It does need another coat of polish before it’s completely sent into the wild, but this game is much less broken then some of the finished games I’ve played in my time.  I’m honestly looking forward to this final version of this game!  83%

Ring Side Report-Board Game Review of Albion’s Legacy

Product– Albion’s Legacy

Producer-Lynnvander

Price– At your local con.  Gaming Stores can’t get this one yet!

Set-up/Play/Clean-up– 120 minutes (2-4 players, expansion to 6)

Type-American

Depth-Heavy!

TL; DR– Arthurian Arkham Horror 93%

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Basics- The kingdom is threatened and Arthur must ride out to face the threat!  In Albion’s Legacy players take the rolls of various heroes (and in the expansion villains) of Avalon who must stop different threats to the kingdom.  There is a lot to this game, but it’s also surprisingly simple to play.

Players start by selecting a hero.  Each hero has a power and a personal quest.  The power is a constant power they have through the game, and the personal quest is a character specific goal that will grant the character their awesome ability or item that will make them that much more powerful.  Each hero also gets a starter weapon and armor.  These don’t do much besides block hits, so better items are a must.  Players also get destiny points that are used in challenges (more on that later).

Players then select a quest to go on.  The quest is the way the players will win.  Each quest outlines specific places the player must go, enemy’s to kill, and with the expansions adds extra enemies and locations for the players to visit.  These describe how set up is modified as well.  Players also select a start player who starts with a key token.  This key token is used to keep track of the number of rounds the players have played as well as determining when the game itself take a turn to move all the enemies and effect the players as needed.

After setup, players all start in the round table room of the Camelot board.  Camelot has several different locations for the players to go, with all the different locations revealed.  Starting with a key players, each player gets to move their characters around the board.  The characters all start with a move of four spaces, but they don’t have to go all four spaces.  For the most part, a character is free to move as many or as few spaces as they want.  Characters only cause events to happen when they enter a space that has an encounter marker on it or moves onto an enemy’s space.  Encounter spaces cause the player to draw an encounter card, and any time a character and a monster share a space, all other play stops and the character must fight the monster!  I’ll discuss combat and monsters in a bit.  Character can keep moving until they use up their movement either moving on known tiles, or revealing tiles for them to move on.  The player’s turn ends when they stop moving and they can elect to use the location ability of their space.  These space abilities range from healing the character, repairing armor/weapons, getting new items, or other good effects.

Combat is quick in this game.  Each character has several knightly attributes ranging from courage, prowess, altruism, and so on.  Every monster or challenge has different attributes that must be select for a combat along with a number of successes that must be obtained.  After the player has selected their attribute, the player rolls the number of dice their character has for that attribute.  These dice are six sided dice with five of the sides being the different attributes and the sixth being a mana burst which is worth two successes.  A player rolls these dice and counts the successes.  If the player succeeds, the monster is beaten or the challenge won.  If not, the player now must make a few choices.  The player can take a wound and continue the challenge, break (flip the card over) an armor or weapon and continue the challenge, discard a armor or weapon to flee combat, or spend destiny points to reroll dice.  The destiny points allow a player to select a second symbol on the die, reroll one die, and see how the combat progresses with the player winning, spending armor/weapons, or taking damage.   It’s quick, simple, and VERY deadly as most characters only have one damage!  Take your second damage, and your player retires out of the game and you have to take a second (or third or more!) character.

After all players take their turns, the key player gets  a second turn.  When they finish their second turn, the monsters all have their turns.  Most monsters move, a brazier is extinguished, some events trigger, and the key marker moves to the next player.  Then play continues as above.  When the players finish their original quest, they win the game!  If they last virtue plaque is removed or last brazier extinguished, they Kingdome descends into darkness, and the players have lost!

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Mechanics– I’ll compared this game to Arkham Horror.  The base mechanic is choose one of your six attributes, roll the number of dice you have in that attribute, and hope for that symbol or wilds to appear.  This is basically the same as the d6 with fives and sixes being successes of Arkham Horror.  Aside from that, the base mechanics of tiles revealing monsters and the basic ideas of the quest you’re on are the major story-based mechanics of the game.  All together, everything is easy enough to run, but hard enough to succeed at to keep players playing again and again.  My major problem is the game does not scale well for less than four players.  If you play one player, then you run all four characters.  If you play two players, then each player runs two characters.  If you’re playing three players then one person runs two characters.  I’d just rather see more scaling stories.  Instead of having to go to eight difference places to get fragments in one mission, why not make it two places per character?  Maybe fewer monsters on each threat card for fewer players?  The quest coins scale, but the rest of the game doesn’t.  That isn’t game ending by any means, but it a slight annoyance.  Otherwise, the game runs quickly and is quite fun. 4.5/5

 

Theme– Homerun.  This feels like a hard, but beatable, co-op game of Arkham Horror set in the world of King Arthur.  All the threats feel like Arthurian legends.  The monsters feel monastery enough, but also the variety of things needed to beat the monsters and threats is interesting.  Sure, the mechanics are basically choose a number besides 6 to roll, but the fact that the numbers of the six-sided die have different names makes this feel more like an RPG and a quest.  While I won’t quit Arkham Horror over this one as I still need my Cthulhu fix, Albion’s Legacy has found a spot in the co-op rotation of games that my wife and I will play when we want to go on a quest together and save the world.  5/5

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Instructions– This game is an example of a game that has everything you need to play written out decently, but not laid out in a way that is as helpful as you might need.  Overall the rules have exactly what you need to play.   But, it will take you a few read-throughs to get all those pieces together.  The rulebook has pictures to really help guide you in, but there are a few blocks of text that could use a break up to make things smother.  But, if you need it, I promise it’s there.  Here is my example.  I was confused over the virtue plaques.  These are plaques that give your character a bonus, but if the players have used them all up, you all instantly lose.  My wife and I couldn’t for the life of us figure out how to use them.  But, after rereading the rules, they function exactly like any other space and resources on the board- go to a location, take your turn ending action to use the space, and get a plaque.  Its written right there in red and white, but something you, like me, might miss on your read through of the rules.  It’s not poorly done by any means.  Maybe I’m just used to having similar things spelled out repeatedly to me in different rule books.  It does read quickly, but you have to be extremely careful that you might miss an important rule that could drastically change your play experience!  4.25/5

Execution– Overall, I really like what’s here.  I even did an unboxing video of this game: http://youtu.be/KG6ZPLTsync   There are a ton of parts to this game!  The box is large enough to hold them all, but you’re going to need to provide your own organization!  While I love the game, I’d like some Ziploc bags to come with it.  It’s a minor complaint, but it’s an important one.  Games like this (Arkham Horror, World of Warcraft board game, Caverna et al) are full of awesome components, but if you don’t keep this monster organized, you will spend more time setting than you ever could playing!  But that aside, the art is great, the characters look good, and the cards read well.  I’d like a few more of the attribute cards to help you determine what the spaces mean or how to fight each type of monster, but again, that’s nitpicking.  Overall, that game is well put together, but a few more additions would help put this over the top.  4.75/5

Summary– Cards on the table, I’ve never heard of Lynnvander before.  I think they are a newer gaming company, so I’m honestly surprised by the quality and quantity of this game.  Albion’s Legacy is an ambition game for any company to put out.  Some multimillion dollar gaming companies completely blow the launches of games like this.  It’s FULL of parts, has a ton of options, and is simple to run.  And all that for the basic intro price of $45.  That’s not bad!  I went with the deluxe of $60, and I got extra characters, quests, and tiles.  That’s well worth the price of admission.  It’s got a few issues-the rules could use another pass/edit, the mechanics don’t scale exactly well with the player count, and I’d like some Ziploc bags for my parts.  But, what is in this box is amazing.  If you want a co-op game that works like a dungeon crawl version of Arkham Horror in Avalon, then it is well worth your time to check this game out. 93%

Ring Side Report-Board Game Review of Eminent Domain: Microcosm

Product– Eminent Domain: Microcosm

Producer-Tasty Minstrel Games

Price– $7 here http://www.miniaturemarket.com/ttt3003.html/?utm_source=boardgamegeek.com&utm_medium=feed&utm_campaign=BGG_Text_Ongoing&utm_content=Text_SKU-TTT3003_Ttl-4_Dsc-2_MMUrl-Yes

Set-up/Play/Clean-up– 5 minutes (2 players)

Type-Euro

Depth-Light

TL; DR– Bad rules hurt a great game. 83%

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Basics-Vie for galactic dominance!  Eminent Domain: Microcosm is the two player microgame version of the popular Eminent Domain game.  The game is set up by separating the types of planet cards based on how many colonize/warfare it will take to get that planet.  These cards are placed face down.  Then, the main deck of action cards is shuffled and three are placed face up in a row to be selection.  Finally, the five different technology cards are placed face up for all the players to buy.  After set up, players take turn drawing a face-up or top of the draw pile card, refreshing the visible row, and then playing a card or drawing as may cards as the player wishes from his or her discard pile.  The cards have an action on them, a symbol for other actions, and a way to score end game points.  The main actions on the cards are research, warfare, and colonization.  When a player plays a warfare or colonization card for its action, he or she chooses a planet pile.  These planet cards have different values of both colonize and attack needed to take the planet, but these values are hidden to the player when he or she chooses.  Players can show, not play, other cards from the player’s hand to meet these values.  If the colonization is successful, then the planet is placed face down in front of the player.  Planets have a symbol that can be revealed to add to other played action cards.  If a player plays a warfare card and has the needed symbols, then the planet goes to the spoils pile.  Planets in the spoils are only worth end game points and cannot be revealed for their symbols.  But, warfare has an added bonus.  A player can declare warfare on an opponent’s colonized planets, stealing them, and making the game much more combat focused. The last major card type is research.  Research allows you to take a technology card from the center row OR move an opponent’s technology row to the center row.  If a player can shows three more research symbols on other cards, the player can take the research action again moving the same or other research cards around.  The technology cards provide extra symbols for research, colonization, warfare, or other actions.  Play continues until every card from the selection row is taken, and then the players score points based on the cards they have: one point per colonized or planet in spoils, one point per political symbol they have, and then they get extra points based on the extra point conditions on all the cards they selected.  Winner of the game has conquered the (micro)cosmos!

Mechanics– Quick, lean, and deep are not words you hear together too often, but this game has that.  It plays in less than five minutes.  It’s not full of clutter as every card in the deck could be the difference between a win or defeat.  And, deep as playing what and when are the hardest choices you have to make in a game.  Honestly, once you know how to play, you won’t put this one down. 4.5/5

 

Theme-This game feels like a contest between two players over planets.  It’s not perfect as the random nature can really limit what strategies you can employ.  But, the addition of conquering colonized planets really adds a new depth to the game.  As you scorched-earth conquered planets, that really add to the strategy AND the theme.  Are you a galactic empire bent of destruction or are you peaceful colonists who will co-exist with the planet and use its resources? 4.5/5

Instructions-Tasty Minstrel….. where do I begin.  These rules are just bad!  You have some nuggets of gold here, but a lot of that is fool’s gold.  This isn’t a game where scores are 3 to 90.  This is a game where scores will be 30 to 31.  Knowing how to score is the most important part of this game, and you don’t really teach players how to do it.  If you go to Board Game Geek, there are no less than four different explanations to the rules.  This is a microgame!  I shouldn’t need to use my Ph.D. to score the game!  I love that you added cards to your other games, but honestly, I’d like one extra sheet over cards to the base Eminent Domain game.  I’ve played several times, and I still don’t think I’ve scored properly.  Also, you don’t really teach me how to play.  The cards give the basics, but the rules sheet doesn’t do a good job of that.  If I don’t think I’m playing properly, and I’m not sure I’m losing or winning properly, I can’t enjoy your game! 1.5/5

Execution-Tasty Minstrel Games knows how to make a card game.  NO STICKERS!  That right there makes me love this game.  I kid, I kid (kind of), but what is in this box is top notch.  The cards are good quality, the art is great, and the extra cards are icing on that cake.  It’s a simple game that a ton of fun.  5/5

Summary– This is the lowest rated Tasty Minstrel Game’s product, and it all has to do with the rules.  Honestly, on game play alone, I love this more than Eminent Domain.  It feels more right in this game to mess with the other player than it does in Eminent Domain, even with the expansion.  On theme, this is better to as now I think I’m really fighting over planets, and fighting has costs.  Colonizing is quick, but a gamble as you can really lose some points if your opponent swings planets away from you with warfare.  The game itself is well put together, but it should be for a card game that is less than 35 cards.  What hurts is the rule sheet.  There isn’t enough there.  I know I sound like a broken record, but it’s no fun if I don’t know how to play and score.  I can more easily score Seven Wonders than this game as that rulebook walks me through it!  If you rewrite the rules on two sheets instead of one, I will love this game more than any other two player microgame I have and bring it with me everywhere like Coin Age.  Altogether, this is a spectacular game with bad rules.  83%

Ring Side Report-Board Game Review of Oddball Aeronauts

Product– Oddball Aeronauts

Producer-Maverick Muse Ltd.

Price– $18 here http://www.amazon.com/ToyMarket-obA-1-oddball-Aeronauts/dp/B00LHXITWA/ref=sr_1_sc_1?ie=UTF8&qid=1432780263&sr=8-1-spell&keywords=oddball+aeronaughts

Set-up/Play/Clean-up– 10 minutes (2 players)

Type-American

Depth-Light

TL; DR– A simple two player Munchkin. 78%

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Basics-Hard to starboard for an airship battle!  In Oddball Aeronauts, each player takes the role of one of two airship captains trying to destroy the others ship.  Each player starts with a deck of cards that is specifically created for each ship.  There are two types of cards in the deck: events and characters.  Events are one time occurrences that will randomly change the flow of the game as they are drawn to the top of the deck.  Characters have two major sections to them: statistics and tricks.  The statistics are broken down into three distinct areas: sailing, guns, and boards with a major skill number and a skill bonus (more on this in a bit).  The trick on each character is another ability the card might be able to add to a fight.  Players set up after shuffling their decks by taking three cards and placing them face-down in their hands.  Next, players then place the remaining cards from their deck face-up in their hands.  Players will then look at the top three cards in their hands.  The first card’s skill has to be used in the upcoming battle while one of the next two cards’ skill bonuses can be used and the trick from one of these cards can be used as well.  However, the trick and the skill bonus can’t be from the next card.  After looking over their three cards, each player starting with the lead (first player), announces how they will attack the other player via sailing, guns, or boarding, and the other player then announces how they will attack as well.  Both players need not say the same method of attack.  Then player will, after the count of three, announce how many of their top three cards they will use in the upcoming battle.  The cards are compared with the highest skill + skill bonus from the second or third card + trick ability from the second or third card winning the hand.  If the non-lead player won, then they become the lead.  All players then discard the cards that were used in the battle by placing them face down in the deck under the other face down cards already in the players hand.  Then, the method that the winning player used affects the decks.  If the players won by sailing, two faces down cards are flipped into the face up part of that player’s deck making them available cards now.  If the player won via guns, then the losing player discards face down two additional cards under their deck.  If the player won via boarding, then the winner gains one card to their deck, and the loser loses one card.  Play continues like this until one player has only face down cards in their hand and their air ship has crash!

Mechanics– To me this is a much quicker, much more two player friendly version of Munchkin.  It’s quick, plays fast, and is a fun way to spend 10 minutes with a friend.  However, it’s also pretty simple, so don’t expect a ton of thinking in this one.  And, the game adds some strange corner cases like magic.  Magic is a trick on very few cards, but some other cards have a shadow emblem.  You can’t use magic in a battle with the shadow emblem.  I don’t think that really helps the game’s flow as it adds some deeper rules for a simple game that I don’t think are really needed.  The game is overall quick, easy, and fun however.  4/5

 

Theme– This game has a theme, but it doesn’t hit you over the head.  It’s very subtle, and I think it needs a bit more.  It’s fun while feeling like an air ship battle, but I wanted more stories to this one.  The cards have some great art, and the manual has some added information on the ships, but it need more to build the world of this game. 4/5

Instructions-Hands down the worst part of the game.  That cards facing up/cards facing down part of the game that makes it so quick and easy to play, but that isn’t explained very well at all in the rules.  When I saw a YouTube video about it, then the game became crystal clear.  The rules leave lots out, and that makes the game somewhat frustrating as it’s a game that will take you longer to find on your game shelf than to actually play! Honestly, look up a let’s play or rules tutorial online to learn these rules!   2.5/5

Execution– A card game my wife and I can play while we wait in line at McDonalds?  Beautiful!  The box is compact, doesn’t have any unnecessary pieces, and the cards are of decent quality.  The art is good, the layout is eye catching and easily accessible, and something that you could quickly explain and play.  It’s just a well done small box game. 5/5

Summary-If you want a game you can play while in a bar standing around a high table, this is an excellent game.  If you want 12 hours+ of in-depth strategy, then this isn’t the game you want.  You want some quick steampunk while you’re waiting for you tea to cool?  Well worth your time.  If this game would rewrite the rules, I’d love this game so much more.  As it stands now, the rule book is what really kills this game.  The mechanics are good, not great as it’s a simple game, the theme is decent, and the execution is solid.  I hate when I have to go online to learn to play a game, and doubly hate when I need YouTube to teach me to play a game that’s uses less than 60 total cards!  But, if you can get past the rules, you will find an amazing little gem of a steampunk two player card game.  78%

Ring Side Report-Board Game Review of Dead of Winter

Product– Dead of Winter

Producer-Plaid Hat Games

Price– $75 here http://www.amazon.com/Dead-of-Winter-Crossroads-Game/dp/B00HFKITJC/ref=sr_1_1?ie=UTF8&qid=1432091044&sr=8-1&keywords=dead+of+winter

Set-up/Play/Clean-up– 45-120 minutes (2-6 players)

Type-American

Depth-Medium

TL; DR– Battlestar Galactica meets Zombicide.  89%

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Basics-Can you survive the winter with the dead outside?  Dead of Winter is a simple American style game where player take the role of a group of survivors of the zombie apocalypse.  At the start players choose a scenario with a victory condition as well as each player receiving a secret goal that can range from getting enough of one item to a traitor card who has to undermine each other player!  Next, players receive starting items and choose two characters out of four possible options.

Each round the players uncovers a new problem that they must face.  These problems require players to spend a number of cards to solve or more enemies will be added and the players will lose moral, a general survivability of the colony that when it reaches zero the players lose.  Then, all players roll dice equal to the number of characters they control.  These dice can be spent to do actions with no limit to the number of actions each individual character you control can do.  Next, each player takes their individual turns, but here’s the catch- before a player starts his/her turn, another player draws a crossroad card.  A crossroad card is a random event that may happen that turn depending on what characters are in play, actions the player does, and even the number of cards in the discard/garbage pile!  The current player spends dice to take actions that range from attacking zombies, searching, building barricades, and some character specific abilities.  The number rolled on the die really only count for combat and searching.  Each character has a search value and a combat value.  If you spend a dice for either of those actions with a value equal to or higher than the characters search or combat result for search or combat, you succeed on your search or combat and get to draw a searched card or kill a zombie.  Thus, you know you will be successful before you even attempt your turn.

What makes this more interesting is the exposure die for combat and moving.  The exposure die is a 12-sided die with over half he faces being no result, a few are damage, less are frostbite, and one is a tooth.  The damage icons do one damage.  All characters have three hit points.  Frostbite does damage each turn which can quickly kill a character, and the tooth means a character is bitten.  Bitten characters instantly die, and then another character could become bitten.  Each character also has an influence value, and after a character is bitten, the lowest influence value in the bitten characters location becomes the target of the bite giving that character’s controller two options: kill the character and end the bite OR roll the exposure die.  Roll anything besides no result, and the new bitten character dies and the process repeats.  Also, when players move between locations, players roll the exposure die to see if the traveling goes smoothly.  Traveling between the different locations doesn’t cost an action, BUT does risk damage from the exposure die.  Barricades provide a temporary buffer against zombies.  If a zombie would be placed on a barrier, you remove the barrier and that zombie.  Players can also spend cards to do the action on the card or spend them face down to try to solve the problem for this round.  Each chard has a symbol, and enough cards must be spent or the negative effect of the rounds card event occurs.  Traitors can also spend cards with different symbols that count AGAINST the other player’s cards.  After the player has spent all his/her dice, play progresses around the table until its back to the first player.  Then the round’s problem card is resolved, for good or ill!  Next, zombies are placed at all the different locations; one per character at outer locations and one for every two characters at the central location.  If a zombie would be placed and there is not a zombie space available, then the character with the lowest influence at that spot is instantly killed!  A new problem for the round is revealed, the first player marker passes, and the turn starts anew.

What makes this game novel is the hidden goals each player has.  Not only do you have to meet the major goal for each game, but you have to complete your own goal.  In this co-operative game, you can lose while everyone else wins!  Players win by completing their goal, and can lose if the game goes too many rounds or if moral drops to zero.  Moral decreases whenever a character dies, through the crossroads cards, or a failing a round problem card.  While all of this is going on a traitor could be in your midst spending the wrong cards to cause events to fail and has his/her own goal where they succeed if everybody else fails AND they have the proper items or characters to win.  Even the traitor can lose if they don’t have their gear ready when everybody else loses!

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Mechanics– I was serious before, this game feels like a mix of two great tastes making something better.  You have the card use of Battlestar Galactica for hidden card resolution and turn events with the simplistic combat of Zombicide.  Those two things work amazingly well together.  This game is MUCH more swingy then Zombicide as dice dictate actions and combat results, but once you know your dice for a turn, you pretty can plan out your turn.  It’s quick, easy to play, and not any more complicated than it needs to be.  The crossroads cards are fun, but they might have been a bit over sold.  You do have random events happen, but I expected something a bit more intricate.  What does happen is about one out of every four turns, something unexpected will happen.  It does add something interested, but don’t expect the moon.  4.5/5

 

Theme– Here is where things are a bit off.  The majority of the theme is great.  Players fight zombies, struggle for items, and in general are the proper amount of miserable as the fun from this game comes from a hard co-op experience.  But, some things don’t quite fit.  Players lose moral for the number of cards in the discard pile.  You can spend a die to clean some, but honestly that’s kind of such a weird concept.  “Yep, zombies are killing my friends, but I’m sad that Steve didn’t take out the garbage!”  One game I chose the school janitor as one of my characters so I could clean garbage.  That’s not as much fun (or exactly as much fun) as you’d think it would be in the zombie apocalypse.  The game uses a few abstractions to bring things in like how combat is instantly resolved as its part of survival, but not the whole part.  Overall, its fun, feels like zombies in winter, but isn’t perfect as a few minor things keep it from being a slam dunk.  4.25/5

Instructions– Here is the worst part of the game.  It’s pretty simple rules that read relatively quick, but they bury a lot of the leads.  There are very intricate rules that should be followed that are not expressed as importantly as they should be.  Sure, you can play in about five minutes, but you WILL miss something important.  The game comes with some nice player boards, but they leave out important information that would really help a new player like when and how many zombies to add to each location.  The rules are not bad, but they are not as well layout out or emphasized as I’d like.  4/5

Execution– I really like how Plaid Hat puts their games together.  It’s a well done game with lots of parts, tons of standees with great detail, and lots of small things like intro paragraphs to each game, and epilogues for each victory and traitor win.  This is a theme game (don’t play this if you want a Euro experience!), and Plaid Hat delivers on that.  Even the first player marker is a big knife cardboard token!  Well done.  Also if you want to see my unboxing of the game check this like out: https://youtu.be/nOgN3v8OiqY 5/5

Summary-If you want a great game that has absolute kick in the teeth difficulty, then this is your game.  If you want a co-op with lots of story built in, this is your game.  If you want deep mechanics that are completely new and different, then this is NOT your game.  This is a quicker version of both Zombicide and Battlestar Galactica.  It’s got the high points of both, but does lose a few elements of both as well.  That’s not bad is what comes out of the Plaid Hat kitchen is its own tasty entree, but it is a new, simpler, quicker thing.  Instead of the weekend killer that is Battlestar, this is less than two hours to get a game in-great for a weekday game night.  I think the crossroads mechanic was a bit oversold as the end all/be all new interaction mechanic, but that doesn’t ruin this game.  The instructions are a bit rough, but the videos online will teach you to play quicker then reading them.  Overall, this is a solid game that that’s fun if you want an amazing American-style gaming night with zombies, possible traitors, and some team work picking up some garbage around the barricaded house.  89%

Ring Side Report-Board Game Review of Harbour

Product– Harbour

Producer-Tasty Minstrel Games

Price– $20 here http://www.amazon.com/Tasty-Minstrel-Games-TTT3002-Harbour/dp/1938146786

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

Type-Euro

Depth-Light

TL; DR– This game feels like a pocket Lords of Waterdeep.  90%

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Basics-Let’s do worker placement with only one worker!  Harbor is a worker placement game where you only have one worker while you manipulate the market for fish, meat, stone, and wood to buy property and build your economic empire.  Each player gets a different role from a penny pincher to a pirate.  These cards give each of you a power, a start location, as well as a marker to keep track of your different good.  Between all the players sits the market board as well as a number of location cards.  These building each have a cost, a victory point value, possibly extra ability markers, and a power.  Each turn, players move their one meeple to a new building and do the action on the card.  These actions range from buy a building, gain some of one resource, or lose X of one resource and gain Y of another.  And that’s the entire game!  I’m not being condescending here; I’m impressed by the elegance.  What really cranks this game up to 11 is the market.  On a separate board is a market of good with the current value of meat, fish, wood, and stone.  You must have at minimum the same number of a good as the dollar value of the good.  When you move to a building that allows you to buy a property, you move the good to the sold location on the card, which is below the normal location.  You will most likely sell multiple goods at once, so multiple goods will be on the sold locations at the end of your turn if you buy.  But, the market shifts now.  Goods you didn’t sell move higher in the market, increasing their price.  The sold goods have saturated the market.  They move on the sold track to the last spots.  Since goods you sold a lot of have moved into the last spot in the sold row, good you sold more of enter the market on the lowest value as the market is now flooded.  Play continues until someone has bought their fifth building, then all players get one more turn, and the player with the most points in the harbor master!

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Mechanics– I wasn’t being glib above.  The rules are that simple, and that’s fantastic.  Also, this game has a semi-realistic economy.  If you sell a ton of something, then the market has a lot of those goods and won’t pay much for it.  I love any game with slick rules and easy grasp concept that plays quickly.  This feels like a pocket Lords of Waterdeep! 5/5

Theme– The theme isn’t bad, but it does need a bit of work.  I like the world this game is in.  It’s in the same world as Belford, and I like the way that place looks and feels.  It’s almost like the Discworld.  Also, the unique player cards do bring some story the game with all the cards have flavor text on them. That’s a good addition to a card game that adds a bit more theme to a semi dry concept of buying property and market manipulation.  Overall, it does feel like I’m a real-estate mogul in a fantasy world, but some of the simplifications does take away a bit from the theme.  This game is good, but it’s not Arkham Horror levels of immersion. 4.25/5

Instructions– The rules are simple, and they read quickly.  However they are a bit cramped and a few of the leads get buried.  On my first game, we made two fatal flaws: we multiplied the goods sold by the price and we didn’t use the center, uncontrolled buildings.  If you dig deeper into the rules, those are central to the game.  I’d like the rules to be a bit expanded and to provide a few more examples.  As it stands the rules are ok if you take the time to really read them, but you can’t just bust this game out and play in four minutes. 4.25/5

Execution– I like what comes in this box.  However, I have to whine about two things.  1-Stickers!  Tasty Minstrel Games loves to add stickers to wood.  It’s not as bad as say Village or Belford, but I hate having to put that on my stuff.  2-The card sleeves are nice, but I can’t fit my game into the game box now.  I’d like the box to be a bit bigger to accommodate the sleeved cards.  Normally, card sleeves wouldn’t be a problem as there something extra I’m adding to the game, but Tasty Minstrel Games gave out card sleeves as part of the kickstarter.  So, these are company provided.  Those things said, I do like how this game is done overall.  I like the art, the iconography, and even the wooden components.  Just give me some premade components as well as a bigger box, and I’d be thrilled! 4.5/5

Summary– This is a great game if you need something between heaver games.  It’s good in its own right, but you won’t get the two hour experience of a deep fantasy world.  That doesn’t make this game bad in any way, but it’s something to consider.  However, if you want to play a game that has about 1 minute of set-up and you’re then you’re in the middle of things, this is an awesome game.  The “realist” economy makes this game a fun puzzle, and the different races and fluff on the cards does bring you into the world of the game.  Even with having to put some stickers on wood, this is a great, quick game. 90%

Ring Side Report-Board Game Review of King of New York

Product– King of New York

Producer-Iello

Price– $50 here http://www.amazon.com/King-New-York-Board-Game/dp/B00KU9LQUO/ref=sr_1_1?ie=UTF8&qid=1429421137&sr=8-1&keywords=kings+of+new+york

Set-up/Play/Clean-up– 45 minutes (2-6 players)

Type-American

Depth-Light

TL; DR– A much improved second version. 95%

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Basics-Time for a rumble in the Bronx!  King of New York is a standalone game that builds on the popular King of Tokyo line.  This game follows a very similar turn order with some significant differences.  At the start of the game, all players choose which of the five New York boroughs they wish to start in, with the exception of Manhattan.  Like in King of Tokyo, a player rolls six dice, and can reroll some, all, or none of the dice.  Each die has six faces with players gaining different effects based on how many of each die each player rolled.  Lightning gives the player energy cubes for each die result that can be spent on upgrades.  Hearts heal the player one point for each heart result while not in Manhattan. Attack damages the player in Manhattan if the active player isn’t in Manhattan, or damages each other player not in Manhattan if the player is in Manhattan.  If the player in Manhattan takes damage, that player can leave, and you have to enter Manhattan instead!  If you start your turn in Manhattan, you gain energy as well as victory points.  The major differences between this and Kings of Tokyo come from the final three dice faces.  A new result is destruction.  Destruction results are spent to turn over tokens in each borough.  These tokens have two sides: red and blue.  Blue sides are buildings that usually provide points or healing.  Red sides are active military units that provide points or power cubes.  Both sides have a number that must be spent to either flip the token or to remove the unit from the board.  This brings us to the next result of Ouch!  Ouch! causes the units to attack players depending on the number rolled.  A one result causes the active player damage equal to the number of red tokens in the borough; two causes all players in the borough damage, and three causes all red tokens to attack all players!  Rolling three Ouch! results will also earn the player the Statue of Liberty Card worth three points.  This card can be stolen, however, when another player rolls three Ouch! results.  The final result is celebrity.  If you get three celebrity results, you gain the Superstar card, one point, and at the start of each round you gain an extra point.  This can also be stolen.  After all the dice are resolved, if no player is in Manhattan, you must move there.  If there is one monster there, you can move there depending on the number of players, or you can move to another borough.  Manhattan also has three areas that can be moved into over time, with the deepest area of Manhattan giving tons of points and energy at the start of each turn.  Finally, you can buy any cards available before ending your turn.  Play continues until there is only one monster standing or one player has 20 victory points.

Mechanics– Just like King of Tokyo, King of New York is about pushing your luck.  But this game feels a lot less like Yahtzee! and more like rolling for specific results.  The changes to attacking units, gaining celebrity, and damaging non-player characters massively change the results of this game.  Honestly, it’s a much deeper experience and one that I enjoy better than King of Tokyo.  Currently though, the monsters in each game don’t have any differences between each other.  It’s important, but not world ending.  This is just like the original King of Tokyo game, so I expect that an expansion is coming up very soon to fix that.  Overall, this quick, easy to learn, fun game that plays well. 4.75/5

Theme– I feel much more like Godzilla in this game than I did in King of Tokyo.  I don’t feel like I’m playing combat Yahtzee!, but instead I’m a 40 story mantis that is destroying New York.   The addition of buildings to destroy and units to fight really drive this home as well as deciding when to just put a ton of enemy units on a friend’s space and then get out of that part of town!  It’s not perfect though.  I don’t have difference powers between creatures, and the basic mechanic still somewhat takes away from the basic monster feeling that I’m supposed to have.  But, I don’t think that can be helped without a massive overall of the mechanics.  4.75/5

Instructions– Overall, the instructions are done reasonably well.  My main complaint is how packed they are.  I’d like more pages with more examples then the cramped four pages I get. It’s not unreadable by any means, and this game isn’t exactly the deepest game I’ve ever player, so overall the rules do a good job.  I’d just like them to be easier to read. 4.5/5

Execution-This is a great game for how it’s handled.  I love the art and the components.  I love large chunky tokens as well as heavy dice.  The box fits all the components well, and just like King of Tokyo; I think it will hold the expansions pretty well too.  The cards are well done, and the tokens all feel nice.  Overall, it’s a great box and presentation of what it contains. 5/5

Summary– I don’t think I’m going back to King of Tokyo.  I like that game, but I really LOVE this game.  I feel like a monster not a person playing Yahtzee!  Yahtzee! isn’t bad, but this is much better.  It’s got a few minor faults, but overall it’s a top notch game that represents the monster genre well. 95%

Ring Side Report-Board Game Review of Machi Koro Harbor Expansion

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Product– Machi Koro Harbor Expansion

Producer-IDW Games

Price– $20 here http://www.amazon.com/IDW-Games-AUG142812-Machi-Koro/dp/1631401688/ref=sr_1_1?ie=UTF8&qid=1429068035&sr=8-1&keywords=machi+koro+harbor   OR WIN IT HERE! https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Set-up/Play/Clean-up– 45 minutes (2-5 players)

Type-Euro

Depth-Light

TL; DR– This is how you improve an original with an expansion. 94%

Basics-TO THE SEA!  The Harbor expansion of Machi Koro adds several new things to the base game.  I’ve previously reviewed the base game here (https://throatpunchgames.com/2015/01/29/ring-side-report-board-game-review-machi-koro/ ).  First and foremost, the harbor expansion now adds a fifth player.  Next, the game completely changes the card availability mechanics.  In the base game, you roll a six-sided die, cards you or other players owned would trigger, and finally you could purchase any available building card or major landmark for your town, with the winner being the person who built all four major buildings.  This addition now mixes all the building cards together in a pile.  Cards are drawn and each different building is placed in a separate pile until 10 different piles are generated instead of having all the buildings face up and available at the start of the game.  Otherwise the game plays the same as before with the first person to build all their landmarks being the winner!

Mechanics– This expansion adds a new player and new cards.  That doesn’t sound like much, but adding the ability to play five people really makes this game that much more fun.  I can get this to the table that much more often.  Honestly, that’s awesome.  Next, the change in card availability is small thing with a huge impact!  Not being able to buy the same thing all the time massively changes the types of decisions made keeping you on your toes creating an atmosphere of positive stress.  This game moved from a simple game to an exercise in smart choices with limited resources.  Honestly, I WON’T play the basic rules again as this rockets the game from a simple Catan-ish game to its own stand alone masterpiece.  It’s still a game where randomness can really destroy a player’s chance.  That said, this game is even more fun now with the small changes added in the expansion.  4.25/5

Theme– The base game isn’t a theme powerhouse, but this game does build nicely on what was there.  This game is called the Harbor expansion, and one of the new landmarks is, obviously, the harbor.  What really improves the theme of this game is now some cards need other landmarks to function.  You CAN’T fish with a tuna boat if you don’t have a harbor to fish from!  It’s a simple addition, but now the cards make a bit more sense.  Also, the random nature of what pops up does make this game feel a bit more like developing a town as different towns try to attract new businesses.  It’s not perfect, but it’s much better!  4.5/5

Instructions– The rules are short, concise, and easy to read.  If you can manage the base game’s pages, then this games short addition is no problem.  It even clarifies some points from the original game that were somewhat fuzzy.  Well done! 5/5

Execution– It’s time for another video!  Watch my unboxing here: http://youtu.be/Dm8ZLiifjlA This expansion is more cards, some being new buildings, more landmarks, and an extra set of landmarks to add a fifth player.  The art is still the Machi Koro style you know and love.  Even, the box is well put together.  This is basically more of what I loved from the original Machi Koro game. 5/5

Summary– Machi Koro is a quick, fun game to begin with.  It might not be the eight hour Eurogame experience some players want, but thirty minutes for a four player game is pretty solid.  The Harbor expansion honestly ups the game to a new level.  It’s simple a better game by just changing the way buildings are reveled as well as the new thematic buildings.  Also, for less than $20, it’s a no brainer.  This is a great game with great additions that also allows for more players! 94%

We have some good news!  IDW Games has given me a copy of the base game to give away!  Want to win the game that started this all?  Click here and follow the instructions- https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Ring Side Report-Board Game Review of Splendor

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Product– Splendor

Producer-Asmodee

Price– $40 here http://www.amazon.com/Asmodee-SCSPL01-Splendor-Board-Game/dp/B00IZEUFIA/ref=sr_1_1?ie=UTF8&qid=1428287594&sr=8-1&keywords=splendor

Set-up/Play/Clean-up– 45 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– Excellent game with no story. 79%

Basics-Time to head to the mines! In Splendor, you play a gem merchant trading gems to gather mines while trying to impress the nobility.  At the beginning of the game, a number of noble characters are drawn equal to the number of players plus one.  Then, three decks of cards are shuffled, and three cards from each deck are displayed.  These decks all have different gems in them with one decking having cheap gems worth little to no points, another with middle value gems it in, and the final deck having the most expensive and highest point gems in it.  Below the gem decks are placed poker chips with the five different kinds of gems on them.  Each turn, players take actions to gather gem tokens or spend gem tokens to buy gem cards.   Each gem card has a cost in other gems on it.  The cheapest gems normally require between three and five gems, while the most expensive gems requiring over 10 gems.  On a players turn, a player can take one of four actions: gather three different gem chips, gather two gem chips of the same type if four gems of the same type are available, reserve a card by placing it face down in front of the player and taking a gold (wild card) token, and finally spending gem tokens to buy a gem card from reserve or from the available cards.  When a gem car is purchased, another is drawn from the deck.  This game has an engine building component as each gem card purchased has a gem on it.  Any purchased gem cards can be used in place of a gem token when purchasing another gem card on a one-for-one basis without having to discard or return the card.  Thus, building up your gem cards makes it easier to buy gems in the future.  Some gem cards have points on them, which are added to your point total.  Also, each noble drawn at the start of the game has a number of different gem types and amounts on them.  When you have that same number of gems and types of gems as the noble, you get that noble and their points for free on your turn.  When one player gets 15 points, play continues until every player has an equal number of rounds.  Then the player with the most points is the best gem merchant and is the winner!

Mechanics– This is where Splendor absolutely excels.  Splendor’s easy to master mechanics make the game a breeze for players of any age.  The game’s four actions are quick while still giving you enough meat of the game to think about what you’re going to do next and the engine you’re going to build.  It’s fast, fun, and brilliant.  5/5

Theme– And here is where Splendor fails.  The game doesn’t really have a story to build on.  I didn’t feel like a gemologist trading gems as I moved up the international mineral ladder to conquer my opponents.  I feel like a guy sitting around a table trading poker chips as I build a card gathering engine.  The saving grace for the theme of this game is the art and execution.  The art is nice, adding a bit of environment to the game while the substantial poker chips do add a bit of tactile feeling to the game.  If you want a strong story in your games, you need to look elsewhere!  Honestly, simply adding some more story in the rules would have made the theme stand out even more.  1/5

Instructions– The rules to this game are amazingly well done.  The rules are less than two pages, front and back.  It’s clear and concise while still having pictures to help with game play.  These are rules you can read in less than three minutes and get playing in five.  Well done!  5/5

Execution– I know the execution of this game is controversial with the battle lines drawn over the poker chips.  I’m in the camp where I mostly like the poker chips. These are not the standard cheap-o plastic discs with some stickers.  These are heavy duty, clay poker chips.  I like game components with some heft, and this game delivers.  Also the cards are nice, but they are a bit flimsy.  I’d like them to be a bit harder card stock.  The art is well done with great drawings of historical figures as well as mines from all over the world.  Even the box has nice dividers that really help package the game.  Overall, this game is well executed with only a few things I’d like to see changed. 4.75/5

Summary– This is a game where the score is not the great predictor of enjoyment.  I really enjoy this game and have gotten a ton of plays in.  But, if you need a story in your game for the most enjoyment, then this is one you want to pass by.  I don’t always need a story, but that part of a game does draw me in more.  However, if you just want some excellent mechanics then this is your game.  It’s fast, fun, and thought provoking.  Building the perfect gem gathering engine in the shortest amount of time is always a blast!  I can’t recommend this game to everyone, but if you want a fast-paced, quick, easy to lean Eurogame, then this is the game to get.  79%

Ring Side Report-Board Game Review of Abyss

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Product– Abyss

Producer-Studio Bombyx

Price– $40 here http://www.amazon.com/Abyss-Board-Game-Cover-Vary/dp/B00KU10PH2/ref=sr_1_1?ie=UTF8&qid=1427851039&sr=8-1&keywords=abyss

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

Type-Euro

Depth-Light

TL; DR– Amass an undersea powerbase quickly and easily in this great game. 95%

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Basics-Under the Sea!  In Abyss, each player is fighting to be the lord of an undersea kingdom.  Each turn players can do one of three things: explore the depths for cards, take cards that have been discarded by searching, or spend cards to get undersea lords for points.  When a player explores, the player reveals a card.  If it is an ally card, then every other play can buy that card from the player for one pearl.  Ally cards are one of five different undersea creatures with point values ranging from one to five.  As more cards are revealed and more are bought, the price of each card increases.  If the card is not bought from the player, then the first player can choose to pick up the card for free or leave it.  If the player takes the card, then their turn is over.  If they don’t take the card, the player then continues this process until they fill up a track with cards and are forced to take the last card also gaining a pearl.  In the exploration deck, there are also some monster cards.  These cards can be avoided, or the monster can be fought and the player gains pearls, bonus victory points, or possibly keys to buy locations.  In either case, the cards not taken are separated based on the type of deep sea ally they are and placed in different piles below the exploration track.  The second action a person can do on their turn is to take one of these piles.  The final action a person can take on their turn is to spend allies to buy an undersea lord.  These lords have a number of bubbles indicating how many different types of allies have to be spent, a number indicating how many total ally points have to be spent, a value for end scoring, and possibly a power and/or a key.  Also, when a player buys a lord, he chooses one of the lowest point allies used to buy the lord, and places that in front of the player for end game points.  If a player ever has three keys, the player has to buy a location either choosing from the current visible locations or drawing up to four, but all not bought drawn locations become available to all other players.  These locations provide end game victory points based on the lords or allies you have in play.  This continues until one player has seven lords or until a player can’t buy another lord.  Then players get points for the monsters they fought, the highest point ally of each ally type they put into play for buying lords, their lords, and their locations.  The player with the highest points is the new king or queen of the sea!

2015-04-01_1427846551

Mechanics– This game has the look of something far more sinister and complex than it really is.  It’s actually really simple once you get the rules down, and that takes less than two turns.  There is deep strategy, but it’s not so deep that you can’t have fun.  This is honestly as complex as Settlers of Catan with a different theme and a bit more player interaction and memory.  The three actions you can take on your turn are really self explanatory, and play fast.  There are some problems like players have no hand sizes.  One player in one of my games just kept taking cards.  He ended up with over half the deck of allies at the end of the game.  He didn’t win, but that can make the game drag a bit.  Unlike some Eurogames, this one has tons of player interaction, so who you play with can really impact your enjoyment.  That aside, if you like some quick thinking with a bit more auction mechanics than Catan that is a good intro to middle complexity game, this is a great game to add to your collection.  4.75/5

Theme– This game feels dark and mysterious, just like the undersea.  As a player you do feel like you’re building a support base for yourself by first getting the commoners on your side, then moving to the lords before you move on the throne.  It all feels fun.  The art really hammers home the feeling of being in a deep sea kingdom too.  It can seem a bit too oppressive at times with some of the art bordering on gothic macabre, but even then it’s still amazing art!  4.75/5

Instructions– The rules do teach this game really well, but this is a game you can’t just open the box and play.  The mechanics are well done, and the rules teach them easily.  My only real problem with it is that some of the leads are buried with small, important parts of gameplay kind of put in the middle of paragraphs.  I bought my first lord without realizing I should then have put an ally in front of me for end game points.  The rules are well done, but this is a game whose rules you should read by yourself before you bust it out on the table with friends.  4.5/5

Execution– This game gets a five out of five for presentation alone!  Much like most of the games I’ve been reviewing lately, I’ve made a YouTube video (http://youtu.be/nAGFEi1FldE).  The game is amazing.  The art is great.  The writing is clear.  And even the box looks good.  The little plastic shells for the pearls are the cherry on top of this game.  And, when you’re done conquering the undersea nobility, the pieces all fit back into the box with nice custom cut places.  Well done! 5/5

Summary– I really love this game.  It’s got a great theme with some amazing mechanics that make this a blast to play.  Building up your undersea alliances with different nobles for power is quick, fun, and easy to do with the sleek mechanics of this game.  It’s got a few minor faults like some player mechanics that can be made less fun depending on who you’re playing with and a few smaller problems, but overall if anyone wants to play this game, I’ll be one of the first to come to the table! 95%