Review: Mansions of Madness
Mansions of Madness2-5 Players, 5 seems to be ideal
Playtime, 2-3 hours, including lengthy setup time
MSRP $80, snagged mine online for $51
Designed by Corey Konieczka
Published by Fantasy Flight Games
The Rundown
It’s fair to say that Mansions of Madness is a hybrid descendant of Arkham Horror and Descent. A team of Investigators teams up to unravel the foul plot of the Keeper in what becomes easily the most true to source adaptation of an RPG distilled into a board game. Years ago, when first playing the Call of Cthulhu RPG I, as the Keeper, ran a group of investigators through a haunted house mystery and it felt a lot like a game of MoM. This is a story and adventure style game, players stuck on winning and ‘gaming the system’ should be advised that what they’re getting into is more of an experience played for the ride, not for the victory.
At its core, MoM is a crazy mishmash of a lot of little systems. For starters, each of the 5 included scenarios has anywhere from three to six different story choices that the Keeper makes prior to setup. In this, the game creates hundreds of different combinations of story elements so the same setup story has different goals, item locations, and victory conditions.
The Setup
It’s fair to point out that this game has a rather long setup time. Building the mansion itself is one of the easier aspects of the process, though it can be hard sometimes to differentiate one tile from another because the artwork is often a muddy brown with some very ‘samey’ qualities. Fortunately, the setup guide names them clearly to assist. Once the story choices have been made the real work begins. Story specific events and clue cards have to be retrieved. The keeper has to pull out a set of exploration, obstacle and lock cards exclusive to the scenario and then, according to his story choices, seed the board with these cards in specific order in specific rooms. After that a set of Mythos cards (Keeper actions) has to be assembled according to card symbols so they stay relevant to the particulars of the scenario, as well as a few always-available actions for the Keeper.
Players, meanwhile, have a much simpler task of selecting characters, and from there have a set of trait cards they get to choose from. This gives the character some sort of starting equipment or spell and, usually, a once per game action.
The Gameplay- Investigators
Investigation is the key for players, since they start the game with just a brief “Story so Far…” synopsis they have no idea what the mystery is, or how to win the game. To accomplish this they must explore the mansion in search of the clue cards hidden by the keeper. Players are limited to a single action, be it explore, run, attack or an action granted by a card ability. I felt like the players in my test games seemed a little overwhelmed on their first few turns because there were so many questions and no idea how to answer them. Once they began to encounter the obstacles, however, the systems began to fall in place. Lock and obstacle cards prevent investigators from entering rooms, usually requiring some sort of item to have been located or puzzle to be solved first. For me the puzzle aspect, while thematically immersive, is the single greatest speed bump in the game. It takes some time to figure out what combination of swapping, rotating and replacing will complete a puzzle. This creates a bit of downtime the other players usually fill by attempting to help the puzzle solver, something they’re not supposed to do. Eventually the hidden clue cards will be discovered, along with all manner of weapons and items to help fight of the Keepers attacks. Hopefully, if the players are listening to the hints on the clue cards, they’ll be pointed in the right direction to complete the scenario.
The Gameplay – Keeper
Keeper turns, I found, were generally quick. The turn starts by collecting one threat token for each Investigator. Fans of Fantasy Flight’s other games will recognize that this system was lifted entirely as-is from Descent, and it works well here. These tokens are spent on the scenario specific Keeper actions. Actions available summon monsters, move said minions around the mansion, or draw Mythos and Trauma cards that generally mess with the characters minds and well-being. Since monsters can only be summoned and moved one at a time, by spending threat, this works well to keep the Keeper from overwhelming Investigators with a swarm of creatures. The last thing a Keeper can do is attack with all monsters that are in a player’s space. Finally, to end the turn, a Time token is placed on the event deck, and when the requisite number of time tokens has been collected an event is triggered. Event cards act as a turn timer, pushing the story forward. Early events trigger happenings in the mansion, moving monsters, providing clues to the greater mystery and, sometimes, more resources for the Keeper. The 4th event card reveals the victory conditions. The 5th action card ends the game, whether the players or Keeper have achieved victory or not.
The Combat
Perhaps the more unique aspect of the design is the combat system. Attacking Investigators don’t simply roll a skill and figure damage. Instead, the keeper draws combat cards, specific to the type of creature being attacked (either Humanoid, Beast or Eldritch) and draws cards until reaching one that matches the type of attack the character is using (ranged, sharp or blunt melee, unarmed) . From there, an attack is described for thematic purposes and a skill test is listed. I like this, because the skill rolled can be any skill the character has, preventing certain characters from being unbeatable in combat or worthless in combat. Attacks originating from monsters work similarly, cards are drawn until the proper one is found (monster attack, monster vs. hiding, monster vs. barricade) and the instructions are followed. Sometimes this triggers a special attack that is hidden on the bottom of the figure’s base. Again, this system works for me because it prevents a single monster type from being super powered and too deadly to handle. Skill rolls still originate from the character and, aside from special attacks, combat effects from the decks seem fairy balanced out. Undoubtedly the frustrating aspect of combat is drawing over and over (and over) in search of a combat card matching the attack. You’ll see this especially when the monsters are attacking against barricades or hiding investigators as there are a limited number of these hidden in the deck.
Trauma cards are a wicked little trick in the Keepers arsenal, they appear as madness or injuries and may be played when an Investigator suffers a sanity or health loss. They can create skill check penalties, kleptomania, or even cause a character to unwillingly run right into danger.
The Good
Mansions of Madness features thematic, immersive gameplay that does fair justice to the Lovecraft Mythos. In traditional FFG style it also seems designed for expansions so as the game content grows I’d expect replayability to remain strong. I tend to like expansions for a game like this, so I consider that a positive, though some might see the opposite.
The Bad
There were a few misprinted cards, and while corrections were included in the box, this same sloppy proofing made its way into the rulebook. There is already a two page Errata and FAQ sheet on the FFG website, full of frustrating rulebook and card misprints and rules clarifications that you wish had made it into the actual rulebook. A revised rulebook in PDF would be the least you could do, guys. In addition, the box is extremely cramped. I’ve never been one to stuff components randomly into the box or hide the figures under the box insert, so I had to place them in a storage box. It almost makes me wonder why this didn’t end up in the famous FFG “coffin box”. With expansions certainly on the way it would be nice to have plenty of room to grow into.
The Final Word
Despite a few awkward and annoying flaws, I’ll chalk this one up as a success.
Print your own Expansion

Not sure how this one slipped by me but FFG is now offering a new "product line" the print on demand products. You can find the information on it at their website.
This line from the article.
The two expansions already available are for the Space Hulk Death Angle card game which I for one did not like at all. The cynic in me sees this as a way to get more cash (which it is) for products FFG expected to be big but where busts.
This new type of product marks a brave new avenue for Fantasy Flight Games, allowing for the production of micro-expansions for games that might not normally receive any additional printed components
However the glass half full person is hoping that this will lead to expansions for games that deserve them like RuneWars and Star Craft. How these exactly work I don't know and I won't be spending the reasonable $4.95 to find out either because I dislike the card game so much. So if anyone has any input leave us some comments.
"Stealing" from Target
Gears of War
It's possible given FFG's track record for how they announce games now that something could be on the horizon and who knows maybe a GenCon pre-launch. I certainly hope something is said soon because GOW: The Board game is turning into Duke Nuke'um the video game.
Game of Thrones HBO Series Promo
Count me in once the show hits the air this April.
Mansions of Madness thoughts
However after playing the game I examine the FAQ put out by Fantasy Flight. This game has numerous printing errors and not of the typo variety. Errors that affect game play, it also has several story errors in the text that comes with the game.
In fact in reading the FAQ / errata sheet I began to feel I know owned a game that was not really the best in terms of quality control.
6 cards have printing errors according to the sheet. Some of the story errors affect set up which can foil a game from the start. The map tiles are warping more then they should be for a new product. I notices in the copy we played several monster don't stay in there bases and at least one of the base clips was broken.
This isn't really what I expect from FFG in terms of a finished product, especially one they knew would be this popular. The warping issue is also affecting other publishers. My new D&D game had warping playing cards, Betrayal at house on the hill was unplayable after I bought it because of the warping of everything included. Not sure what is going on as of late but the quality of some games is not cutting it.
Wizkids Breaks the Mold with a Deck, Er, Dice Building Game
WIZKIDS ANNOUNCES THE QUARRIORS DICE BUILDING GAME
(January 27, 2011 Hillside NJ) – WizKids announced today the addition of the Quarriors Dice Building Game to their summer 2011 product release schedule. Players take on the roles of Quarriors —mighty mystical warriors—who have the power to capture dangerous quarry from the untamed Wilds! They must conjure the mysterious powers of Quiddity, cast powerful spells, and summon their creatures to battle if they hope to overcome rivals and earn their rightful place as the Champion!
The game features 130 custom molded dice, 53 creature and spell cards and everything needed to play for 2 to 4 players.
“Quarriors has the frenetic excitement of a dice battle game,” said co-designer Eric Lang “with an added ‘deckbuilding’ twist: players customize their dice pools during the game using resources generated by their rolls.”
“It takes the best of deckbuilding games without the tedium of shuffling” said Mike Elliott the other co-designer of the game, “take a typical deckbuilding game, add the speed and fun of dice and in 60 minutes you’re on your second or third game trying unique strategies against your opponents.”
“When Mike and Eric first showed us the game we were amazed at how quick it was to set up and play and really get to the strategic elements of the game. We are excited to continue WizKids tradition of innovating core hobby gaming and believe this will really resonate with players who want to get the most out of a gaming session” said Lax Chandra President of WizKids.
While deckbuilding games are growing tired and played out (and "Quarriors" as a brand name is pretty weak) at least Wizkids is making an attempt at breaking the mold by changing the formula up a little bit. Games like this seem to be a great hit with the larger, more casual side of the gaming community and it makes sense for a publisher to pursue markets with the largest profit potential. Working in favor of this game is the deign team of Mike Elliot (Thunderstone) and Eric Lang (Call of Cthulhu card game, Game of Thrones CCG, WoW Boardgame) so there's a little bit of customizable game pedigree.
While details develop, price seems to be of the missing detail of foremost concern for me. How cheap can they make the game with 130 dice, cards, dice bags and a tin box? a $60 retail would pretty much kill my interest in the game entirely. Will keep an eye out for more news.
GMT Games
While you're there don't forget about our channel, right now there is not much there but we hope to change this soon.
Pretty quiet around these parts this week as some of us are playing Dragon Age 2 which I may post some thoughts on.
Wednesday Wild Cards
Finca--a friend of mine showed this to me a couple of weeks back, and it's another one of these games that has an oddball theme (fruit farming), but the mechanics work really, really well. I was shocked that this came out in 2009 and had never heard anything about it. . .even though it's older I plan on reviewing it anyway. . .
- It was designed by Martin Wallace and I enjoy most/all of his work
- It sounded interesting and as I said above no one who I game with owns it
- It was tied to a free shipping promotion at the vendor I purchased from
LOTR The Card Game

FFG has a new preview up on the upcoming living card game based on the Lord of the Rings. I'm kind of getting card gamed out to be honest.
Hit the jump to visit FFG's site for more information.
Conquest of Planet Earth: The Space Alien Game Impressions
I'm actually happy to have another game along with Labyrinth The War on Terror that I can play solo when the mood strikes me. The game is pretty simple, you choose an Alien race and then you set your sights on Conquering the Earth. In a single player game you're of course playign the game and the Earth's defenses are beefed up.
Apparently in a multi-player game you're one of the conquering alien races and you battling the other menaces from space to be the first to destroy the little humans. There is no game board per say as the planet is randomly seeded with cards as you go out to conquer. These cards have a defensive rating and a population rating. The defensive rating is how many battles you'll need to win to conquer this territory and the population rating is how many terror points you collect.
I'm very curious to play a multi-player competitive game because in such a contest you're trying to be the first to get to 8 terror points and in my single player game the way the cards were drawn out I could of accomplished this fairly easily. I have to see it in action but something just feels off from reading the rules and seeing the set up.
The game comes with a lot of cards with some fantastic art work on it. This is a change from the usually actors / photos of other Flying Frog games like Last Night on Earth. Like most of their games this one can also be player co-operative as well as competitive.
Hopefully I'll get this one to the table this week and can from some impressions on a full game and see if my concerns are off base.
A Diabolical and Delicious Trip to Charon (Inc.) A Review

Charon Inc. is essentially a resource gathering and building game, where you place miners on various quadrants of the moon in order to capture the proper number of gems/materials to build outpost buildings. This game is simple but the depth of play is incredibly strong.
The Game
In the setup phase you get a hand of cards and each card is an outpost building with a set value of points. Each building is available for each player, but you may only build a building once. For example you can only build the 10 value building once, but others can also build that. The buildings take various combinations of resources to build and this is where the game really gets interesting.
Next, the board is seeded with different colored materials and you have to beat your opponents to these. This is done by strategically placing your miners. In a rock-paper-scissors type of game, you have three options for placement. . .in a quadrant, which trumps middle and corner of quadrant. You may ask, why not just jump for the quadrants you want, well, that’s the beauty of the game and the chess match that lies within. Players can accumulate miner placement whereas they could have three edge pieces to your one in the middle which overrides the trump. It’s diabolical elegance at its best here on the moon of Charon. It's diabolical because if you play your miners wrong, you can easily get out-placed, out-gunned and out built. Sometimes you have to cut your losses to cutoff the leader. Or, simply change plans as competitors attack your placements.

Here is your playground. Feel free to play dirty--trust me, you'll need to. . .
New games for the weekend
Well this will be funny to some, considering my post the other day. I got a shipment of new games. Mansions of Madness is the first one, I think I'll let Chris learn the rules and teach me before opening it.I also picked up Conquest of Planet Earth: The Space Alien game. I'm a big fan of all the Flying Frog games, I think I was one of the first people to purchase last Night on Earth at Gencon a few years back.
Finally I picked up the Tide of Iron expansion. Yes laugh all you want, I have a completest type mentality when it comes to owning games and I have everything else for Tide so i figured why not.
I'll probably get to none of these games over the weekend due to many activities planned for me by the wife but you never know I might sneak in setting up one.
Thar be Pirates.....sometimes anyway
Merchants & MaraudersPublished: 2010
Designer: Christian Marcussen
Publisher: Z-Man Games
Rules Complexity: Medium
Players: 2 -4
Type: Competitive
Artwork: A
Bits: B+
Playing Time: 2-3 hours
Let me get this out of the way up front Merchants and Marauders is one of my favorite new games for 2010/2011 and I've barely scratched the surface. The game is set in Caribbean where you can take on the role of a influential merchant shipping goods from port to port. Have more sinister ideas of acquiring fame and glory? Well then a pirate life you be seeking.
Merchant off the port and she is riding low captain!
The game comes with a lot of bits for your buck. There are over 250 cards, 190 tokens, die cut treasure chests for each player to stash their booty. There are 26 plastic ship miniatures, featuring 5 different ship types. Finally there is one beautiful board which while big in size starts to feel crowded at times during the game.

As the game gets moving you'll have all players ships on the board, goods tokens, ship upgrade tokens, possible NPC merchants and pirate ships. Finally mission cards can also be placed on the board which struck me as odd. For a game full of bits that do an excellent job at keeping you immersed in the games theme, two cards laying on the board was not expected. Fortunately a little imagination and a printer and you can come up with some creative bits for those mission locations.
"Merchant and pirate are the same they just rob you in different ways... scoundrels to the man."
The game starts by each player getting one of the 16 random captains. Each captain has a set of stats for Leadership, Influence, Seamanship and Scouting. They also have a special ability such as Ignoring the effect of Storms. Finally a nationality and a home port. During the game ports will close to you either via your actions as a pirate or events pitting your country at war with other countries. However your home port never closes, it's like returning home from college and giving mom all that laundry.
You're captain and his or her stats will generally guide you to your career path. Some captains set up much better for being a merchant, while others a pirate. Of course you're free to follow your own course. After you have seen your captain you secretly choose either a Sloop, which is better for pirates or a Flute which is ideal for shipping cargo and your off.
The object of the game is to be the first player to 10 Glory points. You gain glory points from various things such as defeating another captain, plundering 12 gold in a merchant raid and selling 3 in demand goods at a port. You can also stash gold in your treasure chest whenever you're in your home port and for every 10 gold you get a secret Glory point. While you can stash as much gold as you want in your treasure chest you can only accumulate 5 glory points this way.
While theoretically this can catch players off guard it is pretty easy to tell if a captain is stashing gold and while you never know how much. If a player is at 5 or 6 victory points and has set full sails for his home port you know whats coming. What's unique about this mechanic is if a player declares victory in this manner the other players still get to finish their turns. Glory points on the board count more then glory points gained from stashed gold. So if I had declared victory with 5 Glory on the board and 5 from my stash, and Chris who had 7 glory on the board managed to finish his turn and have 3 glory from his stash he would win the game.
A turn starts by drawing an event card. Events can bring into play NPC pirates or nation specific ships, storms or the previously mentioned wars. NPC pirates hunt player merchants and npc ships hunt players with bounties on them. I wont go into the whole hunt order but just note it is fairly simple to follow and the NPC's move on the event cards so it is not cumbersome at all.
A players phase consist of a combination of 3 actions. They either move around the seas or to and from port. They conduct a port action or they scout for a merchant vessel. Port actions allow you to sell and buy goods, recruit crew, upgrade and repair your ship and of course get rumors which is an excellent way to get glory points.
Scouting allows your captain to search for merchants and plunder them if they so choose. Every sea zone except for one is governed so to speak by a nationality and each sea zone has a merchant token. After a successful scout you can flip the merchant token and then either decide to plunder that merchant or one of the zone. For example if I am in the Spanish zone of Havana and I flip a Dutch merchant token I can choose to raid the Spanish, the Dutch or no one.
Raiding a merchant gets you a bounty token. This is how you officially become a pirate. Once you've done this NPC ships hunt for you, ports close to you and life can get much harder. No one said being a pirate is easy, but with risk comes reward and with planning and luck you can make a go of it.
Bring her about and fire all Canons.
I don't want to spend a lot of time detailing combat, you can find how it works in the online rules. The important thing to know is that combat is fast. There are actually two types of combat. When you raid a merchant it is all card play and it literally takes no more then 2-3 minutes. This mechanic in a game with a lot going on is perfect. It doesn't inflict the game with downtime.
Combat is a bit different when fighting another player or NPC as it should be. Even then it is pretty fast. You choose to either shoot, board or flee and you see who has out maneuvered who and then go to the results. Even after boarding, crew combat is fast and furious. The typical combat of this type is going to take 5 minutes, 10 tops for newer players.
I think this is the key to what makes Merchants a very good game. The combat and raiding gets the job done and doesn't slow down the game.
Set course for Tortuga
I haven't even touched on Missions which if solved give you glory and some kind of reward. How each port has a special ability. Glory cards you receive when acquiring a glory point which do all sorts of wonderful things such as giving you special crew members to extra actions. Captains can retire and die which means you're never out of the game and can change your play style mid-game.
Make no doubt about it Merchants is a game with a lot going on and it's all very good. It's also a game that needs to be played several times to be appreciate. It's very tempting to go the merchant route. It is far easier at the start of the game and some even say it is easier to win the game playing a merchant.
I'd disagree, because successfully playing a pirate puts the choices in your hands. You're not hoping to find the right good while purchasing and being able to move it close by. As a pirate if you make the right decisions on who and when you strike you can gain a lot more glory quickly. Sure at the start you're vulnerable with your little sloop but just a few successfully raids and spending your money on upgrades instead of goods is going to pay off.
However that first game most people will flounder in between merchant and pirate and that is the worst way to play and it draws out the game. You need to pick one and go, and for a first time player that is easier said then done.
Which brings me back to my initial point. Merchants is a game you need to play a few times to learn "how to play", not to learn the rules. Each game gets better and better and a seasoned group of players can result in an interesting contest.
My recommendation is buy it.
Mayday Games to Release Eaten by Zombies
Mayday Games to Publish Eaten by Zombies.
It's yet another deck-building (I know, right?) game, this one with a zombie (I know, right?) theme.
While it would be easy to dismiss just based on that alone, I have major respect for the DIY enthusiasm of small publishers, so I'm adding this one to my tentative interest mental list.

Maximum zoom. Enhance!
If you successfully fight/flee you then take the total fight/flee value to the scavenging portion of your turn (think of it as a “buy”) where you acquire items such as Shotguns, fists full of ammo, crowbar, binoculars, fire on a stick, grandma pantry, deadeye or other cards which you then put INTO YOUR HAND for use in the very next turn and draw back up to 6 cards from your draw deck. Played cards go to your discard pile, including any zombies you have succeeded in killing.
If you flee then the zombie card goes to the zombie discard pile. As you draw zombies into your hand (from shuffling your discard pile) you are stuck with them in your hand forever unless you play them into the zombie horde attacking on another player’s turn, so the zombie horde gets tougher over time.
If you are unsuccessful in killing/fleeing then you must loose a number of cards equal to the flee value of the horde. These lost cards come from either your hand or as a blind draw off the top of your draw pile and go back to the scavenging area, weakening you. If you run out of cards you succumb to your wounds and become a zombie, now trying to kill the other players on each turn.
If a player ever ends up with six zombie cards in his/her hand the zombie players win as the remaining players have gone insane. Each time the zombie deck is gone through and reshuffled you add one more zombie to the horde for the rest of the game, making perpetual survival impossible.
It isn’t a matter of if you’re going to die but when. Be the last player standing and win. If at any time the entire zombie deck is depleted (because the players have killed all of them rather than using flee), all remaining players alive win together.
This is a unique cooperative/competitive game where you really feel the tension and inevitability of doom. You spend the first few turns building up your deck only to see the zombies increase in power and slowly drain your will to live as the game progresses.
2-4 players, 20 minutes per player.
Defining Myself as a Gamer
I secretly dread telling people I play board games. They usually reply “What, like Monopoly (or Risk, or Clue, or Sorry, etc.)?”
No. Not at all like that.
For a while I looked for different ways to say it, but I realized that saying you play “hobby board games” doesn’t mean anything to people and saying “adult strategy games” sounds a little creepy and dirty.
Once I told a coworker that I played a four hour simulation of the German political system at one of my game club’s one-day conventions. He replied something along the lines of “That sounds like the most boring thing I’ve ever heard.”
No. It’s not.
When I was in high school I unleashed my inner nerd on Dungeons and Dragons, after that it was a couple years of Magic in its heyday and a few years of Warhammer 40K before walking away from both bored and broke.
It was around ’96 that I fell in with a local gaming club, and for a while I was one of the younger people there, but not for long. In those days we played Battletech, Call of Cthulhu, Wings of Fire, Deadlands, Hostile Aircraft, and Settlers, El Grande, Gunslinger, and a lot of other games I probably couldn’t remember if I tried. Somewhere along the way 15 years passed and I turned into one of the longer tenured members of the group. The miniatures games all disappeared and aside from a single group so did the RPGs and we became an almost exclusively board game club.
So now I’m just a board gamer, and I’m okay with that. When someone asks what I’m into I just say “I play games in a board game club in Elgin” and let them ask about Monopoly and I smile and say no, and tell them about the kinds of games we do play. Sometimes they’re interested, I found out recently that one of my employees was a huge fan of the Gamemaster series in the 80’s, and even knew that Axis and Allies had been re-released and had a handful of variations now. Most of the time they listen politely but uninterested, and I’m okay with that, too. I’m comfortable with my niche hobby, and stopped caring what other people think of it a long time ago. I just wait for the next game day, where I can rub elbows with my people.
So I wanted to write about what defines me as a gamer, and the only way I feel I can truly do that is with a rough timeline of my evolution as a gamer, the games that made me the gamer I am.
Here goes:
Dungeons and Dragons, Shadowrun, Call of Cthulhu, Magic: the Gathering, Netrunner, Deadlands, Warhammer 40k, Cosmic Encounter, Tales of the Arabian Nights, Settlers of Catan, Doomtown CCG, Button Men, Tigris and Euphrates, Through the Desert, Disc Wars, Princes of Florence, Ra, Die Macher, Carcassone, Taj Mahal, Age of Steam, Puerto Rico, A Game of Thrones, Goa, Call of Cthulhu CCG, Struggle of Empires, Arkham Horror, Roads and Boats, Shogun, Galaxy Trucker, Race for the Galaxy, Dominion, Planet Steam, Descent, Civilization.
A Thursday Four Pack
The Madness is about to begin.
Chris is our resident Arkham expert so we'll leave the review of that one to him. Unfortunately my day job cut into my blog time this week. I'll still have the Merchants review up by tomorrow but the NinjaGo video review is going to be a few days as I need to re-shoot some items.
Instant Buy!
Whats and instant buy for me? Take giant movie monster, put them in a board game with cool looking miniatures and then grab a designer like Richard Berg.The game is coming from Toy Vault and there is not much information on their site for a game that is suppose to be released in the March / April time frame.
Here is a little snippet:
It’s an all-out brawl of monstrous proportions and Earth is the battlefield! The Xiliens have pitted Godzilla, Rodan, Gigan and King Ghidorah against each other in a catastrophic battle and only one monster will emerge victorious!
In Godzilla: Kaiju World Wars, players pick a monster and a scenario, stomping over terrain and destroying buildings on their warpath - all while fending off aggressive military attacks, bombs, traps and, of course, other KAIJU! Special abilities are used to eliminate the competition or to tuck their tail between their legs and run away before they are taken out.

Color me intrigued. Of course the only thing missing is my all time favorite monster Gamera. Stay tuned as we try and dig up some more information on this title.
To Sid, with love (and a lot of Math)--A Review of Civilization--The Board Game

For the Love of the Board Game?

FFG Officially Announces Rune Age
And yes, it's yet another deck building game, the 5th game to use the Terrinoth setting begun in Descent. The description promises a faction-specific set of cards for each player as well as scenarios with different victory conditions to set it apart from the 75 other deck building games that have been released since Dominion swallowed the gaming universe.
I will try and keep my inherent cynicism at bay while we wait for more info to develop. Who am I kidding, it's FFG, I'll buy it.
Review: Arkham Horror Toolkit for iPhone
The toolkit drops you to the main menu after a brief splash screen featuring the cover art from the base game. From there you have a simple menu: Dice Roller, Investigators, Location Deck, and Maps. Since I’m the resident Arkham nut in two separate play groups and always seem to be the one dragging my carefully (read: obsessively) sorted and organized copy of AH out for game night , the feature of this app that most appeals to me is the Location deck. You start on the ‘All Locations” screen, which lists, in alphabetical order, all of the locations in town for the base game and any expansions you’ve selected. Left on the top navigation arrow takes you to “Other World” and the right arrow separates the locations by set. Convenient, I guess, if you find looking things up from a complete alphabetical list too difficult. As far as the encounters themselves go, they’re just about perfect. They waste about a half second showing the card back and then flip to the front but load quickly and since the cards only include an encounter from the location selected they’re able to pump the font size up considerably so they’re easier to read.
For me, the dice roller is of less interest. Though it smartly lets you select the “Cursed” and “Blessed” statuses, and reduces the die faces to blank or Elder Star Sign success for simplicity’s sake, I can’t see actually using this feature while playing. Navigating from the encounters section to the dice roller and back is annoying and takes longer to do than just grabbing dice off a table. Secondly, I like the feel of real dice in my hand and the act of rolling an amazing or miserable skill test is part of the fun of games like this. Removing the tactile sensation feels like you’re short changing the tabletop game experience a little too much.
The Investigator minder is nice, but not practical if you have to pass your device around the table so people can read encounters to each other. You can raise and lower sanity, stamina, money and clue tokens and adjust your skill points, though it lets you “cheat” and move them in excess of your focus. Starting location and items along with special abilities are on the back of the card, reached by tapping the investigator portrait, where abilities are likely to sit for the duration of the game, entirely forgotten.
The last feature is Maps. I won’t waste too much time on it; I’ll just say that this is entirely useless. I don’t need the game map on my phone when it’s sitting on the table in front of me.
Some overall impressions, the app runs smooth and quick on my iPhone 4 and the HD artwork throughout looks fantastic. It also supports the iOS multitasking feature for compatible devices, extremely important if you’re like me and you can’t stop fidgeting with your phone during game downtime. It’s nice to know it’ll pop back up faster when returning to the app, right where you left off. I wish there was a way to support the mythos deck, but rumors and environment events just don’t make it possible. It also seems odd that the game doesn’t feature the Great Old Ones in any way, at least a randomizer would have been nice. It would have made a great replacement for the beyond pointless maps.
For $3 (and $1 or $2 per expansion) is definitely a reasonable price to pay, and it makes sense for FFG to release something like this for all the Arkham nuts like myself. With 7 expansions (and an 8th on the way) we’ve proven we have a little extra money to spend.
Where did you go Tide of Iron?

I received an email this morning from a long time reader, I'm happy we have at least one of those, who asked what I thought of the new Tide of Iron expansion called Fury of the Bear. I'll be honest I haven't played TOI is a very long time. In fact I have a mint condition Normandy expansion that has never been played.
Why did a game that i was so crazy about fall by the wayside? I really had to think about that. I have a shelf full of two player wargames that don't get played. I'm not your typical gamer, I'm middle aged with two young daughters and have only been living in my current area for about 7 years. Although I attend a regular board game group seldom are two player war games hitting the table. I don't have any friends at this point in my life who are like the friends I had before moving. Lets face it there is a difference between a friend you see once in a while and one you can call on the drop of a dime and go get some chicken wings with.
Next TOI while a good game is far surpassed by any number of other 2 player games I have. Combat Commander is one of the best tactical WW2 games I have ever played. I have other great 2 player games that seldom see the table like Washington's War, Hannibal and For the People. So if I have a chance to play a 2 player game Tide isn't usually number one on my list.
Finally FFG basically stopped talking about, promoting or even acknowledging the series. Honestly Fury is an expansion most thought was canceled and by the lack of activity on the Geek forums about it many could care less. I would be surprised if this series sees anymore love from FFG going forward.
Would I play Tide or Iron again, certainly I would. However my opportunities are limited and I think that it will be a while before I'm cursing those little plastic guys and why they don't stay in their stands.
Rune Age
This looks to be another in the growing stable of deck building games. You can find the post here and it does a great job of explaining the game.
Mansions of Madness shipping.
Week of Feb. 28th & Site News
This week we will have a Merchant & Marauders review, a NinajGo video review and hopefully some other surprises.
Miskatonic Horror is a new type of Arkham Horror expansion that builds upon the materials found in the ample library of other Arkham Horror expansions. While the components and rules found in Miskatonic Horror can be enjoyed with only the Arkham Horror base game, the more expansions you incorporate, the more aspects of Miskatonic Horror you can enjoy.Personally I'm eagerly awaiting Mansion of Madness but for all the Arkham lovers this looks to be a nice expansion.
Forbidden Island Review

Published: 2010
Designer:Matt Leacock
Publisher: GameWright
Rules Complexity: Easy
Players: 2 -4
Type: Cooperative
Artwork: A
Bits: B
Playing Time: 30-45 minutes
Forbidden Island is a cooperative game for 2 to 4 players that is very similar to Pandemic. The reason for this is the two games are designed by the same individual. Calling Forbidden Island a Pandemic light is a really excellent way to describe this game. While such a comparison might be considered a slight to the title, I think it's a compliment. Pandemic is an excellent cooperative game and Forbidden Island replicates many of that games mechanics and it plays in half the time.
The setting is simple. You're a group of treasure hunters and your goal is to acquire 4 Idols off this island and then leave before it sinks via the helipad because we all know a mysterious island comes with an equipped helipad. As a group you can lose the game in a number of ways. If a character dies you lose. If the water level gets too high you lose. If both treasure chambers for an unclaimed idol sink you lose. Finally if the helipad tile sinks you lose.
Each player is randomly given a character who has a special ability. For example the pilot can fly himself for an action to any other tile, the diver can swim under flooded or sunken tiles for an action allow him to move large distances.
On your turn you get to take 3 actions, then you draw 2 treasure cards and then you draw flood tiles based on the water level. All of which is covered on the back of your player card which makes the player card very useful and also makes the game much easier to explain.
The actions you can take are moving, shoring up flooded tiles, giving a treasure card to another player on your tile or claiming a treasure if you have 4 matching cards in your hand.
The trick to the game, and possibly it's flaw, is the treasure deck contains 3 water rises cards. When one of these is drawn you increase the water level. This level determines how many cards you draw in the flood stage. You then reshuffle the discards in the flood deck and put them on top of the flood deck draw pile. Pretty much identical to the way this mechanic works in Pandemic. The treasure deck itself isn't very large and each player has a hand size of 5 so the cards cycle at just the right speed.
Finally you draw flood cards based on the water level so you will be drawing between 2 and 4 cards depending on how bad things have gotten. When you draw a card it matches a tile. If that tile is dry you flip it to it's flooded side. If that tile is flooded you remove the tile and the card from the game. Removing the card is an important rule not to forget as it reduces the size of the flood deck.
The game itself usually plays very fast and is also typically very tense. Players coordinate there actions between shoring up tiles and trading cards. There are also special cards that can be played at any time. These are the sandbags card which allows you to shore up a tile. Also the helicopter lift card which allows you to move all pawns on a tile to another. The Lift card is also required to be played to get everyone off the island once on the helipad.
Forbidden island is a decent game. It plays very fast and for some reason is easier to explain then Pandemic. In fact I would consider Forbidden island a good game to get some9ne feet wet for Pandemic.
The only problem I have seen with the game and it has happened twice is if the water rises cards get grouped up in the shuffle and come out early you can usually outlast them and then it is a pretty easy victory. When that doesn't happen the game is usually very tense and is a good 30 to 40 minute ride.
Forbidden Island is a good game. It plays fast, it's exciting and easy to teach. If you own Pandemic you might not need this game unless you're looking for a new setting and a game that plays quicker. If you don't own Pandemic I would still recommend it over Forbidden Island as it is a slightly deeper experience.
Wrath of Ashardalon First Impressions

Wrath of Ashardalon is the second release in the D&D board game series from Wizards of the Coast. For those who have the previous release Castle Ravenloft you may be wondering if it is worth your while to own another version of the game.
WOA is in a new setting which means it comes with all new monsters, new tiles, new cards and of course new heroes. The first thing I notice about WOA is I preferred the variety of monster more. Obviously setting the location outside of a haunted castle controlled by a vampire gives you a little bit more flexibility in the types of monsters you can include. Once again the sculpts are fantastic but the thing I am most impressed with is the monsters are much harder.
There are some new rules for doors and a few other things which I am not going to get into in this impressions article mainly because I haven't had a chance to play any of the scenarios including them. The rule book and many of the items are much more organized and address a lot of the issues people were having with Ravenloft. the rules clearly state which pieces will be used in every session and which are scenario dependent. This makes the learning curve much easier for new combers who could be overwhelmed with the amount of items in the box.
In my limited time which as of this writing includes 2 plays of the solo scenario I've discovered the best thing thus far about WOA is the treasures. You can find some really powerful and helpful items.
The tiles are again very nice and of sturdy quality. The cards on the other hand (at least in my copy) left a little something to be desired. Ravenloft is one of the most played games in my collection and I have very little wear on those cards. With the WOA cards I found the corners turning up and showing slight signs of warping within 30 minutes of opening the game. Curles edges and slight warping is expected with cards, but not in that short of time with absolutely no plays. To their credit WOTC has already issued me new cards which is appreciated but I have doubts they will make a difference the cards just seem to be on a different stock.
Overall I think if you loved Ravenloft then WOA seems like a lock. The new setting, figures and rules will keep you busy. If you were luke warm about Ravenloft then you may want to try WOA as the setting an additional rules make the game a tighter experience. However if you loathed the previous game I don't see anything in WOA at this point that would change your mind.
New Games
Merchants & Marauders
Haven't had the chance to play this one yet but have done the usualy rules read through and play some test turns. I expect my regular group to be slit on this one. Great concept, quality components and does what i expect. However might be a little too rules overload for some.I hope to get it to the table this Thursday.
Earth Reborn
This game took a long time to punch and it is going to take even longer to get through the rules with the available time i have right now. What's cool is the way it teaches the rules in small chunks. Conflict of Heroes did this and it is one of the few games I can always remember how to play.I expect it's some time before this one sees daylight though.
Other games I've gotten recently. Formula D with all the track expansions, the new BSG expansion, Telestrations (This one is a huge party hit) 1960 to play with the wife.
I've got more games then I have time to play right now.
The Americans
Tonight we're going to look at the Americans in Civilization the Board Game. The Americans may seem like one of the more vanilla civilizations to play but they provide a good starting point for a player who can be flexible and depending on the situation open up any avenue of victory.The Americans get a random great person, so what you get can certainly dictate how you proceed. However the addition of a great person at the start can be very helpful, especially if it leads to increased culture or wealth.
Because of their special ability to acquire 2 hammers every time you convert trade into production the Americans would do best to put their cities in areas heavily favored to Trade. Cities place near water with harbors can lead to a lot of excess trade that can be converted very easily into units or buildings.
Finally with Currency as a starting tech the Americans can immediately build a market to get their economy rolling. Also the ability to convert incense to gain 3 culture during the city management step means if the Americans can get a good great person draw and get out and explore they can take an early culture lead.
So next time you find yourself playing the Americans don't look around in envy at the other players. Analyze the set up and situation and pick a plan and hold the course. If you do so victory can be yours in a number of ways.
Civlization the Boardgame First Impressions
While my copy is set to arrive today I had the chance to play this one last night and my initial impressions are that I loved it. I'll be digging into this much deeper over the coming days but this is really a great game entry in the genre.We set up for 4 players, the game needed to be punched and rules needed to be explained so that was an hour of time right there. The game itself is pretty easy to follow once you play about 2-3 turns. I think once everyone knows how to play this game could be knocked out in 2.5-3 hours.
As a first game though we didn't even finish and we were close to 2-3 hours in after the initial set up. Part of that is first game normalcy, part of it is not really having a focus on a victory condition and then it comes down to the group.
The game is broken into 5 steps to a Turn and 3 of those steps are done simultaneously, I've marked those below.
Start of turn Actions*
Trade*
City Actions
Movement
Research*
The first two actions should be relatively quick as unless you get a few player haggling over trading something there is not a lot going on. I noticed while we played that many people were constantly counting their trade every round, even when nothing changed to effect it. If you had 11 last round and didn't build anything to alter that you still have 11. Perhaps some scratch paper for the forgetful?
You essentially get one city action per city and you have to determine your production for each city on a turn so this step is the longest. Movement is where combat can come in, but combat is quick and effective so that's not much of an issue.
Finally research is where the game seemed to bog down and it shouldn't You know if you're going to research a tech by the trade phase usually, at the very latest the City Management Phase. So while other players are doing those action you should be looking at your tech deck and deciding what to do.
Anyway enough with the rant on how to play the game, just expect a longer game the first time out.
The game itself was great, I like every mechanic and really can't think of one I didn't enjoy. I'm going to cover these over the next week. I love the 4 ways to victory and last night I really didn't focus on one. As Germany and with my initial set up and the way the game evolved I should of been pursuing a military victory.
However I was all over the place, I think I had the biggest tech pyramid when we quit, I was 2nd in culture which took a lot of doing, had only 1 gold coin in terms of the wealth victory condition and I definitely had the biggest military force. With all that I wasn't anywhere close to winning.
The game suggest not using wonders or two of the Civs in a first game and to simply set up and play a few turns and start a new game. I balked at this notion, however I think it is a really good thing to do. Most players will be too focused on learning the mechanics, looking at techs and exploring to even explore a strategy. Playing even just 3-4 turns will get everyone's feet wet and then make the second game a much more focused setting.
Next time I'll get into the Civilizations and how they differ. For those looking for a recommendation I would say if you like the genre or the computer game you shouldn't hesitate to buy this as long as you have a group to play it with.
The waiting game
Truth be told I place so many orders that I never know most of the time when something shows up what I am getting but this time I do. Besides Civ the other game I am waiting for is a GMT game. I usually order direct from GMT as I find them a very good company but this time i went online retailer. So while many people are enjoying Labrynith War on Terror I am waiting and waiting.
My wife asks why i don't just play one of the 4 new games I have gotten in the last 3 weeks, she just doesn't get it.
Blog Information
Blog Archive
-
▼
2011
(124)
-
▼
June
(23)
- Just a Note
- Print On Demand Expansion for Mansions of Madness ...
- Friday News Round Up
- Conversion
- Elder Sign Preview
- QC in board gaming, what is going on?
- L5R makes it's board gaming debut at Gen Con
- GenCon Questions
- Hump Day News Bits
- Operation "SEELOWE"
- 7 Wonders Replacement Cards
- Tales from the Cylon Front--The Best Cylon Win Ever!
- Gears Preview
- FFG Announces Elder Sign
- Review Who Would Win
- Review: Joe Name It
- News Bits
- An Old board gamer turns older
- Godzilla has arrived
- Friday Fun Thoughts--A Long Awaited Return to Full...
- Into the Depths of Small World Underground--A Preview
- Talisman Dragon Expansion
- FAQ for Fighting Formations
-
▼
June
(23)
Recently Played
Blog Archive
-
2011
(124)
-
June(23)
- Just a Note
- Print On Demand Expansion for Mansions of Madness ...
- Friday News Round Up
- Conversion
- Elder Sign Preview
- QC in board gaming, what is going on?
- L5R makes it's board gaming debut at Gen Con
- GenCon Questions
- Hump Day News Bits
- Operation "SEELOWE"
- 7 Wonders Replacement Cards
- Tales from the Cylon Front--The Best Cylon Win Ever!
- Gears Preview
- FFG Announces Elder Sign
- Review Who Would Win
- Review: Joe Name It
- News Bits
- An Old board gamer turns older
- Godzilla has arrived
- Friday Fun Thoughts--A Long Awaited Return to Full...
- Into the Depths of Small World Underground--A Preview
- Talisman Dragon Expansion
- FAQ for Fighting Formations
- May(32)
- April(21)
- March(42)
- February(5)
- January(1)
-
June(23)
- 2010 (14)
- 2009 (7)
- 2008 (98)
- 2007 (4)
- 2006 (6)


