While I found the legacy game in Terminal Directive sort of ‘blah’ I do feel it’s a great expansion to pick up. If anything just being a great value for your dollar for the number of factions it supports, adding a lot of quality cards to your pool. However a running joke from folks is the size of the box. It’s huge and the stuff inside takes up a miniscule amount of space.
Another thing looming for Netrunner is that rotation has finally hit, and a new core set will be out in a few months. So I wanted to think about making an insert for my box keeping all my playable cards in one place, with rotated cards being stored in my old core set box. I was all set to make something out of foam board and then I ran across custom box insert for Terminal Directive from Go7 Gaming. They offer organizers that are laser cut into HDF board. The product itself is a series of cut sheets in a ziplock bag, with a nice diagram instruction sheet for assembly. I also picked up a set of additional dividers.
They are cut exceedingly well and for the most part pop out with minimal force (almost with just a tap of the finger). However I will say some extra care has to be taken when removing the larger sections for the card organizer pieces. These took a little more effort and care to separate but mostly due to the fine edge cuts for all the individual teeth of the organizer section. The edges are cut with minimal scorching and practically no soot. I’d still give each edge a one over with a damp towel to make sure, but I didn’t notice any black smudges on my fingers handling the pieces.
Assembly was easy. The pieces fit together tightly and held in place, even without any glue. Just a dab of white glue on some key joints and I was able to assemble it in no time. However be sure to be patient and let the organizer sit overnight before throwing in your cards. Take care to read the instructions also. They are easy to follow but the pieces are similar in shape and the organizer certainly has a specific order for assembly. Best to make sure most of the pieces stay in their board mounts, and separate only the ones you want to work with instead of punching out all of the pieces at once.
The divider offers four main sections, with individual divider pieces. The individual dividers don’t require any glue and hold in place fairly snugly. The organizer also sits elevated in the box to provide some storage space for the campaign rules. A nice touch for allowing you to keep everything in the box and still allow easy access to cards.
I have my cards in Pro-fit sleeves. The capacity for the organizer is very generous. I was able to keep all my runner and corp cards from a single core, the big box expansions, and a few additional copies from draft decks all together. The only downside is the material adds some heft to the box. Other than that for about $20 you get a nice little card organizer. Yes, you could build your own out of foamboard. However the ease of assembly, time saved on design and construction, and an end product that is very sturdy material makes the Terminal Directive Go7 Gaming box insert a wonderful buy.
From Czech Games Edition, Codenames is a 2-8 person party game (4+ if you wanted a competitive game). It’s a light, word matching game where two teams pair off trying to correctly guess a number of cards before the opposing team does.
Each team has a codemaster that offers clue to their team. A series of cards are set down in a 5 x 5 grid along with a master key diagram. The key diagram indicates which team goes first and which word cards offer points to a team. Almost all of the cards in the grid will give points to one team or the other.
The codemasters take turns offering a single word clue and a number. The hint word should offer some clue to a matching word among the cards, while the number indicates how many cards could match that hint. As an example I might say Banana 2 in hopes that my team selects the word cards Yellow and Fruit.
Each team chooses one card and the cluemaster indicates if they were correct scoring a point for their team or, if they were wrong, scoring a point for the other side. If they were correct they can keep going. Finally, if they manage to select all the correct cards they have the option of choosing one additional card in hopes it’s the right one to score more points. The team with the most points wins the round.
Choose the wrong card for the other team? They immediately lose their turn and the other team scores that point. Also mixed among the word cards worth points are innocent bystanders. These cards not only are worth no points but also end the turn immediately (not allowing a team to try and guess additional cards). To add more tension, one spot among the word cards is an assassin. If a team selects a card that matches an assassin position on the key card diagram, they immediately lose.
It can be very challenging. Offer a poor hint, or potentially too high a hint number, it increases the odds they score a point for the other team (or even lose the game outright). But give too many hints specific to just one card, while being safe, you can find the other team slipping ahead, correctly guessing a majority of the cards with a bold, gutsy multicard hint. It has a wonderful push your luck feel as well as being a clever word matching game.
The Good – It’s a fun, light word game that is great for parties. You can play with odd number of people and still get a rather balanced game. The cards are of good stock and the dual print design is a clever idea. After you select 25 cards and play a round, you can simply flip them over for another round minimizing the fuss of setting up another game.
The Bad – You are certainly dependent on the quality of hints from one player. A botched clue round can likely sink a team’s chances of winning. As a small point, it’s not quite that universal of a game as the words are all in English. For people that speak English as a second language, they might have a difficult time as it’s essentially a word matching game.
The Verdict – Codenames is a quality party game. Fast setup, light rules, and quick play, you’ll get a lot of enjoyment from it. There are a large number of double sided cards (200) allowing for a variety of combinations, and 40 keycards means you will get a ton of replay out of it. A great choice if seeking to add a fun party game to your collection that uses word matching as a key element of play.
As I mentioned a long time ago I decided to break off from my typical 20mm scale for Bolt Action and try building a force in 28mm. I settled on a Russian platoon and got the bulk of my troops from Wargames Factory. Their boxed sets are nice but heavy weapons teams were non-existent. I looked around and settled on Plastic Soldier Co. as an alternative.
They have a pretty complete range of Russians available in 28mm. I had gotten the 45mm anti-tank kits and liked them. So I was eager to check out their heavy weapons sets too. There are 2 sets of sprues that come with each box with a variety of models for mortars, MGs, AT rifles, and other crew members.
For mortars you have both minis for the 50-PM 41 as well as 82mm medium mortars. Interestingly, the 82mm mortar has a rectangular base plate. I thought they typically had round base plates, so this might be some variant.
There are also two sculptures of minis armed with AT rifles. One is prone firing the weapon and another is carrying it. Along with the AT rifle troops are prone loaders.
Akin to the AT rifle models, you have Maxim M1910 MMGs in poses either being fired or transported with 2 crew (which I didn’t assemble). There are additional crew members but they don’t appear to be feeding the MMG directly or hauling ammunition. I am using a few as spotters for my mortar teams and possibly field them as artillery observers.
The models are pretty good. They have enough detail to stand out if painted, but I will admit they aren’t as crisp as some other minis I have from different manufacturers. Nonetheless you cannot beat the price, variety, and quality of the kits. They are a great value and not bad if looking for a number of heavy weapons to round out your platoon.
From Red Raven Games, Above and Below is a worker placement, resource management game, with a dollop of storytelling. For 2 to 4 players, each oversees the expansion of a village, slowly recruiting new villagers, and constructing new buildings to make your community flourish. However the location you established your new home is over a series of inhibited caverns which beckon to be explored further.
The game is played over a series of rounds. Each round a player activates a worker and conducts a specific action. This can be to harvest resources and gain coins, or to use coins to purchase new villagers and buildings. The worker you select is moved from a ready section on your individual play board to the exhausted section, indicating the villager have been used for the round. Play continues until every player has passed. There are a few free actions that can be taken which don’t require the use of a villager, such as selling and buying goods from other players.
At the start of each round, villagers move from the exhausted section on your player board to the ready area. However you are limited by the number of bed icons in your village. If you have only 3 beds and 4 villagers are tuckered out from working, you will have one of those villagers still too pooped to do anything the following round. There is a way around this using a special cider resource that acts as a temporary bed (spending the cider resource in the process). Note also that not all villagers can do the same actions. Some actions like constructing buildings, or training new villagers require a one with the appropriate icon on them (indicating their specialty).
In addition to readying your villagers, you also gain coins depending on the variety of goods you possess. Your outposts and buildings can produce goods, but it takes an action to harvest them. The value of the goods moves along a track in set increments. It does not matter the number or specific type of good, only the variety of goods matter. However the trick is that some goods are either rare, uncommon, or common.
Interestingly, you likely want to harvest rare goods first, as they are difficult to attain. It’s the common goods that you want to stack up and harvest later. Not only will they be worth more coins but they also offer more victory points (which I’ll explain in a moment). Note that if a player gains more goods similar to those already harvested, they stack up on spots already occupied on the player’s board and not in a new position on the goods track.
At the end of the game, a player will gain victory points based on the value of constructed buildings in their village. Certain buildings also have special end game goals. Some goals award bonus points for having the most villagers or the most buildings. Some may award extra points for certain types of goods, etc.
In addition to this you have victory points awarded for the goods harvested. You get points for each good you have, however their value depends on what spot occupied on the goods track. So a great strategy is to try and get uncommon and rare goods first to occupy the lower victory point spaces, as you won’t accumulate as many of them. Instead you want to wait on harvesting the really common goods as you can gain a lot of them easily, hopefully being worth more points individually at the end of the game.
All of which I described is your basic worker placement, resource management, engine building game. You get workers and buildings to produce certain goods and try to work out some special combo that will award you bonus points, giving you a goal to work towards earning as many victory points as possible. The twist however is the explore action.
As mentioned before, your blossoming village sits over a series of caves. As an action, you can send villagers down to explore the underground caverns. Almost every villager is capable of exploring, however their skill in doing so varies. You must first select at least 2 villagers to try and explore. You then draw a special cavern tile and roll a die with the result indicating what passage to read from an included book. The passage will present a situation and a choice for the player, along with the number of successes (lanterns) needed. The player states what choice they will make and rolls some dice.
The number of dice and chance of success is indicated by the icons on each villager. Some villagers are very able to explore and will award a single lantern on a 2 or better. Others may be more difficult to obtain lanterns but can potentially award more of them at a single go, while some, well, are just plain awful at exploring. If you obtain enough lanterns (successes), you are awarded a special reward along with the cave card that functions like another building. Fail and you get nothing. However you do open up a slot under your village, meaning you can later construct an outpost to occupy the caverns you tried to explore.
Some decent rewards can be obtained while exploring, not to mention effectively getting a free building. Even if you aren’t successful, you can still open up a slot to purchase unique cave outposts for your village. Also many rare goods can only be found exploring the caves. However some of the challenges while exploring can be dangerous. You might have a villager injured. Being injured is effectively a further exhausted step on the player board. At the end of the round they can be moved up to the exhausted slot using a bed, but will still be out of commission for the following round.
The Good – It’s an enjoyable little worker placement, resource management game. You have limited options and are under a short time frame to do them. There is so much you want to do during your turn, but the opportunities for doing so are limited. Meaning you have to strive and make the best choices possible. As with a lot of worker placement games, you are also in a race with other players. Take too much time getting enough coins accumulated and you might find that building you wanted scooped up by another player.
There are opportunities to do a little trading. Some resources are only for manipulating the status of workers. But as you have so few workers which recover only through having enough beds for them to rest in your village, you begin to explore other options to get villagers ready for the next round. So while cider and potions might not offer any coins or victory points, they can allow you to recover more workers for future turns.
The icons and design of the cards and tiles are well done and easy to read. The art is also interesting with a simple, muted, fantasy look. The components are well made and are of thick stock. The explore book is spiral bound, but is of good quality pagestock.
The Bad – I sometimes find the game could go just one or two more turns to really get your engine built. You can occasionally get stuck with some poor building and villager choices. There are ways to clear out buildings and get new ones, but it costs precious coins. While you can always get something out of the villagers or buildings, you might be wanting to work towards a specific goal and can’t quite snatch up the perfect villager and/or building to make your engine. So the randomness can be irksome. There is also a little bit of a learning curve as icons on the cards could be a little cryptic at times.
The exploring of the caverns is also a mixed bag. In reality, the number of villagers and lanterns you obtain rarely have much impact on the outcome. You can get lucky and snatch up a great reward, or you could be immensely successful and just have been stuck with getting a challenge awarding you only a measly common good. Despite the original feel of engaging choices through exploring, you begin to see a common thread in the types of choices you have. The explore portion of the game can be wildly unpredictable. So much so that it can feel the rewards are not worth the villager resources needed to commit to doing it.
The Verdict – At first glance this is your typical worker placement game which is not too innovative. However what sets Above and Below apart from other similar games is the cavern exploration. Yes, you get a certain vibe from the explore situations and they can be a little predictable. Be heroic and you’ll likely gain more reputation and likely more rewards. Act like a jerk or run like a coward and you’ll take a hit to your reputation (losing victory points) not to mention walk away with nothing. However I find this part of the game central to its charm.
You end up with this storytelling feel from the game as you play. Sure you can dump the theme and just go through the motions expanding your village, robotically gaining workers, and erecting constructions. And you can take a similar approach to the exploration portion as just a mechanical exercise. But if you embrace the narrative aspect of it, the exploration action can be a fun part of the game. And that opens up the experience such that you aren’t just building an economy engine, instead you’re recruiting people to slowly expand your village from a simple hut to a thriving community, with a vast number of cavern outposts to match the bustling structures you have above ground.
Above and Below is too light and likely too random for those wanting a deep, heavy, resource management game. However it has enough meat in the mechanics to make for interesting choices, which in turn results in the village engine you create though the accumulated buildings, outposts, and villagers satisfying. Wrapped up with this is the storytelling experience while exploring the caverns below, offering a choose-your-adventure style of play. It’s an enjoyable game. A worker placement game with a twist and worth picking up.
Terminal Directive, the new expansion for Fantasy Flight’s Netrunner LCG takes a different approach from past big box sets. It presents itself as a small, mini legacy campaign. For 2 players, each side takes control of either a mega-corporation or a cyber-hacking runner trying to unravel a mystery. Not to give too much away from the story, in this near future mankind has colonized the moon and other planets. Labor is mostly done by either genetically engineered clones or androids operated by sophisticated AI. Androids are particularly ubiquitous in the Netrunner world and adhere to something similar to Asimov’s Three Laws of Robotics, they can’t kill a human….or so everyone thinks. Because that is just what Terminal Directive revolves around, an incident where an android has apparently murdered several humans.
The game incorporates a legacy element. Each player accesses a particular set of cards detailing the story. They are offered a choice between two major paths, a proactive stance taking the ‘predator ethos’, or a more reactive, defensive position as a ‘protector ethos’. These choices dictate what special cards might be added to the player’s deck. In addition special tasks and abilities are added to an individual playerboard. As the player completes certain actions during the game, they mark off their progress and eventually may attain permanent abilities and effects.
Some actions might be related to trashing a certain number of corp cards, or giving a player a certain number of tags. Some are conditions that the player wants to avoid (eg. the corp player cannot spend a click to draw a 2nd card during their turn). If they break these conditions they get some cards that are detrimental to their deck, hindering their actions during future games until they can remove them by completing certain in-game events.
As you play through the campaign, more story is revealed. Additionally as you achieve certain game conditions, you get new abilities, new cards, and an ever expanding number of ethos choices. Much of the game is hardwired in choices to try and allow the opponent to catch up some initially. This is either done by introducing handicaps to the other player, or allowing the player lagging behind access to more powerful cards. Eventually though after 9 or so games, you will come to the end of the campaign with a final winner.
You are free to use what is available in your card pool for your deck. Also in between games you can freely change the composition of your deck (aside from your ID). However I feel the game is really centered on working with just cards from the core set. If you throw in access to a bunch of cards from different expansions, you might get some wonky play from the legacy campaign.
Terminal Directive is an interesting take on the past expansions for Netrunner. Because in addition to the campaign specific cards, stickers, playmats, and legacy elements are 163 cards split between 4 factions. HB, Weyland, Criminal, and Shaper all get new cards and IDs, including some faction-specific agendas and a few neutral cards. Unlike the campaign specific cards, these are all tournament legal. The breakaway from the past focus on 2 specific runner/corp factions of past expansions is a pleasant addition to the game. You will want to add these cards too. This set has some solid cards that will supplement just about any faction deck.
The Good – It’s a departure from past Netrunner expansions that offers a minigame with a narrative mystery story. The legacy format and progressive decisions help make for a different experience from your typical Netrunner game. As the cards go, it is a solid expansion adding a lot more options to the core set. The components are typical for your Fantasy Flight card game offering quality cardstock and art.
The Bad – The legacy game is clunky. There are a lot of small conditions to keep track of. Overall the game does a decent effort of trying to reign in an early runaway victory, but momentum of several wins are hard to break, especially if your opponent fails to stave off their initial caution task (adding more hindering cards to their deck). Even for an experienced player, you need to slow down your gameplay making sure that each action doesn’t trigger any game conditions.
The legacy game also has points where you need to access specific cards and objectives once their conditions are met. While cards are added to your deck between games, you have to immediately update your PAD playerboard, breaking up the flow of the game. The narrative of the story is also clunky. It would be so much better having options of the story based on the ID you selected. Instead you get a story based on some unseen third persona that feels tagged on. Overall the story is rather underwhelming.
In addition, I wish more was also put into the packaging. You get a clump of cards broken up by being either corp or runner, rather than individual packs for each section of the story. Lastly there is a ton of empty box space. So much so that the actual contents are deceiving given the huge empty box.
The Verdict – The legacy game within the expansion is underwhelming. You do get a different player experience going through it and I dig FF trying to explore different play styles with Netrunner. Some parts of the legacy game work but others don’t. The biggest damning flaw is that the story progresses independently from the Terminal Directive IDs you choose. For such a supposed emphasis on the choices and evolving narration it’s sort of a let down that you have no real control over the major players of the plot. Nonetheless it’s a departure from the common Netrunner game and while it’s a mixed bag, overall I appreciate the different experience it provides.
However you can’t ignore that it is an expansion for people currently playing Netrunner. In that light it is a solid purchase. If you just have the core set and wondering what to get next, Terminal Directive is the expansion to buy. For the money spent you get solid cards that build on 4 different factions and also has a small legacy game to mess around with. Long time players are also going to enjoy the card selection and as it’s considered a big box expansion, the set is exempt from rotation. If looking to delve more into the world of Netrunner or currently a rabid player, this is a great purchase.
[TIP: If you want to stretch out the life of TD, scan all the stickers instead. You can cut and paste them onto a copy of the playboard. I also scanned copies of cards with updated text and kept them aside as a reference during play. If you read the story cards to yourself and work with copies of the provided stickers, you can play through both sides of the campaign with one box avoiding the legacy elements of ripping up cards and adding permanent abilities to the PAD sheet.]
Gamewright offers Sushi Go! which is a simple drafting game for 2-5 people. Players pretend to be sitting at a restaurant quickly snatching up tasty sushi from a conveyor belt. At the end, the hope is to have assembled the most delicious combination of dishes for an epic sushi meal.
Play is rather simple. A set number of cards are dealt out. Each player selects and plays one card, and then passes the remainder of their hand to the person next to them. This is repeated until all the cards are played. Cards are scored and then discarded. A new hand is dealt and this is repeated for another round. At the end of 3 rounds the player with the most points wins the game.
A few cards offer a flat amount of points, but most cards work in sets. Some require another card or two to be worth points. While other cards offer points for having the most of that type, and some even offer points having the second or third most number of cards. A few cards even can multiply the score of other types. Lastly you have the pudding dessert cards.
Unlike the other cards, puddings aren’t put into the discard pile at the round end. Instead they remain face up and continue to be added to as a set. They offer no points at the end of each round. Instead at the end of the game the player with the most pudding dessert cards gains 6 points, while the player with the least cards loses 6 points (if you have no puddings you are safe). As you continue to play cards until all of the dealt cards are exhausted, it’s quite possible to get stuck with a pudding card.
The Good – Sushi Go! is an enjoyable drafting card game. The cards are decent stock with colorful, cute art. Not to mention that as it primarily deals with numbers after a few plays you could almost say it’s a language neutral game. It’s simple setup and efficient packaging makes it a great travel game too (but mind you’ll still need some paper and a pen to keep score).
The Bad – While it’s a light game that plays quickly, it can get a little repetitive. There is some strategy to choosing what card to play, however there is also a lot of luck. This is especially true of the first few plays each round as you really have no idea what cards are being circulated around. One bad pass near the end and you can get sunk with having to play a card worth little to no points (or be stuck with a single pudding dessert tanking your point total for the game). If only plays up to 5 people, just squeaking it out of that player number range of being a good party game.
The Verdict – This is a wonderful drafting game. While it can’t seat the numbers to quite make it a good party game, it certainly is a great family game. The bright adorable art, fast play, and simple set matching make it something younger children can pick up easily after a few games. But the simple play is a little deceptive.
This isn’t a meaty drafting game like 7 Wonders or Among the Stars but there certainly is some strategy here. You have to be mindful of what other players are selecting and figure out what they might keep and what they’d be willing to pass. Do you gamble and work on a 3 card set for a chunk of points, maybe you play a worthless card to ruin another player’s chance of doing the same, hoping to get something good on the next pass. These can be enjoyable decisions and something that makes for a fun, light family game while also having enough engaging game play to keep adults entertained. A lovely little card drafting game that’s well worth picking up if looking for something to serve as a light filler for an evening.
I vary some with sleeving my cards for games. Usually I don’t but some games where you handle cards a lot or need to shuffle in select sets of cards like deckbuilder games, I usually sleeve them. When I got into Netrunner I decided it a solid idea to sleeve my cards and went the route of at least using perfect fit sleeves for them. For a lot of my gaming I am super casual, so no need to have opaque sleeves, but I figure if I ever hit up a tourney I’d have an easier time if I used snug fitting clear sleeves. So I set about getting some that turned out to be a bit of a mixed bag.
Mayday green – Stated dimensions of 63.5 x 88 mm, these at first blush these looked a winner. They were reasonably priced, and interestingly had some overhang at the top but it was minimal. However of the three packs I got, I ended up regretting my purchase. Seems one of the packs might have been stored under something as many of the individual sleeves and sleeve pockets were stuck together needing to be peeled apart.
Separating them didn’t help. Despite vigorous cleaning of the sleeve surfaces, I ended up having cards that always got stuck together. It was horrible. I would have cards that clumped up when shuffling or I’d end up picking up multiple cards when I drew. I even would be struggling to find copies of cards to only find out they were stuck to the backs of other cards. You can see a photo of how bad some cards stuck together (note there are 4 cards I’m holding).
KMC perfect fit – With dimensions of 64 x 89 mm, another big name brand was KMC, a japanese product of perfect fit cards. These were the real deal. A snug fit with no overhang compared to the Mayday cards and best of all, no problems of sticking together. A touch more expensive but worth it. The downside was they could be hard to track down, so I looked at some other alternatives.
Ultrapro Pro fit – Dimensions at 64 x 89 mm, I heard some horror stories for certain card types these were too tight and could bend the cards they were sleeved in. Maybe a few years ago this was the case but whatever manufacturer glitches they had, they must have worked them out. These are a snug fit without bending the cards. Best of all they didn’t clump up or stick together like the Mayday sleeves. A good choice if I couldn’t pick up KMC sleeves. They also matched up well enough in size if I had the two sleeve types mixed together, as I couldn’t notice a difference between the two.
I won’t say the Mayday sleeves ended up a complete wash. I think for the right kind of game, they work well enough. For my Combat Commander: Europe cards, they work great. Those cards are a bit larger than my Netrunner cards and are of thicker stock. So sticking isn’t much of an issue. I also used Mayday sleeves with my Race for the Galaxy and Dominion games. You don’t really need to shuffle those much and at least with Dominion, you are working with 30 cards or so which doesn’t seem to be that hard to mash a few cards together if they clump up a little.
However for my Netrunner decks, I’ll certainly be going with KMC or Ultrapro clear sleeves from now on. They fit snug and simply didn’t suffer from the sticking I saw with Mayday.
Fantasy Flight has a lot of games with the Lovecraft theme and decided to jump into the Living Card Game (LCG) pool with a card version of sorts of their old traditional board game sharing a similar title, Arkham Horror: The Card Game. It’s a cooperative, 1-2 player LCG deck builder (but with a 2nd core box and likely more expansions up to 4 people can play). Players are investigators that discover there are terrifying things that go bump in the night but being the heroes they are, fight to ensure the safety of mankind. Sadly they’ll likely lose their lives or sanity in the process. The game is designed to play specific scenarios which can be just a one off session. However it really is designed from the ground up to form a longer linked campaign.
In the box you’ll find lots of cards which are split between those used by the player, and those for a 3 scenario campaign story. The cards for the campaign are generally split into locations and story events for a specific scenario, and other cards which form the encounter deck. The encounter deck represents different obstacles, challenges, and creatures the players run into during the game. Each story has it’s own set of locations and different pools of cards that are used to create the encounter deck. As it doesn’t have a static composition for the entire campaign, you will find some scenarios have unique challenges and monsters.
In broad terms each turn is split up into different phases. The first is the mythos phase, where a doom token is added to a scenario (agenda) card. Whenever the number of tokens match the value on the card, something horrible happens and the next agenda card for the scenario is put into play. Then continuing the mythos phase, each player in turn draws a card from the encounter deck. This encounter deck will be adding more monsters and unfortunate events for the players. In short, something terrible always happens to every player and they are in a frantic countdown before even more bad things happen as the agenda deck advances.
Afterwards the players have their turns. Each player has 3 actions which can be used to play cards, move to different locations, or do a core activity in the game, carry out an investigation. While each turn there is a slow accumulation of doom tokens, the players are rushing from location to location to try and accumulate clue tokens through investigation. If they gather enough clues, they get to advance a different set of scenario cards (act cards) commonly resulting in something to their benefit.
This is really the heart of the game. The players have to slowly accumulate enough clues through investigation to discover what is happening in the scenario and finally learn the major objective needed in order to advance the campaign (destroy a monster, gather enough clues in an area, succeed enough times with a particular skill, etc.). All the while the evil agenda cards are accumulating doom tokens and reaching story milestones that ratchet up the difficulty. Commonly for most of the scenarios there isn’t a hard failure, just punishing effects that wear down the investigators forcing them to capitulate the scenario. At least until the end of the campaign when players learn they either emerge victorious or gibbering madly from being driven insane (or a turned into a pile of bloody goo).
Players will continually be making skill tests. Each investigator has varying levels of 4 select skills measuring their reflexes, physical prowess, mental will, and how clever they are. If this value is equal or higher than a target number, they succeed at their check. Players can play cards to bolster these values. Every card will have some skill icons. For each one that matches the test being taken, they add to the player’s total skill value. It’s not so cut and dried though. For each check a player pulls a random token which modifies their skill total (and the tokens are immediately returned to the pool). Most of the tokens offer a penalty roughly 75% of the time, with some even making the check fail automatically. Essentially this is like rolling dice but with an uneven distribution of results.
As mentioned, cards can be discarded from a player’s hand to boost the skill value of an investigator, and other players at the same location can also contribute to checks. This offers a feeling of working together for key challenges. While a handful of card types are only related to skill checks or one time events, most provide a static bonus or abilities as permanent assets. Players pay resources to put asset cards in play with some being limited to available equipment slots for an investigator. An investigator can only carry up to two assets in their hands for example. Meaning if they had a flashlight and a knife, they’d have to get rid of one of them if they wanted to equip a pistol. Some assets are followers and can provide exceedingly useful abilities (as well as be a buffer for physical and mental damage), but a player may only have one follower in play at a time.
While assets offer static bonuses and reusable abilities, the cards can also be used to boost skill checks. This makes for a fun choice during play. Do you discard an asset to help with a critical skill check? Or do you push your luck hoping to make a successful token draw, so you can put that asset into play as a resource for other actions in the future? While cards that are discarded can eventually return to the draw deck (once a player’s deck is exhausted the discard pile is shuffled and made into a new draw deck), commonly players will not get a chance to see that card again for the game. It certainly has that push your luck factor and can be an agonizing choice sometimes.
Players can play investigators of 5 general class types from bookish seekers, to rough and burly guardians, to mythos sensitive mystics. Each class also dabbles in another investigator class type. These restrictions mean that there will be investigator cards that the player cannot use (being of a different class type) which encourages having another different investigator in tow to tackle a scenario. For a solo player, they have the option of playing one investigator as a true solo experience, or instead have a second investigator in play.
In addition to challenges being thrown at the players from the encounter deck, they can also can run into horrible monsters and fiendish human villains. These enemies will do damage to health and/or sanity. If a player ever reaches zero they are out of the game (but not necessarily out of the campaign). Players find they can either attack an enemy directly to inflict enough damage to kill it, or evade it by essentially stunning it for a round. Evading a creature can be critical. If a monster is ready and engaged with a player, any time the investigator takes an action that isn’t to fight or evade, the enemy gets to attack. This can be brutal as a player trying to move, draw cards, or play cards from their hand will always be having an engaged monster attack them. If they can evade the creature, they can then act without risking an attack of opportunity.
Another kink in the player’s plans are weakness cards. Every investigator has one card that is specific to them which provides some impediment. In addition, one additional random weakness card is added to a player’s deck. Out of 30 or so cards then, 2 of them will be some type of hindrance to the player. Every turn a player must draw a card from their deck, and they can also use actions to draw. While a player is putting assets into play and using cards from their hand to help with skill checks, they will quickly be going through their deck. Yet every time they draw, they are getting closer and closer to drawing a weakness card.
This is an exceedingly clever mechanism. Most cooperative card games depend on the card draw flood. You want to be drawing as many cards as you can to have multiple options during your turn. This curbs that strategy. Some investigator weaknesses can be crippling if a player is unprepared. The player will find the flow of the game changes where they are at a point of wanting a lot of cards and looking to draw that weakness card early in the game (where they have more resources to handle it effectively), compared to getting it later in the game during a critical time when every action and card counts.
While you can get wrapped up in how Arkham Horror is a board game, you can’t neglect that it is a LCG deckbuilder. There are strict rules for constructing a player’s deck. Aside from class card composition, players can only have 2 copies of each named card. As players go through a campaign they can earn experience which is used to purchase more powerful cards (or replace existing ones with more efficient versions). You are limited to decks of a particular size, so you will be continually throwing out cards to make a place for new ones. While the rules recommend starting with some pre-constructed decks, players will eventually want to dabble in making their own.
The Good – It’s an enjoyable implementation of the original board game that has a narrative, choose-your-adventure style of play. Many scenarios will end with multiple options and the decisions, successes, and failures from one scenario have an impact on future games. Cards have enough keywords and varying game elements to allow for some interesting card combinations. While you can certainly go the brute force route of dumping cards for bonuses into skill checks, there are some nuances to explore.
This also comes about from the enemies and challenges that the players face. Aside from hard numbers for wounds, damage, and combat skill values, some creature cards can also have abilities making them play a little differently from other monster types. Combined with limited resources, actions per turn, and the clever implementation of weakness cards, players will have lots of engaging choices during play.
The random tokens for task resolution is also a great idea. You can tailor the pool of tokens to make for an easier or more difficult game. With 5 investigators out of the box, you can get a fair amount of replay from the base game. The solo option is also enjoyable which doesn’t stray too much from the play experience you get with an additional person at the table.
The cards are standard playing size and of good quality with wonderful art. The tokens are of nice card stock and are an excellent means of keeping track of damage and resources maintaining that tactile feel.
The Bad – The token draw for skill checks will likely drive some players crazy. You can typically count on it being a bad modifier, meaning you always have to try and get your skill value +1 or +2 over the base number. This can be for naught as there is a 1/16 chance (if using the normal difficulty) of failing automatically. I like it, but I can see some might find it mechanically jarring, heavy handed, and too luck dependent.
The other criticism isn’t too easy to dismiss. You have a short campaign out of the box of three, linked scenarios. You can get a few replays out of the campaign, but some of the scenarios are going to be repetitive. The mystery of exploring different locations and advancing the scenario story will seep away and your will be shifting to a purely mechanical play mode. This is compounded due to it being a cooperative game with automated enemy actions.
Lastly due to the limited card pool and rigid deck construction rules, you really can’t get a deep deck building experience with the base game. This is especially damning with the number of character cards. Yes, you have 5 investigators out of the box, but you can only play certain combinations because each one pulls from the same pool of class cards that another investigator uses. Sure this will eventually be alleviated once more expansions roll out. And you can certainly buy a second copy of a core set to open up deck building. But it leaves a bad taste in my mouth. Other games like Netrunner have so much more potential for deck building with just a core set compared to Arkham Horror.
The Verdict – Arkham Horror has a lot going for it. I really enjoy that it takes a narrative structure but there are limitations in how replayable it is. Eventually that shine of new choices and exploring locations will dull and plodding repetition will arise, switching the feel of the game to more one of a mechanical exercise than that of experiencing a story. The limitation of card variety for the investigators is another glaring detraction. I’m certain eventually the game will get stronger as more content is released, but out of the box I was disappointed with how limited the deck building potential was.
This can and likely will be tinkered with. The use of cards for advancing the story is a great idea. If you add a few variations of cards for locations and outcomes for the agenda and act cards, you will suddenly see that scenario which was so repetitive before become much more varied and enjoyable to replay. Something similar was used with another card game, Space Hulk: Death Angel and I will not be surprised if by the end of the year we see a special add-on pack that expands the core box campaign to include variant cards.
This touches on another thing that chafes me some. The notion of pushing getting another core set is absolutely wasteful. Almost half the cards will be just set aside and never used. All the scenario and encounter cards are redundant (not to mention the tokens and rules). It’s a shame that another product of just the investigator cards found in the core set isn’t available as separate purchase. Fantasy Flight really dropped the ball there. Having a $22 product with simple packaging for just a set of base game investigator cards would have been great.
In the end, Arkham Horror is very much a LCG. It is enjoyable. It captures some of the encroaching dread and doom in a horror-themed game (but after repeated play of the same content that will ease some). There is enough variety of card types and abilities to allow for interesting choices during play and also with deck construction. But it is solidly in that LCG camp of buying more cards and I think almost too much so initially.
It practically forces you to buy into the game getting more cards as the core set is so limited early on. I feel right now it’s a pass on getting. Wait until there are more expansions available so that if you want to jump into Arkham Horror, you can do so pretty quickly. If just looking to purchase the base game and see about getting more expansions 3 or 4 months later, you will be disappointed as you’ll see the limitations in the base set pretty early on. Better to wait some and have a larger pool of cards readily available to explore the deck building possibilities fully from the get go.
One nice thing that Osprey and Warlord Games is doing with the new edition of Bolt Action is pretty much keeping all the older army books usable. No updates will be made to them. The exception though would be the german army. When Bolt Action first hit, the germans seemed to have gotten stuck with the first army book curse.
A hallmark of 40K was that with each new edition, there would be several new codex books released updating all the races. Commonly the first book would end up being ‘underpowered’ compared to the other armies that were released later. More cool ideas and better balancing (or imbalances) would come out after a new edition was released. Typically the first army book would have point costs and choices that seemed ideal on paper, but after a few years of essentially further playtesting from the community at large, later releases of army books would have better options and point costs more in line with their relative value on the tabletop. Sadly, this was viewed from many the same for Bolt Action regarding the germans.
I’ll start off and cover stuff that hasn’t much changed from the first edition. You still get a nice product that covers the german army and various units that were seen throughout the war. There is a brief historical overview of the conflicts and different theaters the german army participated in, then a breakdown of the force organization and options for a reinforced platoon, followed up by theater specific force lists. The layout follows the new format seen in the force lists of the 2nd edition book, which I think is a little easier to read and digest. I haven’t gotten too deep in the lists, but for the most part it seems the costs and unit options are the same as the first version.
The german army has a few new nation rules though. The replacement of fallen NCOs and Hitler’s buzzsaw (LMG and MMGs get an extra d6 shooting) are still in place. One big change is that all german officers get an extra die for giving orders to other units. In effect a 2nd Lt. acts like a 1st Lt., and a 1st Lt. pulls 3 dice like a captain, etc. which is a big change. With the right deployment you can get very effective turns activating several units within command range. I like this new rule for the german army and it’s something that somewhat reflects the discipline and leadership much of the army had in WW2.
The other new nation rule which is a little more flaky is Tiger Fear. Every enemy unit that sees a vehicle with this special rule acts as if it has an additional pin except for orders to fire on that vehicle. Now for a Panther or an actual Tiger, I could see this as a nice flavor rule. But this also applies to the Panzer IV which to me sort of pushes that into OP territory. You suddenly have a medium tank that can make it difficult for enemy units being able to advance and take objectives, simply by seeing it on the table. I expect Tiger Fear to be heavily house-ruled for many people.
You have a scattering of a few new units. Ambulance vehicles can now be chosen which operate as both a transport and as a medic unit, which is interesting. Additionally there is a special section at the end which covers units and vehicles that had night vision gear for those night fight games.
The Good – This is a fairly comprehensive book for players that want to field a german army for Bolt Action. You get a lot of options including several special units and theater lists that cover much of the war including a few that have some special rules for engagements at certain time periods (such as limited fuel for the end of the war, or unreliable new production panther tanks that were mid-war). I like that the german army also has a few extra nation-specific rules which can bolster their force some. As typical for these books there is a lot of great Osprey artwork and photographs, along with a comfortable layout to read the unit choices and costs.
The Bad – Aside from the few extra paragraphs for the nation specific rules, you aren’t going to find much different from the first edition. There are a few minor changes here and there (such as light infantry mortars no longer being able to fire smoke rounds). But essentially the point costs and unit selections are just about the same. On one hand you might be pleased with this, meaning you don’t have to alter up the composition of your platoons much. But on the other hand, if you think there were glaring imbalances with point costs for certain units, they are likely still there.
The Verdict – If you are a new Bolt Action player and fancy fielding a german platoon, this is a must buy. You get so many options and choices, along with lots of theater-specific lists to let you dabble in more historic TOE forces, it’s worth getting. It’s also an attractive book with a lot of material to offer a decent source of information for both painting and modelling, as well as a touch of history.
If you are an older player of german forces, this might be worth picking up. You could likely take a pencil to the older edition and mark down the few special rules and changes to some key units. Other than that, you could simply commit the new nation rules to memory and work with your old book. You aren’t going to find much here that is new or different from the first edition. In fact, I’d say embrace a more environmentally sound choice and possibly get the PDF version and alter the few special rules in your old print edition manually.
It’s an attractive book and the new nation rules are worth noting. However it’s likely not something you absolutely need to have a print version of if you’ve got the older edition (just use the new nation rules). Yet for new players, the 2nd edition is certainly something to buy if playing a german army. A pleasant book with some more material other than just unit profiles and force selectors to serve as an enjoyable light read for a german army enthusiast.
I am a long time fan of Bolt Action and enjoy the game immensely. It’s a bit Hollywood but for skirmish WW2 gaming it gets a lot right. Another bonus for me is that it’s small enough in scale to offer some narrative potential with scenarios.
I’m not going to go much into the mechanisms of the game as my first review pretty much carries the same opinions as before. You instead for the most part have some refinement with the rules with the new edition. The game still has some parts that are a tad gamey, but some of the more glaring rules and wonky tactics that were in the first edition are curbed some.
This won’t be an exhaustive list but I thought I’d highlight a few changes focusing on some of the more notable ones. Likely the biggest change regards officers. Leaders now can potentially have multiple units to activate under their command. Most allow for 1-2 units within 6”, but higher ranking officers increase this to 12” and up to 4 different units.
If an officer successfully passes their order test (note the Down order is exempt from this), they can pull and assign extra order dice. The assigned units still have to pass their orders, but you can get quite a few units getting that extra boost to act while in the presence of an officer. This is a really great rule. Before the benefits of officers were minor unless working with a lot of inexperienced troops. Plus there was not much incentive to take higher ranked officers. This rule completely changes that and makes leadership have a greater impact on the game.
Some other notable changes to orders were also made. Rally now is not subject to pin modifiers to see if the order is passed, but the unit still only removes D6+1 pin markers. There is a small change to Ambush. If at the end of a turn you want to return a unit’s order die, on a 4+ the unit can immediately execute a Fire order before doing so. Just a little way to get something out of taking a unit off Ambush, if nothing ever presented itself during a turn to trigger it.
Another big change is that the Down order provides at -2 penalty to shooting at infantry and artillery units. This is a pretty hefty defensive bonus. Likely this will make the option of just hitting the dirt due to excessive fire more enticing for units and a solid tactical option. Not to mention those pesky air and artillery observers being able to evade fire.
Assaults no longer take off pins automatically for units fighting in hand to hand. Also target units can return fire automatically if they have not been given an order. Veteran units still have a heavy advantage in assaults, but at least it emphasizes Rally orders for removing pins. Another change is that assault weapons (like pistols and SMGs) get one additional attack if they successfully inflict a casualty, not automatically double the number of attacks. This lowers the effectiveness of these weapons in assaults (units that are Tough Fighters get this too), trimming down their ability to tear through units as before.
As weapons go, there are a few key changes. I always felt LMGs were lacking in the game and it seems that Warlord has listened to the community. Both LMGs and MMGs now throw an extra die when shooting. Another tweak for fixed weapons is that they can make a special Assault move, rotating in place towards any facing, and still be able to fire (with a -1 penalty to hit). These slight changes now make units like MMG teams a little more fearsome.
Flamethrowers were always a bit of a divisive weapon, especially vehicle flamethrowers. Now they don’t automatically hit and instead hit on a basic 3+ ignoring any modifiers for cover or units that are Down. Vehicle flamethrowers now only inflict D6+1 hits instead of 2D6. The plus side is that all flamethrowers now only run out of fuel on a 1 (instead of a 1-2 for man-packed flamethrowers).
Likely the biggest weapon change is in regards to HE as templates are used to determine the number of hits. I’m on the fence some with this. One aspect I cringe about is that the game now can get a little finicky with a player maneuvering templates around. The basic rules are that a player must always try and place a template to hit as many enemy models as possible, and they cannot also target friendly troops.
This limits the number of potential hits, especially for light mortars but it does add some consistency with the number of possible casualties. The plus is that across the board all HE weapons can potentially inflict more pins. Also there were some weird instances in the first edition where you might target a small weapons team and only be able to hit that unit, despite it being positioned close to other enemy troops. This certainly adds some tactical value to spreading different squads out to avoid being hit by large HE rounds.
There are a couple of notable changes to vehicles too. Empty transport vehicles can now fire one weapon. I love this change as it encourages armored transports to be used and having more importance on the battlefield other than just carting troops around. Mind you, the same rule for empty transports being destroyed if ending a turn closer to enemy units is still a thing.
Another change is that a player decides to fire either a main weapon or the co-axial MG, not both. This really cuts down the firepower of tanks. There is also a pretty big change with recce vehicles. They can only make an escape move if they have not been given an order die. It certainly makes using these vehicles for scouting more difficult, but also reduces the abuse some players had with these vehicles taking pop shots and scooting behind buildings to avoid return fire.
Additionally if opting to fire pintle-mounted weapons the tank is considered open topped. This is a small change to differentiate them from tanks with just co-axial weapons. However likely the pintle mounted guns are also flak weapons, and that now has some greater use on the table.
Certain weapons can now provide flak support. When a plane comes in due to an air observer, each flak unit can try to attack it, rolling to hit on a 5+. If scored total hits are 3 or more the plane is either shot down or sent away. I love this rule. It makes using air support a bit trickier to use (and possibly encourages the more expensive artillery observers instead). Lastly, it gives a greater role to flak weapons and encourages a player to add a few as a potential counter to air attacks.
There are some more small bits and tinkered rules (dense terrain, reduced assault rifle ranges, changes to sniper teams, etc.). Overall they are pretty much a refinement and incorporation of a lot of popular community house rules. Some of them shift away from truisms of the past editions. Now you have a reason to take a higher ranking officer. Now full infantry squads can re-roll failed order tests until they suffer a casualty, meaning investing in a large squad can get some tangible benefit other than just being able to suck up a lot of hits (which works especially well with inexperienced troops).
The book has a total of 12 new scenarios. Six of which are more meeting engagements, where the other 6 have clear attackers and defenders. Unfortunately, three of the scenarios are still a Maximum Attrition type of game, where you just have to kill as much of the enemy as possible. But the wrinkles in setup and some scenario specific rules shake them up some.
Much like the previous book, a truncated army force list is provided for each major nation. This time Japan is also included. Fans of a particular nation will eventually want to pick up the army books, but the lists in the book are serviceable and provide options to field a robust platoon. Lastly there are some other supplemental rules for night fighting, rules to incorporate more players, larger forces with multiple activations, and even multi-national forces.
The Good – The second edition is more an assembling of tweaks and house rules than a full blown rework of the game. For the most part this is great news. Some of the changes likely will mean players have to adjust their tactics (leaders with multiple activations, and units no longer automatically removing pins in assaults are a few). There is still that random order activation. Pinning units to degrade morale and effectiveness is still there. In short it’s still Bolt Action.
I like that more scenarios are presented. I’m especially glad to see them mine other games for some fun scenarios (like a classic 40K cleanse mission).The sprinkling of scenario specific rules also helps reinforce that Bolt Action can be very much a narrative historical game, and also an enjoyable tourney game.
The artwork and layout is pleasant, with each section having a nice heading on the outer edges of the page. There are more examples and more diagrams. And typical of Osprey books, lots of great art and pictures including a concise timeline of key historical campaigns and engagements to spur on ideas for possible battles in different theaters of the war.
The Bad – This isn’t a simulation game. There is still some abstract mechanics and you are going to get some pretty shifty tactics from players. With the addition of officers being able to allow multiple activations, some might feel the random initiative is simply too chaotic for their tastes over an IGOUGO system. And lastly, it’s still point based. You are going to get those guys making cheese platoons and trying to game as much out of the force lists as possible.
Another minor quibble is that the background of the pages have this stressed border graphic that appears like flock. All the pages on the right have what appears to be a smudge of gunk. While for a page with a sparse layout of figures and pictures, it doesn’t stand out. But for me it gets a little distracting having it among paragraphs of text.
The Verdict – I love Bolt Action and the 2nd Edition is certainly an improvement of the former rules. There are a lot of small changes and enough so that I would consider picking up the new edition. However if you only play the game once in awhile, likely you could get away with just sticking with the old rules and try to scoop up a new QRS/player aid.
It’s still a great, robust set of rules. It doesn’t lend itself too much towards being a staunch historical game. There are plenty of opportunities to play out those ‘what if’ games, and a few of the mechanics might be too abstract for die hard WW2 wargamers. Not to mention some platoon force lists that will likely make someone well versed in historical TOEs tear out their hair. But it gets so much right.
Bolt Action is chaotic and the concept of throwing a lot of fire at a threat to force it to hit the dirt, so your troops can maneuver, is still there. It’s just such a fun set of skirmish rules. And I particularly enjoy how the game encourages players to dig into historical books and fish out odd units. If you want to field a platoon of Moroccan Goumiers that fought in the Italian campaign, you can do that. That to me demonstrates how pliable the rules can be.
So like with my original review, Bolt Action is still a fun, WW2 skirmish game. And if a die hard fan or a new player interested in getting into historical gaming, the second edition is very much a great book to pick up.