Showing posts with label fourth player wins. Show all posts
Showing posts with label fourth player wins. Show all posts

13 June 2015

Player Agency

Very quickly before I begin: Asphodel has been funded! There's a little bit of time left if you want to get a copy of your own: if you haven't pledged already, you have until 10:51 AM CDT (which is 15:51 UTC (3:51 PM for those who don't use 24 hour time) on Sunday 14 June, 2015 to head over and throw some money at this awesome game.

Now on to the post.

We had Board Game Night last night at the Game Dork household. One of our guests brought his copy of Kill Dr. Lucky and we ended up playing it. Perhaps you'll remember I reviewed that game a few years ago. If you remember that, you probably also remember that I didn't care for the game.

The version we played last night was not the one produced by Cheapass Games. It was the Paizo Games edition, with proper cardboard pieces and lovely, full-colour artwork. There were some tweaks to the rules as well, which made it a little better than the version I played originally.

15 March 2009

Board Game Review - Kill Dr. Lucky

In one of my previous posts, I mentioned the game Kill Dr. Lucky. I think the time has come for me to review that game. As always, we start with the numbers:
Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, andmakes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take.
Strategy: 2
Randomness: 4
Complexity: 2
Humour: Implicit
Attractiveness: Average
Expected Length of Game Play: one-half hour to one hour.

03 August 2008

Munchkin Quest

I just read a review for the forthcoming Munchkin Quest board game by Steve Jackson Games.

For those that don't know, this game is, in essence, converting their popular Munchkin series of games into a board game. The Munchkin games started with the first Munchkin set, and was supplemented by six expansions, all of these being set in a typical fantasy setting. The idea is that it's making fun of the standard D&D game, which is a bunch of power gamers and/or butt kickers running around a dungeon killing monsters and taking their treasure. The cliché is "Open door, insert sword, collect treasure." And Munchkin trades heavily on that cliché.

The game consists of two decks of cards: the first is the "Door" cards. Your turn consists of "kicking down a door" (drawing a door card). Most of these are monsters, which you fight by comparing your level to the monster's level; the higher level wins. If you win, you are rewarded with an increase to your level and a number of "Treasure" cards (the other deck). If you lose, you have a chance to run away, and if you blow that as well, then "Bad Stuff" happens (exactly what Bad Stuff depends on the monster you're fighting). If the door card is not a monster, it will serve as a "game effects" card, allowing you to affect the game play in some way.