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Headless Hollow posts, categorised for your convenience and enjoyment. On this page you’ll find all the posts vaguely related to Boardgames.

Thursday, July 1, 2010

Little Metal Dog Show Interview

Little Metal DogI was recently interviewed by Michael Fox, who runs an up-and-coming games podcast called The Little Metal Dog Show, about my boardgame rules summaries.

This is the first time I’ve done something like this, and I’m a tad horrified at how I sound in the interview. The low quality audio through my MacBook mic doesn’t help either—the lack of detail makes me sound like I have a much broader Australian drawl than I do in person. I also seem to have a rude habit of not letting other people finish their sentenc—!

—anyway, vanity aside, check it out if you wish to hear my incoherent ramblings. I’m off to get some elocution lessons.

PS Sorry Blackbeard: you’re not that bad, really, I was on the spot.

Thursday, March 25, 2010

Headless Hollow Boardgame Reference Sheets Update

New additions to my Boardgame Reference Sheets page might sometimes go unnoticed, so I’ll be announcing updates occasionally here on the front page for you gamers out there:

AT43After a year’s break, finally a big update to my AT-43 cards with the addition of the COG and ONI armies. Those of you who play this great miniatures game, be sure to check out these files. I also took the opportunity to add cards for support teams, and updated the token sets, so the AT-43 set should now be complete.

Arkham HorrorThe Arkham Horror summary and reference set has also been updated—Fantasy Flight Games keeps releasing the expansions, I kept updating my reference sheets. Until the new Lurker at the Threshold expansion comes out, this is now completely up to date.

Memoir44Another big update completed recently was for good ol’ Memoir ’44. I finally redesigned these sheets from scratch with a new layout and the latest expansions.

WFRP3The new version of Warhammer Fantasy Roleplay is out, and we’ve been having a lot of fun with it. My comprehensive rules summary and reference sheet ‘pack’ should help you keep track of all those strange new rules with ease, and let you concentrate on the storytelling.

RunewarsRunewars is a brand new ‘big box’ game from Fantasy Flight Games, and I have the rules summary and reference sheets ready, hot on the heels of the release. Enjoy!

Good gaming!

Tuesday, December 22, 2009

Nazi Zombies

IncursionMany a gamer has nurtured the dream of creating his or her own game and getting it published, but it’s very few who actually follow through. Why? Because it takes years, is bloody hard, and is horrendously expensive, that’s why.

However one crazy and committed soul who has gone all the way is Jim Bailey of Grindhouse Games. His boardgame Incursion is an incredibly fun combat game set in the kind of alternative WWII-with-zombies familiar to readers of Hellboy, with a bit of a grungy Tarantino feel thrown in for good measure. The game has often been compared to Space Hulk because they both use an action point system, but it really is a very different game with a different feel. In Incursion the power-armour US grunts go toe-to-toe with Nazi zombies, the vicious Blitzhund, and the bizarre results of secret experiments gone wrong. Throw in a deck of Battle cards and you have a fast-moving, tactical, thematic gaming experience.

Jim has been making his game available as ‘print-and-play’ for a while now, and selling a range of absolutely gorgeous metal miniatures that really make the game look spectacular. But his real dream has been to have the game published, and after months of work the game is just about to be released. From the outset Jim has been determined to make the best quality product possible, and it’s probably because of this that he’s gathered around him a group of like-minded designers and developers. Go have a look at the final game here.

I’m proud to have contributed in a small way to the game by creating the reference sheet you can see there in the photo.

There’s only about 300 left of this first print run, so what are you waiting for? Not only will you be getting a fantastic game, but you’ll be supporting a dedicated self-publisher of a quality game—and I for one am eager to see what he comes up with next. Head off to the Incursion website and order a copy now.

Thursday, November 26, 2009

Grab ‘em while you can!

Sometimes you just have to shake your head in disbelief at the stupidity and short-sightedness of some companies. Case in point: Games Workshop. Multi-million dollar exchange-listed behemoth tabletop games company.

They must have hired a new law firm or something, because gamers all over the world are receiving cease-and-desist letters from the suits to pull down from the net anything and everything that mentions their games. This morning, all the rules summaries and reference sheets I’ve done for their games were removed from BoardGameGeek, and I fully expect to get the email any day now that forces me to remove them from this site as well.

So I suggest, if you play any of these games, grab the sheets now while you still can.

Anyone with half a brain can’t help but be amazed by this kind of treatment. How can any company be so stupid as to penalise their own fans; people who are putting countless hours of their own effort into advertising their product for free? I mean, really, how can having online rules summaries for twenty-year-old games like Curse of the Mummy’s Tomb and Rogue Trooper hurt the company? Even if the game is still in print, it is common practice for companies to make their game rules available online. These games can’t be played by rules alone.

I could go on from here into how this kind of customer-bashing has become de rigeur for companies all over the world, and how the knee-jerk response of companies to the internet is completely missing the obvious fact that they will actually end up selling more product if they allow the fans to promote and support it online. But we’d be here all day.

Suffice it to say that gamers know which way the wind is blowing, and are deserting Games Workshop in droves. Eventually the twelve-year-olds that these days make up their core customers will wake up to the facts as well, stop supporting this aging corporate beast of a company, and go elsewhere to game companies that actually care about their customers.

In the meantime, let’s all watch Games Workshop dig its own grave.

The Games Workshop Files Purge of ‘09 (BoardgameGeek GeekList).

Tuesday, July 28, 2009

Vintage Boardgames

Vintage Games

Back in the 50s to the 80s, when mainstream toy companies actually made games and didn’t just churn out re-licenced versions of Monopoly, it was a wonderful time when games had fantastic themes, lots of ‘bits’, and dripped with originality and invention. Well, those days are unfortunately long gone. Luckily, there are two ways to recapture those halcyon days of youth—you can explore the world of specialist boardgames, and you can turn to Ebay to get back some of those wonderful games that still hover on the edge of your childhood memories.

A great place to start is the ebay seller ‘space.dust’ and his UK-based Vintage Board Game Emporium. I’ve bought two games from Nick now—Thunder Road and Escape from Colditz—and not only is he a nice guy, but he has a wide range of old games, describes them in detail, and packs them with great care.

There’s nothing like re-discovering some old game that you owned as a child, or maybe just played when you visited a friend, or coveted through a shop window. Sure, you lose a bit of the magic when you discover that it wasn’t quite as great a game as you remember. But for enthusiasts like me, it’s still a great pleasure to snatch back these tangible slivers of childhood, and even break them out occasionally to play with friends of a similar vintage!

So go flip through the Vintage Board Game Emporium and see what memories come flooding back. Tell Nick that Universal Head sent you!

Friday, June 12, 2009

Tales of the Arabian Nights

Over a year has passed since I began work on it, and a couple of hundred hours, several hundred dollars worth of book research, and over 400 emails later, I finally have a copy of Tales of the Arabian Nights in my hands, direct from the printers. It should be in the shops early to mid-July.

So my readers can experience the joy of opening one of these big heavy boxes (about 3 and a half kilos!) for themselves, I made this little sequence of photos documenting the process. Sorry I can’t hook up the ‘fresh from the printers’ smell for you as well.

Opening the box
[click image to enlarge]

I’ve been designing for a couple of decades, and there are only a few jobs in that time that have demanded as much hard work, creativity and dedication as this one. The printers did a great job; the matt-finished cover with gloss UV-varnished logo and illustrations looks wonderful, and René Bull’s stunning 1912 illustrations look better than they have in print for many years, which I hope is a tribute to the man’s talent. It was with a great sense of relief that I opened the box to find all the game components as high quality as I’d hoped. Best of all, the whole design hangs together beautifully and gives the game a distinctive ‘feel’, that I hope is something quite different from the usual run of games being published these days.

[click image to enlarge]

Sure, there’s a few little things I’d like to tweak, and I’ll hopefully get a chance to do so in future print runs. But now, it’s finally time to let this baby go out into the world! Tales of the Arabian Nights is published by Z-Man Games, and I’m really hoping it’s a big success for them. Quite apart from the work I put into it, it’s a very fun and thematic game. There’s a 300-page book in there, chock-full of adventures in the old ‘Choose-Your-Own-Adventure’ style. For gamers who love a story, this is a real treat.

Cards
[click image to enlarge]

Thankyou to Dan Harding for his excellent illustrations, Eric Goldberg and the other writers for creating such an amazing game, and Zev Shlasinger of Z-Man Games for the opportunity to redesign it. I hope people all over the world enjoy playing this game, and for at least a little while forget all their cares and worries and disappear with their friends into the glamourous, fun, exciting world of the Arabian Nights …

Wednesday, June 3, 2009

The Legend of Robin Hood

Robin Hood

Much like everyone I know, my workload is a little light at the moment. That probably means I should take the time to update my business website, do a bit of ringing around, work on new business strategies, right? Wrong! I think I’ll recreate an old Avalon Hill game from the ’70s from scratch!

I became aware of The Legend of Robin Hood when I saw a review of this little-known 1979 gem on Gameshark and thought it sounded just like the kind of game I like. I was about to buy a copy on Ebay when it struck me that the game was pretty simple— board and counters—and that it really could do with a graphic revamp anyway. As if I haven’t got enough in the way of personal projects on my plate …

So, after a couple of weeks work in my spare time, here it is—a complete remake of the game with a new large board, large counters, a double-sided rules summary and double-sided play reference sheets.

As Barnes pointed out, this is a game that really relies heavily on theme, so I hope you’ll agree this revamp makes the whole game experience just that bit more immersive and enjoyable.

I have no idea of the current copyright status of the game —possibly it has reverted to the designer Joe Bisio. Of course this is a completely not-for-profit project, done without permission. The illustrations I used on the board and counters were originally by Stanley Herbert and taken from England: Book 1 The Medieval Scene by R.J Unstead (A&C Black, 1963), again without permission. They have that ‘Boy’s Own Adventure’ feel that I felt worked really well for the Robin Hood theme. Oh, and the logo is a shamelessly modified version of the title screen from Errol Flynn’s 1938 film The Adventures of Robin Hood.

You can download the new version here. Enjoy!

Monday, May 4, 2009

100 Game Reference Sheets … and counting …

Cosmic Encounter

Way back in 1981, on my sixteenth birthday, a schoolfriend gave me a copy of a game called Cosmic Encounter. While I’d been playing role-playing games like Dungeons & Dragons for a few years, I’d only recently been enjoying boardgames. Cosmic Encounter is a bit of a classic in the small world of boardgames; it’s been through editions by Eon (the 1977 original, and the one my friend gave me), Mayfair Games, West End Games, Games Workshop, and the toy giant Hasbro among others—sixteen different editions apparently.

So it’s a nice coincidence that the one hundredth entry on my Games Sheets page should happen to be for the new Fantasy Flight edition of Cosmic Encounter, which I just bought. One hundred entries! That’s countless hours of unpaid writing and design work—summarising rulesets, designing reference sheets, deep-etching scanned logos and making backgrounds. Why the hell do I do it?

I have no idea. I suppose it’s the same reason I can’t imagine being anything but a graphic designer. I love to make something that is well designed and has a useful purpose, and I love boardgames, and if there’s one thing that improves the experience of playing a boardgame it’s a) not having to trudge through the rulebook for a refresher course everytime you play one and b) having something next to you during the game that saves you from pausing the action while you look something up in a rulebook.

The great thing about boardgames is that you can get completely immersed in the experience. It’s a very social experience: a group of friends gather around a table and play out some form of shared story, whether co-operatively or competitively. A good reference sheet stops you from being wrenched out of the flow of that shared experience and back into the nitpicking world of the rules that hold it all together.

Basically, it just makes the game more fun.

Also, I get a great deal out of satisfaction from the fact that they seem to make games more fun for a lot of other people all over the world too. I’ve even had people gather together online to buy me a game so they could get reference sheets for it. These are just a few of the scores of comments I’ve had from people who have downloaded my sheets:

“I love your rules summaries, they are the first thing I look for on Boardgamegeek when I have bought a new game.”

“I wanted to drop a note to say thank you for all of the game summaries you’ve made, I find any game that you’ve made a sheet for to be that much more enjoyable when I play it.”

“I just felt you should know that you have fans out there (as if you didn’t know already). I’m one of them. It is only right that you be told! I really appreciate all of the work you’ve done for the gaming community. I know I’ve used and abused your good will and fine work for months, now! Thanks again for all the great work you’ve done!”

Hey, so I’m not changing the world. But I’ve made a few people out there a bit happier.

So, here we are at one hundred entries, with the rules summary and reference sheet for Cosmic Encounter. As usual, print out in colour on card, laminate and trim for best results! Enjoy!

Friday, February 27, 2009

Toy Soldiers

AT43

“Hello, my name is Universal Head and I play with toy soldiers.”

When I was a kid I dabbled briefly with the usual toy soldier thing—you know, fighting battles in the sandpit, and later, making little flamethrowers out of tin foil and matches, that kind of thing—but I really wasn’t into it in a big way. The little men thing started, as so many things did, when I was about thirteen and discovered Dungeons & Dragons. Some ingenious person out there started making little 25mm high fantasy fighters and ‘orrible creatures out of pewter and tin, and I was hooked on the little buggers. I think from the moment I first saw them lined up on the shelves of the game shop they captured my imagination. Not only could you create little battles with them, but you could express your artistic urges and paint them, learning all kinds of tricky techniques to make those tiny antagonists look as real as possible.

A little English company called Games Workshop started making figures for their Warhammer game, and the rest is history. I wasn’t really that much into big armies facing across each other across a tabletop. Being a very meticulous painter, I never got enough figures painted, so I tended to prefer small-scale ‘skirmish’ level games like Necromunda and Advanced Space Crusade.

But for people like me, who still have the eyes of a twelve-year-old when it comes to these things, the sight of a 6’x4’ table covered with little armies running about through beautifully modelled terrain still fires the imagination. And finally, after all these years, this kind of hobby is possible without sacrificing all of my free time upon the altar of wargaming.

Thanks to a game called AT-43.

Purists will shudder at this point. Prepainted miniatures?! Surely not! Well yeah, it took me a while to get used to the idea. But the fact is, with my schoolboy days long, long behind me, I have no time these days to paint the scores of little figures that a tabletop wargame requires. Pre-painted miniatures can go straight onto the tabletop, ready for battle; they still look great from the distance you usually see them, and gone are the days of figures cluttering the dining room table in a half-painted state.

AT-43 is a sci-fi miniatures game by a French company called Rackham, and I’ve recently bought into it in a big way. The miniatures look great and are painted to a good standard (no doubt by assembly lines of Chinese workers; though I have discussed this subject with game publishers who tell me that this kind of thing is actually considered a good job and just a first step on the ladder for young workers). The game system is quick, fun and doesn’t involve remembering the equivalent of trigonometry tables to play. A good example: if you have a Medic in your unit, you can save a hit soldier by shouting out Medic!—possibly one of the greatest rules ever invented for a wargame.

But these days, there are more things available that make tabletop gaming quick and easy to get into. Games Workshop recently released a modular 6’x4’ plastic battleboard that, while outrageously priced, solves all the old problems of making and storing a gaming surface. It packs away into a 2’x2’ carry bag, and once it’s painted, looks fantastic. Add a few of their plastic woods and hills and you have all the terrain you’ll ever need. In the bad old days you either had to make modular wood and polystyrene sections, or string a ping-pong table to the roof with a pulley system (don’t laugh, a friend of mine did this).

So, after you’ve spent all this money—no doubt justifying it to your partner by pointing out that your hobby could be collecting vintage cars, and she should be grateful—your old school buddy who you’ve known for almost thirty years (gulp!) comes around one evening and you set up a game. You’re both on the wrong side of forty and playing with toy soldiers.

So what? You have a fantastic time. A few beers and a few game turns later and you’re laughing your head off, embellishing the tiny dramas that happen on the table in front of you, making whooshing and dakka-dakka noises as another unit of soldiers lets fire with their assault rifles, cheering as the battle robot is blasted into smithereens by a lucky laser shot, chucking handfuls of dice like high rollers in Vegas, both leaning over the table to see if your opponent pulled off the lucky numbers to blow your favourite unit away.

You may laugh, but it’s a damn sight better way to spend an evening than sitting in front of the television or plugging your cash into a one-armed bandit.

With luck, I’ll be playing games like this until I shuffle off this mortal coil. Quite probably, in full command of my mental facilities because I’ve kept my brain so active learning game rules, and certainly happier because I’ve held on to my childlike imagination and sense of wonder. Playing with toy soldiers is a wonderful thing. I highly recommend it.

Image from the Rackham website, used without permission.

PS: Obsessive graphic designer that I am, I spent ages redesigning all the unit cards from AT-43 into a more readable and easier-to-use format. You can download them here.

PPS: You get to exercise other creative modelling and painting muscles too. See this thread on the AT-43 forums, where I’m detailing the process I’m going though making terrain tiles for the game.

Wednesday, March 5, 2008

Gary Gygax, 1938-2008

Many people of my generation are no doubt mourning the passing of an icon from their teenage years, Gary Gygax, co-creator of Dungeons & Dragons, who died this morning, aged 69.

Gygax didn’t create the famous role-playing game on his own—Dave Arneson helped develop the original miniatures wargaming rules Chainmail into the role-playing game we’d recognise today, back in 1974—but his contributions and dedication to the game qualify him as the most popularly recognised ‘father of D&D’.

This could be a curse as well as a blessing, since he copped a lot of flack back in the 80s when psycho Christian groups decided that D&D was responsible for everything from teen suicide and murder to witchcraft. As a teenager I even wrote a long and passionate letter defending the game to the Sixty Minutes programme after they ran a ridiculously misinformed and sensationalised segment about D&D.

As I said then, and I still believe now, playing D&D was a fantastic and enriching experience for any teenager. I’m convinced that being the ‘Game Master’—creating maps, designing character sheets, planning games—put me on the road to be a graphic designer. I shared a lot of great times with friends with whom I’m still close today, and we can still laugh about classic moments that happened during our old games. We adventured in haunted dungeons, foiled smuggler’s plots, fought hordes of ratmen, wandered across post-apocalyptic wastelands, exchanged laser fire on distant worlds, fled from victorian-era ghosts and followed the trail of Lovecraftian cultists. Sure, it was a little tricky juggling the geekiness of role-playing games with being relatively cool, going to parties and getting girlfriends, but I drummed in a band, so that helped.

Though we used to dream about computer versions of our favourite game, I feel like kids now are missing out on all of the wonders their imaginations can conjure. Swordplay with beasties in lifelike computer-generated worlds is all very well, but it can’t beat the totally immersive experience of a good roleplaying game session, which can go way beyond combat to the most complex and involved plots and personalities.

As a matter of fact, we’re planning a game (using the Warhammer Fantasy Roleplaying 2nd Edition system) in a few weeks, for the first time in many years. We may have all entered our forties, but we still have healthy imaginations, and it’s not too difficult for the players to take on their old characters—Lucidius Lavarar, the dissolute and outrageously dressed charlatan and raconteur; Robert Lacy d’Aghuilam duCourt, the arrogant Elven noble and professional duellist; Fatuus Fitzue, the tatty journeyman wizard. Hilarious situations will ensue, vicious combat against horrific foes will be joined, mysteries will be unravelled, and no doubt the world will be saved from the clutches of chaos (again).

We’ll be sure to toast Gary Gygax when we start playing.

Boing Boing interview and video.
LA TImes obituary.

Wednesday, November 7, 2007

Son of boardgame reference sheets

More goodies for gamers on the Boardgame Reference Sheets page. A rules summary and reference sheet for the Fantasy Flight Games Runebound expansion Sands of Al-Kalim (and a slight update to the Runebound sheet itself); a slight fix to the sheets for the Viking game Fire & Axe; and finally I’ve uploaded my rules summary and reference sheet for the classic Puerto Rico. Il Principe by Z-Man Games coming soon!

Sunday, October 28, 2007

The kindness of strangers

Occasionally someone does something that reminds you that there are thoughtful, kind people in the world. Those visitors to this blog who play boardgames are aware of the Freebies page where I share all the PDF rules summaries and reference sheets I have made for boardgames in my collection. Well, out of the blue, a member of BoardgameGeek decided that he wanted to show his appreciation for my work in a tangible way, and made a donation to me for the buying of new games. A completely unsolicited act of generosity.

There are some nice people out there.

Thursday, October 18, 2007

More lovingly-designed boardgame reference sheets

For you boardgamers who visit the site, I’ve added several new listings to the Boardgame Reference Sheets page. There’s a rules summary for the new Flying Frog zombie game Last Night on Earth, a rules summary and new reference sheet for the Z-Man Games card game Camelot Legends, a rules summary for Days of Wonder’s latest, Colosseum, and most significantly, a whole pack of reference material for the new Take on You/Fantasy Flight Games alternative-history occult Nazi-themed combat skirmish game Tannhäuser. Zombies, Arthurian knights, Roman impresarios and magic-wielding Nazis—don’t you love boardgaming?

Update: Rules summaries for the superhero mischief of Fantasy Flight’s Marvel Heroes and the Z-Man Games bidding and trading game Silk Road.

Friday, September 14, 2007

What a Geek!

Back when I was in school I probably would have hated being called a geek, but when you’re over forty these kind of things lose their sting. And besides, it’s almost a term of endearment these days. So allow me to revel in the honour bestowed upon me this week by my most-visited of internet destinations, BoardgameGeek—that of 105th Geek of the Week.

Once a week the boardgame-obsessed community at BoardgameGeek get to rip apart one of their members and see what makes him or her tick, and this week it’s been me. Now’s your chance to learn everything you always wanted to know but were too disinterested to ask about your host, Universal Head!

Monday, January 8, 2007

New Games Reference Sheets

BattleLoreIf only I could remember that obscure rule … fret no longer, some new boardgame reference sheets have been added to the Freebies section: AT-43, BattleLore, Blue Moon, Blue Moon City, Buffy the Vampire Slayer: The Game, Call of Cthulhu CCG, Dracula, Dungeon Twister, Fury of Dracula (2006 version), Jambo, Mall of Horror, Mutant Chronicles: Siege of the Citadel, Nexus Ops, Runebound 2nd Edition, San Juan, Star Wars: The Queen’s Gambit and Zombies!!!. Enjoy!

Wednesday, October 11, 2006

Battlelore

BattleloreI’m finally having a holiday; very soon my girl and I fly off to New Zealand for a couple of weeks where we’ll drive around the South Island wherever the whim takes us. I can hardly wait to get away from my computer and indulge myself in fresh air, long walks, Alpine-like scenery and no email. My wrist and arm hurt, I’m burnt out, and I’m way, way, way overdue for a break.

In the meantime, have a look around Battlelore Master, a new fan site I whipped up a few weeks ago (probably when I should have been working). You’ll notice I did save myself a bit of trouble by reusing some Headless Hollow code and graphics (I’ll get around to customising it more later).

I’ve sung the praises of a game called Memoir ‘44 by Days of Wonder; well, this shares the Commands and Colors system by Richard Borg, but is designed for historical medieval warfare or fantasy-themed battles. Days of Wonder are really going all out with this one, planning a long-term series of expansions, extra armies and figure blister packs. It’s looking incredible.

I’ve done a fan site before (The World of Tékumel) and they not only give me a chance to make a particularly visually appealing site in a fun genre, but are good additions to the portfolio and can lead to client contacts. BattleloreMaster.com uses a MovableType shell like Headless Hollow, but also features a set of discussion forums. I’m betting Battlelore is going to be a hugely successful game system, so here’s hoping the site will become the number one stop for fans of the game.

Even when I’m not designing for work, I’m designing for play. No wonder my wrist hurts! Time for two weeks R&R. More when I get back, hopefully refreshed and re-inspired.

Sunday, September 10, 2006

Boardgame Review: Cleopatra and the Society of Architects

Cleopatra and the Society of ArchitectsRegular gaming readers may have gathered that I’m a big fan of the games produced by Days of Wonder; they make beautiful and fun games that don’t strain the brain and are perfect to play with a few friends and a few drinks. Cleopatra and the Society of Architects is their newest production, and it raises the bar yet again. While some gamers would call it over-produced, since DOW have managed to pack in a lot of plastic components and kept the price at the usual level, what’s wrong with a little bit of overproduction I say?

Cleopatra is a great game to play with non-gamers as well, as the rules are easily picked up. It basically follows the Ticket to Ride model of collecting cards in order to get points, only instead of building train routes across America or Europe, you’re an architect in ancient Egypt building parts of Cleopatra’s palace. First, you turn over the box and it becomes the framework of the palace, along with two boards that go on top of and in front of the box. The players can visit the market (draw cards) or trade combinations of their artisan, stone, marble, lapis-lazuli and wood cards for plastic pieces that are placed on and around the palace—a processional of sphinxes, two obelisks, the main doorframes, the walls of the palace, garden mosaics and the pedestal and throne—receiving money, or talents for each piece they build.

Cleopatra and the Society of ArchitectsThere are ways of speeding up the process with special cards and cards with double the usual number of resources, but they’ll cost you Corruption Amulets, as you participate in shady deals to get ahead of your architect rivals. Your Amulets are kept secret in a cardboard pyramid and revealed at the end of the game, and the most corrupt of the players is immediately fed to Cleopatra’s pet crocodile—or, in less prosaic terms, loses. The richest of the remaining players wins the game.

There are ways of getting rid of Corruption however. Occasionally, an Offering to the Great Priest may be made, where players blind bid Talents in an attempt to lose Corruption. And you can build Sanctuaries in the palace garden where Corruption Amulets are placed at game end.

In our first game, I managed to come out the richest architect—but unfortunately also the most corrupt. Pet food.

Four hieroglyphs out of five.

Cleopatra is a fun game, and well worth purchasing. Some die hard gamers might wish for more choice and strategy and less luck, but this is a game for the family and for a bunch of friends spending an enjoyable hour together. The rules are simple but I’ve whipped up a one-page rules summary that includes the official two player rules posted on the DOW website. As always, it’s available in the Freebies section here.

Thursday, August 17, 2006

The Joy of Boardgames

Just a brief reminder that there is a whole bunch of lovingly-designed rules summaries and reference sheets for many of the most popular boardgames (and some old classics) in the Freebies section. All free to download to enhance your next game (and make re-learning the rules much faster and less painful), of course. I’ve just uploaded some new files.

And don’t forget Boardgamegeek for all your boardgaming needs. My number one internet distraction.

Friday, October 14, 2005

Boardgame Review: Conquest of the Empire

Conquest of the EmpireI’m a fantasy and sci-fi fan when it comes to games, but after recently discovering the excellent Memoir ‘44, which has become a favourite, I’ve begun checking out a few historically themed games as well.

Conquest of the Empire by Eagle Games is my latest purchase, and it’s proved to be a wonderfully strategic and amospheric mid-weight game. You’re thrown into the period of the Roman Empire, there to gather your armies to march on the provinces, attempt to control the Senate, and ruthlessly cut down your opponents through military might, alliances and treachery. If you have any interest in the period at all you’ll love this game.

Eagle Games has gone all out to make a high quality product. The heavy box contains a huge 3.5 x 4 foot three-section map of Europe and Northern Africa, beautifully painted in antique style. It’s also is chock-a-block with nicely detailed, large plastic pieces, thankfully not attached to sprues and already bagged. You get six sets in different colours of your Caesar, generals, infantry, cavalry, two-piece catapults and galleys, plus some generic cities and roads. There is also a deck of well-illustrated cards, a bag of large ‘gold’ and ‘silver’ coins (which are great fun to stack, or cast contemptuously across the board to an opponent), and several oversized—everything about this game is big—special dice.

All this largess wouldn’t be much good without a rules system, and Eagle Games brilliantly hedges their bets by giving you two! The first ‘Classic’ set of rules is the original Milton Bradley Game Master series game from 1984 of which this is a reprint, with a few tweaks. I have yet to play this system as apparently it’s showing its age. The other rules booklet is completely new, based on another game called Struggle of Empires. It works perfectly for the theme. The game is divided into four Campaign Seasons, during which players work out their alliances and turn order using a simple but clever bidding system, and complete other once-a-Season actions such as calculating Victory Points. But the heart of each Season is four rounds in each of which players get to choose two actions: either buy a Conquest card, move or battle their forces, recruit, raise funds, or buy Influence tokens to control Provinces. It’s this range of choices, and especially the limited amount of opportunities available to make them, that make developing a well-timed strategy so interesting.

Victory Points are received by having Influence tokens in a Province, but of course you can’t buy them if a non-allied military force is there with you. Time for battle! The combat system is simple but effective; players roll a number of dice, adding dice if they have a general or their Caesar present, are defending a city, or if they have a relevant card. For each symbol on the dice that matches a piece in your army, you destroy an opponent piece. It’s basically the reverse of the Memoir ‘44 system, where symbols indicate which opponent pieces you have destroyed.

Ancient Rome wasn’t just about armies however. You can also buy Senate Vote cards, and then call a vote on, for example, who receives an Emergency Tax of 50 talents (coins). Players vote using Senator cards—in addition to a starting hand of these you can buy more during the game, or ‘steal’ them from other players. A player who has the most influence in Italia gets to keep one of their discarded Senator cards after a vote, so controlling Italia and the Senate is a good recipe for overall victory. Get too cocky however, and the other players are bound to ally against you …

I’ve played this involving game with three and four players and it has been a great success; I can only imagine it gets better with the maximum six players. If you like a bit of strategy, high quality game components, just the right balance of luck, strategy, ease of play and complexity—and the thought of becoming Emperor of the Ancient Roman world—this game’s for you.

Four Caligulas out of five.

As is my want, I’ve made a colour Rules Summary and a Reference Sheet (in two flavours, light or dark background!) you can download here. The Reference Sheet in particular makes play go a lot more smoothly.

Thursday, October 6, 2005

I won an award!

AwardWell, I won it three years ago—I only just received it! Back in 2001 I was in London and doing a bit of work for various companies there, one of whom was a game publisher called Hogshead Publishing, who at the time were putting out, among other things, the excellent Warhammer Fantasy Roleplay. I worked on the logo and cover layout of one of the WFRP tomes, Realms of Sorcery, and also designed the cover of a bizarre roleplaying game called Nobilis. It so happened that at the next Origins Awards, ‘the industry’s premier awards for recognizing excellence in hobby games publishing’, Nobilis won ‘Best Graphic Design of a Book Format Product of 2002’, an accolade I share with James Wallis and Carol Johnson, who did the book’s interior.

NobilisIf you’ve ever seen a bunch of gaming products on the shelf you’ll notice that they all tend to fall into the ‘bright colours, monsters and buxom warrior women’ kind of mould, but James, who owned Hogshead (and did most of the work) had the courage to do something different with this product. We’d sit in the pub next to his office and discuss his ideas for it over a few pints. Instead of battling beasties, he wanted to use the stark image of the Art Nouveau sculpture Sphinx Mysterieux by Charles van der Stappe.

Game of PowersThe job was a graphic designers dream—given such excellent source material, my instant solution was to feature it large and closely cropped with a simple yet elegant logo treatment. The image wraps over the covers and the bust’s pupil forms the ‘o’ of Nobilis on the spine. I had the pleasure of designing for a large format square hardcover, unusual in publishing. Inside, James did a beautiful job with the layout, with full page, surreal B&W illustrations and a perfectionist’s eye for detail. Everything about the book made it stand out from the usual gaming fare (including the content, I might add).

I continued the concept with the follow up, The Game of Powers. They’re jobs I’m still proud of—every review of Nobilis I’ve read praises the design. So it’s nice to have this surprisingly solid and well-made award sitting on my desk three years on. Not only does it remind me of a job well done, but it takes me back to London, 2001, and the wonderful people I met there.

Wednesday, August 24, 2005

The game of life

Memoir '44Once a week, on a Wednesday, I meet a friend of mine I’ve known for about 25 years for a few games of squash. After pushing our nearly-40 year old bodies to breaking point running around a few square metres of court chasing a little rubber ball, we head back to one of our homes, where we order pizza, have a few beers, and our lovely and extremely indulgent female partners put up with us laughing, shouting and having a great time over a boardgame.

Tonight we got out Memoir ‘44, a simple but always enjoyable game that elegantly recreates and commemorates the battles in Northern France in 1944. My friend played the French, attempting to re-take Toulon on August 20-26 (I just realised—our timing is impeccable). My German infantry was well placed in defensive positions, aided by an artillery piece in Hyéres on the right flank. The battle was hard fought; I was outnumbered from the start, but gave as good as I got as I was pushed back to Toulon and eventually beaten. Shouts of victory and despair went up as the dice rolled. Cards were slapped down with gusto and discarded in disappointment. Many old in-jokes were rolled out for the umpteenth time. At least one uncontrollable fit of laughter was inevitable. My friend had spent the last week painting the little plastic pieces on his kitchen table, and the game looked great. To an observer it looked like some little army men, a colourful board with terrain pieces on it, some cards—but to us, we overlooked a sweeping battlefield alive with desperate combat.

(And in the case of this particular game, you can learn a little bit too—about the battles where men fought and died so we can laugh and joke with our friends well into old age.)

But next week, it might be gangfights in an undercity of the distant future, or steam-powered giant robots smashing into each other with spells crackling overhead, or marines battling aliens in the depths of a drifting space hulk, or cars bristling with weapons speeding across a post-apocalyptic landscape, or hunting Dracula and his minions the length and breadth of Victorian Europe, or …

Wednesday nights—I love ‘em.

Monday, June 27, 2005

Boardgame Review: Shadows Over Camelot

Shadows Over CamelotDays of Wonder don’t release many games, but when they do it’s time to break out the wallet and go grab a copy, because they’re almost always something very special. Their newie, Shadows Over Camelot is no exception.

The first thing to get your head around—after you’ve drooled over the beautiful and copious contents of the box—is that this is a co-operative game. In other words, the players attempt to defeat the game, instead of each other. This initially strange concept is most known to players of Reiner Knizia’s Lord of the Rings game. I had misgivings, but it turns out the game is completely successful, plus there’s the added spice of one player possibly being a secret Traitor, whose object is to help everyone lose and thus win the game for himself.

Days of Wonder have really pulled out the quality stops on this one. Not only do you get a main board and three supplementary boards, beautifully illustrated cards and ‘character sheets’, but also thirty nicely sculpted plastic figures to represent your Knights, several Relics (the Holy Grail, Lancelot’s Armour and Excalibur) and a bunch of Siege Engines, Saxons and Picts. Obsessives like me can paint these up to make the game even more attractive.

The game initially seems complex but is actually quite easy to play. Basically, each player is forced during his or her turn to make a ‘Progression of Evil’ action (usually drawing and playing a Black card or placing a Siege Engine around Camelot) followed by a Heroic Action (usually embarking upon or attempting to fulfill a Quest). You place various combinations of White cards on the Quests versus the Black cards that are mounting up. If you win the Quests, you get extra cards, lives, and most notably, White Swords to be placed on the Round Table at Camelot. Losing takes away lives and adds Black Swords to the Table. If you manage to avoid Camelot being totally besieged or everyone dying, a majority of White Swords at game end wins the day.

Of course various special White and Black cards spice things up. Before long you’ll find Camelot besieged, Picts scrambling out of the forest and Saxons running up the beach, Knights desperately trying to complete Quests before it’s too late, and everyone laughing, groaning and cheering with the draw of every new card or roll of a dice. As I said, players can co-operate, but can only share cards in special circumstances, and even then information can only be given away in character. So instead of saying, “can someone give me a Fight card of value 5 to help beat the Saxons” you’ll soon be intoning “My Lord, I feel I can hold the barbarians at bay for just one more day, but surely my forces will bow under their onslaught if I do not receive fresh reinforcements post-haste!”.

Of course should one of the players have been secretly dealt the Traitor card, they’ll be sneakily doing their best to undermine everyone’s careful co-operation.

Get a group of valiant Knights and Ladies together, a few cups of wine and mead, and together save the kingdom. Just watch out for that Traitor.

Four and a half Excaliburs out of five.

Of course, I’ve made up a colour Shadows of Camelot Rules Summary you can download here. You’ll also find the Coat of Arms files for the new character Sir Bedivere.

Thursday, May 5, 2005

Boardgame Review: Horus Heresy

Horus HeresyI haven’t played a game like this in a while—cardboard counters and attack/defense ratios no less! This ol’-fashioned wargame was brought out by Games Workshop in 1993, and it’s been sitting unplayed on my shelf ever since. A friend and I finally gave it a run last night and it turned out to be a lot of fun. For those of you who remember the style, you ‘stack’ cardboard counters with attack, defense and movement numbers on them, and move on a board divided into areas, in a bid to outgun and outwit your opponent. Combat is worked out on a table where you cross-index the attack/defense ratio with a d6 roll. In this case, the whole thing is wrapped up in the atmosphere of a Chaos invasion of a planet and the attempt of the Chaos leader Horus to thow down the Emperor. Goodies versus baddies, in a nutshell.

What makes the game interesting is the way the waves of Chaos attackers land from orbit to batter the Imperial defensive positions. The Horus player has to secure a spaceport or two early on in order to ensure the bad guys keep coming. The Imperials can shelter behind walls and try to wait it out— walls decrease your odds of successfully attacking considerably, and the game is only five turns long—but eventually those waves of attackers are going to topple the walls, so it’s not much of a strategy. The atmosphere is thick, and it’s easy to imagine huge Titan robots battering at the fortifications, and hordes of gibbering creatures pouring through the breaches.

Inevitably a dice-heavy game like this has a high random element, but this was never a game for ‘realistic’ wargamers, just a fun, atmospheric return to those days before miniatures; and to me there’s nothing more enjoyable than a hard-fought game boiling down to a few crucial dice rolls! You may want to institute a few house rules though, especially since the rules are not the clearest. We decided to allow players to set up the order they would receive Special Cards, which give players special abilities, rather than draw them randomly, for example. This means that if Horus gets a lucky hit on the Emperor with a bombardment, the Imperial player could play a Heroic Sacrifice card, throw some poor lackey in to take the bullet, and your game isn’t over before it’s started.

The companion game to Horus Heresy, with similar rules, was called Battle for Armageddon, and rather generously on the part of Games Workshop, it’s available as a free download. So there’s no excuse for not trying it out!

Four Daemon Hordes out of five.

Don’t forget to check out my Horus Heresy Rules Summary and Reference Sheet here.

Friday, April 22, 2005

Tékumel: The World of the Petal Throne

TekumelIf you examine the amazing detail that Tolkien put into his imaginary world of Middle-earth, and how it has sparked the imaginations of millions for a generation—you’d be forgiven for thinking that this creation is unique in its complexity. But there is another world, less well known but just as complex, multi-hued, and co-incidently also the life’s work of a professor of linguistics. His name is Professor M. A. R. Barker, and the world is called Tékumel (tay-koo-mayl). I first became interested in this place in my early teens, when it was the subject of a now-classic roleplaying game called The Empire of the Petal Throne. It came out about the same time as Dungeons & Dragons, but far from the kind of generic Tolkienesque style of that game, it was a fully developed, decidedly non-Western melieu of original fantasy.

I forgot about it for about fifteen years, and then stumbled across one of Professor Barker’s novels (there are five so far) set on Tékumel in a second-hand bookstore. The vividness of Tékumel came flooding back, and I decided to give this world a website, a home on the internet. That was almost eight years ago, and Tekumel: The World of the Petal Throne has grown into a site of some 290 pages that is not only a repository for online versions of material dating back to 1975, but a place where you can spend many, many hours reading about this amazing world and the people, societies and creatures that live on it. I’ve just re-launched the site and it has been improved in every way. If you like imaginary worlds, you are in for a big treat—welcome to Tékumel!

Saturday, April 16, 2005

A grim world of perilous adventure

WFRPBack in the 80s, a few friends and I, having done the requisite time in our early teens playing Dungeons & Dragons, were looking for a system a little more gritty, ‘realistic’, and ‘mature’ with which to enjoy our roleplaying sessions. And along came Warhammer Fantasy Roleplay with the tagline ‘A Grim World of Perilous Adventure’, which fitted the bill perfectly with its grotty 15th century German-ish milieu. There followed a campaign that, off and on, lasted years, and featured some of the most hilarious and enjoyable moments I’ve ever had with a group of friends.

It’s been a good ten years since I did much in the way of running a roleplaying campaign, but with the release of the new 2nd Edition Warhammer Fantasy Roleplay that group of friends is clamouring to get playing again (in between jobs, wives and lives). And with the same beloved characters—so pretty soon, the so-called ‘Merry Pranksters’ should once again start terrorizing peasants, cultists and nobility alike: Lucidius Lavarar, a flamboyant raconteur with a preference for polka-dot shirts and fleecing innocents of their money, Alitl Flagelant, a smelly, embarrassing dwarf, Fatuus Fitzue, a shabby, nondescript wizard, and Robert Lacy D’Aghuitlam duCourt, a once-noble elf with a brief drug problem.

I was worried the new edition might have seen WFRP’s distinctive atmosphere swallowed up by the money-making behemoth that is Games Workshop and their kiddy version of the Warhammer World. To my relief however the new book is excellent—well written and well designed, some of the clunkier rules streamlined and, despite a few changes to the background material and history I won’t be using, the atmosphere still thick and—well, grim. The new combat system, while I have yet to try it out, seems smart. It divides the combat round up into half actions, full actions, and free actions, thus forcing the player to think a little more about the options than just “I take a swing at ‘im.” Combat is still very deadly, as it should be, which keeps the emphasis on roleplaying and story. The new magic system seems simple, but introduces all manner of frightening side effects that make magic use dangerous and unpredictable. Everything has been standardised to use a ten-sided dice, and both skill use and combat can easily be modified by an across-the-board ‘easy to hard’ set of standard modifiers. Simple.

But WFRP isn’t really about rules, though these are very good. It’s about superior story, atmosphere and character. A new campaign is on the way (along with a Bestiary and Gamemaster’s Pack; two other releases, a Character Pack and Plundered Vaults, a set of mini-adventures, are already on the shelves), and if it’s anything near as good as the old Enemy Within campaign, they’ll be many very enjoyable evenings gathered around a table laughing our heads off to come.

There’s nothing like a vivid imagination to keep you from growing up.

Warhammer Fantasy Roleplay 2nd Edition is available from Black Industries or Green Ronin.

Wednesday, February 16, 2005

Boardgame Review: Doom

DoomAnyone who has any interest in the history of computer games has heard of Doom, the game that arguably kicked off the craze for first-person shooters. Recently Doom 3 was released to great fanfare (and sales).

But for those of us who prefer our sci-fi demon killing mayhem in good old-fashioned boardgame form—more sociable, more fun, less stress—Fantasy Flight Games have released Doom: The Boardgame. If you’ve ever played and enjoyed such games as Space Hulk or Advanced Space Crusade you’ll be in familiar territory with Doom. Your marines explore the corridors of a dark, bloodstained complex, fighting off all manner of huge ugly beasties with an array of satisfyingly effective weaponry.

DoomFFG have pulled out the proverbial stops with this game, and it shows. The big box is chock full of corridor and room sections, beautifully illustrated and printed on thick, hard wearing card. There are 66—count them, 66—figures with which to fight your battles, nicely modelled in plastic and some of them huge. Prepare to use hot water to flatten the bases of these figures as the plastic is somewhat bendy. If you enjoy painting your miniatures there’s plenty to keep you occupied here, but even a few simple coats of paint and some dark washes will improve the look of your games immeasureably. Finally, numerous counters, cards and reference sheets fill out the box. This is definitely one of the more satisying ‘rip off the shrink wrap and rummage happily through your new game’ moments I’ve had for a while!

The gameplay lives up to the quality of the components; Doom is a pleasure to play. The games can last a bit long—our last game clocked in at about five hours—but without the ‘game fatigue’ that usually results, thanks to the easy and enjoyable mechanics. Each game is scenario-based (hopefully FFG will make more available soon), with the creature player setting out the board pieces, opponents and pick-ups as the marines discover them, along with ‘spawning’ extra creatures with the play of cards. Some reviews have concluded it’s too difficult for the marine player(s) to win, but I’ve found the game balance to be about right; and FFG have recently made available a downloadable expansion that allows players to set the difficulty level.

Doom is a lavishly produced, highly enjoyable game that fans of the 80s ‘big box’ games like Space Hulk and Heroquest will especially love. And it may even bring a few trigger happy video game players into the world of boardgaming.

Four and a half BFGs out of five.

Don’t forget to check out my Doom Rules Summary and Reference Sheet here.

Monday, February 7, 2005

Boardgame Review: Heroscape

HeroscapeWhat a great sound: a handful of dice being thrown across a plastic board. That’s not the only thing that brings back vivid memories of childhood when you play Heroscape, the new return to ye olde days of big games with lots of plastic components from Hasbro. Sure, open that big brightly coloured box, see all the plastic bits and you might think we’re starting to cross over that nebulous line between game and toy here, but the important thing is, is it fun? You bet it is. If you used to play miniatures games but rapidly got sick of spending valuable game time reading all those intricate rules, mucking about with tape measures, and painting figures, then this is the game for you.

Heroscape comes in a big flimsy box bursting with plastic bits. You make up your board from snap-together 3D plastic hexes that come in a variety of types: grass, rock, sand and transparent blue water tiles. Choose your armies using one of the scenarios supplied or use the simple points system, and have at it! The figures are good quality and well-painted (though I shudder to think of the Chinese sweatshop where this is being made … someone out there is painting just the sword on a samurai figure then passing it to the worker on her left) and best of all, ready to fight.

There are Basic and ‘Master’ rules, but go straight to the easy-to-learn Master rules. There’s nothing new here; it’s roll for initiative, move, and attack, but simplicity is what makes Heroscape such a blast to play. The combat system is spot on: the attacker rolls a bunch of red dice and the defender rolls blue; every Shield on a blue dice blocks a Skull on a red dice; those that get through cause a Wound. This makes for a lot of enjoyable head-to-head dice rolling. Special abilities for different figures mix things up a bit.

Our first game was a fast and furious battle that came down to a close fight between our last two figures; and if you don’t enjoy a slug-a-thon between a WWII paratrooper commander and a robot that looks like it wandered off an episode of Dr Who, you’re not going to enjoy this game. Yep, the background rationale is flimsy—warriors gathering in Valhalla to slug it out over some mystical Wellsprings—but that’s not what this game is about. Hasbro are onto a winner with Heroscape’s flexibility and expansion potential, and the inevitable extra figures are already hitting the shelves.

You’ll find my Heroscape rules summary sheet in the Freebies section.

The perfect ‘beer-and-pretzels’ wargame. Four and a half plastic hexes out of five.

Friday, November 26, 2004

Boardgame Review: Battlecars

BattlecarsRemember those classic road combat scenes in Mad Max? Ever felt the urge to flip the little red plastic switch mounted on the dash and send a rocket at that idiot that just cut you off in traffic? Tried go-cart racing and got in touch with your inner hoon? Fallen prey to road rage? You’ll love this game. Battlecars is a forgotten classic from the golden age—the 80s—of Games Workshop games, before the company became a billion-dollar giant churning out miniatures for kids with parents with extremely deep pockets. Battlecars is simple, fun, and incredibly cinematic.

What do I mean by cinematic? Well, it’s when a game is not only fun to play, but during the course of the game a little story develops, and you find yourself effortlessly filling in the game mechanics with imaginative, and usually hilarious, descriptions of what’s going on. For example, I recently played a game where one player abandoned his car, which was then rammed by the other player. The pedestrian shot at the attacking car with his machine gun, missed, was missed in turn by the car’s weapons, and then made a move and was shot and killed by the car on it’s next turn. End of game. But as we played you could easily imagine the driver scrabbling for the door handle as the other car sped towards him, just making a frantic dive onto the road as his car was rammed, then shooting as the driver desperately rolled up his armoured window just in time, and the look on his face as the car’s machine-gun turret slowly turned in his direction … as he makes a frantic run for the trees, the car slams into reverse and swings around to pepper him with bullets … you get the idea. A little Mad Max scene, only a lot funnier.

A Battlecars game usually ends up with cars spinning, smashing or blowing to smithereens, and drivers making a run for the nearest building to escape the mess. The game comes with two generic boards crossed with movement lines, counters for grass, trees and buildings and some car templates that slowly get covered by (somewhat fiddly) red counters as they get more damaged, and on which the player places counters for various weaponry—rockets, shells, flame, MG rounds and perhaps a clutch of passive weapons such as smoke, spikes and oil. A supplement, Battlebikes, adds rules for armoured bikes.

Score a copy of this gem on eBay, you won’t be sorry. And this way, no one gets hurt.

4 and a half rocket launchers out of 5.

Update: I’ve made rules summary and reference sheets, plus new playsheets that combine the car/bike sheets with their appropriate driver sheet plus modifications specific to that car/bike. Available here.

Friday, November 5, 2004

Boardgame review: Zombie Plague

zombie miniaturesI’ve become obsessed by zombies! This great little game is for all you zombie movie fans out there… not only is a lot of fun, but it’s a free download. There’s also a little community of zombie game fans adding new rules to it all the time here.

I downloaded the game, mounted the boards and cards on foamcard and card, and found some some old painted zombie and human miniatures which made a huge difference to the game atmosphere (told you I’m a game geek). If you happen not to have some painted zombie miniatures lying around (what’s wrong with you?) you can buy some via the game download page. The rules are simple to learn—the map is of a house and garage; the humans have to search all the search squares available for weapons, and the occasional nasty surprise, and the zombies have to kill all the humans. A simple action point system keeps the zombies slow, but since they keep coming until there’s four times the number of zombies as humans… the game captures the feeling of a slow but relentless zombie assault really well.

I played the zombies and my friend played three humans, two guys and a girl. Things got off to a big start when one of the guys ran straight for the car boot, discovered a ‘power drink’ and headed for the garage, only to be crash tackled by my first reinforcement zombie that appeared next to him on that side of the board and zombified him. Suitably chastened, the other guy and the girl, who had gone for the front door of the house, headed straight for the search squares. The zombies started piling in.

Eventually armed with the pistol and the rifle the two humans started dishing it out, but by this time the house was filling up with zombies. The girl was getting hemmed in the bedroom when she searched the cupboard and got a Surprise! card—an extra zombie—to add to her woes.

A few house rules on the spot always help when there’s a bit of confusion, so in our game we decided humans couldn’t make it out windows, used the extra ‘Outta My Way!’ rules for dodging zombies, and decided that after an Oops! roll (a 1 on a dice) with a firearm, which usually means no more ammo and throwing the gun away, a human could keep it until finding an Ammo card and reload.

In the meantime the other human was being chased around the living room, occasionally stopping to use his ammo-less rifle as a baseball bat… he soon discovered a new tactic however, which was to back out of a door and then barricade the door from the outside… a pack of zombies lined up on the other side then proceeded to smash through the barricade to get at him.

The two humans met up near the garage and as luck would have the guy found the car keys in the boot and headed for the tyre-screeching escape… we then ruled he couldn’t escape without his girlfriend so, dodging a pack of zombies on the lawn and taking a couple out with her recently-reloaded pistol, she made it to the other side of the car and the two of them made a hasty getaway, no doubt glancing briefly at their zombified friend reaching after them in the rear view mirror as they escaped…

See how much fun board-gaming can be? Four double-barrelled shotguns out of five.

More: You can download my own re-work of the cards (with colour backs) here.

Thursday, June 24, 2004

Boardgame Review: Citadels

CitadelsAt the risk of cementing my geek credentials even further, I have to admit that one thing I enjoy in this life is a good boardgame. For the past decade or so I’d treated this as “the love that dare not speak its name”, until my new girlfriend encouraged me to vive la difference! and bring my boardgames out onto the bookshelf in plain view. Now I’ve rediscovered the joy of gathering friends around a table of an evening, downing a few bottles of good wine and laughing your head off around a well-designed game.

So I’m adding boardgame reviews to Headless Hollow. In recent years there’s been a rash of excellent, high-quality boardgames published, especially from Germany. My first review is of Citadels (2-7 players, 20-60min playing time), orginally German but now available in English from Fantasy Flight Games.

In Citadels the object is to build a medieval city of eight districts before the other players. The twist is, each round the game changes as players secretly choose who they are for the round—king, architect, merchant, thief, bishop, assassin, etc— and these new roles bestow different powers and income. All the classic ingredients of bluff, last minute reveal, treachery and diplomacy are there in an easy-to-learn and quite short game. The card artwork is beautifully done and has a lot of personality, and the little solid plastic gold pieces are a great touch. Though better with four players than two, the game is a winner and highly recommended for an evening’s entertainment.

4 and a half gold pieces out of 5.