Warning: Spoilers related to Risk Legacy in this post.
Plays: 2Px1.
The Game
Cave Evil is a squad-level combat game with an unusual theme. Players are necromancers summoning various monsters to form squads and fight for them. The battlefield is a network of tunnels, where three types of resources can be harvested - stone, gore and black fire. Resources are required to summon monsters. Sometimes wild monsters appear and may attack you. You can attack and recruit them too. You defeat your opponents by killing them in battle, or by conquering their home base. As the game progresses, there is a countdown towards the arrival of a super evil being. There are a few types, and they bring different effects to the game, possibly ending the game in yet another different way.
Some units can dig new tunnels, which will alter the game board, and also sometimes resources can be found. Monsters in the game are represented by cards. So are magic spells and equipment. Not all monsters can cast magic spells or use equipment though. Some monsters have unique abilities, printed on their cards.
Combat is squad vs squad. Every monster has six combat stats arranged around a hex shape, with attacker and defender taking turns to pick a different stat to use. The numbers are added to a die roll (12-sided die, i.e. D12) and higher total wins. You need to win 2 out of 3 rolls to win the combat.
You start with a hand of cards, and every turn you draw a card. So you are somewhat limited by what you draw, and what random monsters appear near you that you can attempt to defeat and recruit. Necromancers, i.e. characters you play have different abilities and can lead to different strategies.
The Play
Han and I did a 2-player game. I was luckier with my card draws and had pretty good monsters. Summoning them was a challenge though, because stronger monsters cost more resources to summon. I had one monster which simple gobbled up one smaller monster before every fight, which was handy.
I expected big uncertainties, due to the use of a D12, but it turned out that the uncertainties were often small, because when we fought, the combat stats used had big gaps so only rather extreme die rolls would cause unexpected results. In fact some combats were deterministic because the strength differences were 12 or more.
At one point my monsters comfortably outnumbered Han's, and his monsters which were at the entrance to his lair were no match for mine if I wanted to barge in to conquer it and thus win the game. However I was cocky and became sloppy. His necromancer rushed towards mine, used his special ability to control one of my powerful squads, and then used it and all his available squads to swarm my necromancer. He killed me and won the game! Aarrgghh!!
The Thoughts
The most unique thing about Cave Evil is undoubtedly the dark and unnerving artwork. The theme is quite unusual. In comparison, Chaos in the Old World looks like a kumbaya-Euro. Gameplay-wise it actually feels like pretty standard fantasy fare, the squad based combat type. The ability to dig tunnels and collapse them is unique though, allowing the battle arena itself to change. There is a bit of luck in what cards you draw, but it is somewhat balanced by how better cards cost more to put in play anyway. This is an indie game, and components are so-so: paper game board and squad markers.
Plays: 2Px4.
The Game
Yomi is a 2-player fighting game where each fighter is represented by a deck of 54 cards, i.e. a standard card deck plus two jokers. The cards have much more information on them than normal playing cards. Every card has two possible uses and you must pick one when you play it. You can use a card to attack, to throw, or to block/dodge. Every turn both players simultaneously pick a card to play (and which half to use). Once the cards are revealed, attack beats throw, throw beats block/dodge, block/dodge beats attack. If both players play the same action, the card with a lower initiative value wins. So this is very much like rock-paper-scissors.
Each character starts with a certain health level. Whenever you successfully attack or throw your opponent, you injure him and deduct his health based on the strength of your card(s) played. You win the game if you reduce your opponent's health to zero.
Some cards let you string attacks. After your card beats your opponent's card, you may be able to play extra cards to deal more damage. This would reduce your hand size though, because at the end of your turn you always only draw one card. One way to increase hand size is by blocking successfully, because doing this lets you draw an extra card.
J, Q, K, A cards are powerful cards. Some of them when played in pairs, triplets or quads can deal a huge amount of damage. So there is incentive to try to fish those cards from your deck and then keep them for such combos. Stringing attacks lets you take powerful cards, so does discarding matching numbered cards. The latter can be risky though because you are significantly reducing your hand size and thus flexibility.
Characters are quite different, with different special abilities, unique attacks, initial health level and also distribution of card types (attacks, throws, blocks/dodges).
The Play
Having only played four games, I am still far from having a good grasp of the strategies. My initial impression is it is at the core a double-guessing game. There are factors and information affecting how you make the guesses, but ultimately win or lose depends on making the right guesses. You may not need to make more right guesses to win though, if you can make good use of those right guesses to deal a lot of damage.
As I play more I expect to discover and remember more tricks to make powerful combos. As players get familiar with the decks and develop their own play styles and approaches in playing each deck, there will be more and more basis for the double-guessing.
The Thoughts
I am rather lukewarm towards Yomi. Admittedly there is much more to explore, techniques to learn and advantages to exploit, but that feeling of playing rock-paper-scissors makes me feel a little uncomfortable. This is a game that requires repeated plays to truly learn and to appreciate. You need to learn how to utilize your character well, how to put together attack chains, so that you are not relying on making more right guesses than your opponent to win. If you can't get past that point, the game will feel like just glorified rock-paper-scissors, which I don't believe it is. You need to manipulate your hand of cards and stay flexible. You need to plan for both possibilities: If you lose, can you afford to waste that card? If you win, will you be able to follow-up with a chain attack? Will a big chain deplete your hand so much that you are left with almost no options?
Buy from Noble Knight Games. Status: restocking (at time of this post).
To spice things up a little here, and also for my own interest, I decided to do a top ten list comparison among my most regular gaming buddies. I asked both Han and Allen to share with me their top 10 games and do write-ups about the kinds of games they like. We did our lists in simultaneous selection fashion, not knowing what others were going to put in their lists. I will start with Han's write-up, then move on to Allen's, and finally end with my own. This was an interesting exercise for me, and I hope you will find it entertaining too.
Top ten games:
Honorable mentions:
Types of games I like:
Dudes on a map:
I guess it’s fairly obvious I am AT (Ameritrash) guy. I will play any cube-pushing Euro, no problem, just that I am less likely to buy them, that’s all.
I put Here I Stand as my number one because of all the effort involved in doing a full game (3-players), the reading of rules by everyone beforehand, time allocation (9-hour session for 3 busy adults who have wives and children), the discussion afterwards. It’s pure joy! I can still remember the game vividly. It’s not only about the game; it’s also about the players whom you play with. Good gaming, everyone.
I was requested by Hiew to provide a write-up on my top 10 games of all time. I have a hard time remembering games that I’ve played. In fact I can barely remember what had happened after my gaming sessions. I have to take my hats off to all the guys who can write long and interesting session reports with all the minor details in them.
I have played many different games with my group and most have been played only once or twice. There are some games that I really like after the first play but I’m not sure if I’ll still like them after repeated plays. With that being said, there are some games that really stood out after a few plays and I can vividly remember the enjoyable time I had playing them. So here is the list of my top 10 games of all time (with more than 3 plays).
Top ten games:
Most of the games in my top 10 were first played in 2011, but there is one game that has a special place in my heart - Acquire. It is the first game that got me hooked into the world of gaming and I like it so much that I’ve acquired 5 copies of different versions of the game (1962, 1972, 1995, 1999 and 2008). Although I hardly play this game nowadays, I will gladly bring it out to teach new gamers if I get the chance to do so.
Honorable mentions:
On dice, cards, randomness and luck:
Martin Wallace:
Historical wargames:
I’m not really sure how to classify myself as a gamer (AT or Euro) because I will play any type of game and I’ll most likely enjoy myself. I guess I can be classified as a ‘game taster’ because I like to ‘taste’ different types of games, although there are some games that I won't add to my collection (Risk Legacy for example).
If I were to choose a single game to play for the rest of my life, I would certainly choose Innovation. This shows how much I love this game. I will always request it if we have some time to spare and if I’m asked to suggest a game. I hope they will release it on iOS so that I can play it all the time.
Top ten games:
Through the Ages
Honourable mentions:
Some of these honourable mentions are not in the top 10 simply because I have not played them enough or I have not played them frequently enough, so I don't feel I have a solid opinion of them yet.
Heavy Eurogames, mostly
If I compare all three lists, Innovation is the only game that appears 3 times. Through the Ages, Le Havre and Automobile appear twice. If I consider the honourable mentions, Maria, Hammer of the Scots, Successors, Here I Stand, Mage Knight, Merchants & Marauders and A Few Acres of Snow all have more than one appearance.
| Han | Allen | Hiew | |
| 1 | Here I Stand | Innovation | Through the Ages |
| 2 | Twilight Struggle | Sid Meier's Civilization: The Board Game | Race for the Galaxy |
| 3 | War of the Ring | Maria | Le Havre |
| 4 | Through the Ages | Acquire | Automobile |
| 5 | Mage Knight | Le Havre | Axis & Allies: Anniversary Edition |
| 6 | Risk Legacy | Automobile | Innovation |
| 7 | Nightfall | Troyes | China |
| 8 | Innovation | Dominant Species | Mystery Rummy: Jack the Ripper |
| 9 | Britannia | Samurai | Lord of the Rings |
| 10 | A Few Acres of Snow | Struggle of Empires | Axis & Allies: Guadalcanal |
In our group, Han tends to be the one buying the more complex wargames and AT games. Allen buys all sorts of games and (at least from past record) is the most trigger-happy. Well, he started boardgaming later than Han and I, so it's understandable that one's game collection grows rapidly during the formation years right? I'm the only one who tries to self-enforce a quota. I realise that a significant portion of games that I buy are either games that I can play with my children, or games I can play with my wife. That's because between Han, Allen and I we have more than enough games to pick from for our regular sessions. In fact, we always have a backlog of unplayed games to "work on".
We rarely coordinate our game purchases, and yet usually end up buying different games. Because of our different buying habits, we get to try many games that we would not have been able to try otherwise. I certainly had a number of interesting discoveries, like Famiglia (via Allen) and Successors (via Han).
I realise after all that rambling there is not much to conclude about. But it was an interesting exercise for me because despite playing together regularly, we've never discussed our top tens. In fact, I haven't seriously thought about my own top ten before. Have you thought about your top ten, and what your favourite types of games are?
Han is now away from Kuala Lumpur on a one-year overseas assignment, and Allen and I will miss him dearly, especially the lamentations of his women.
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Plays: 3Px2, 2Px2 (including a cooperative variant).
The Game
Mage Knight is a dungeon crawl game by Vlaada Chvatil. The theme is nothing new. You start the game as a character with more or less the same abilities as other player characters. You explore the map to defeat enemies, kill monsters, conquer castles, recruit units, and as you gain fame, you level up, gaining new abilities, learning magic spells, improving your armour, increasing your team size etc. What is interesting about the game is how all these are implemented - using the deck-building mechanism. Every turn, what you can do is mostly determined by your cards in hand. On your turn you play cards to do things, and then at the end of your turn you draw back up to your hand size. Units you lead and special power tiles you have gained can let you do extra stuff, but mostly you are limited by your hand. To move and explore, to fight (which includes attacking and blocking), to heal injury, to recruit units, all require card plays. Your starting deck is fixed, so you have some idea about the distribution of the card abilities. As you level up, you gain more (and better) cards and your deck becomes more powerful and also more different from others' decks. You only play through your deck a handful of times. The game is usually played over 4 to 6 rounds, with day rounds and night rounds alternating. One round means one play-through of your deck. So at the start of every round, you know roughly what cards you have and how much you can achieve within that round. You need to plan accordingly.
Battles are deterministic and involve no dice. The main uncertainty is sometimes you don't know what you are attacking (e.g. you enter a dark dungeon). However there are different classes of enemies and a lookup chart showing every enemy in every class. You will know the enemy class, so you have a rough idea of what you may be up against. In some cases the enemy is known, and the only thing stopping you from determining whether you will able to beat it (or them) is it can be time-consuming to work out how to best use your cards. Often I just go ahead with the attack based on gut feel and work things out as I go. Combat is mostly straight-forward. You try to range attack your enemy first, if you can't kill it, it will then melee attack you and you can try to block, unsuccessful blocks resulting in injury (useless wound cards clogging your hand and your deck), and finally you can melee attack it.
There are dice in the game, but they are mainly used to determine the mana available to the players every turn. Mana is important. Every card has two powers, the more powerful one requiring mana of a specific colour to activate. Every turn you can get one mana for free from the pool, and after you use it, you roll that mana die and put it back to the pool. Other dice in the pool are not rerolled, so your opponents can still plan ahead somewhat. Some cards allow you to gain or store mana in crystal form, which is handy, because normally mana dissolves at the end of your turn. Storing lots of crystals allows you to make a big move later, activating the more powerful abilities of many cards.
You move and fight, recruit, level up, learn new tricks. Fame that you gain during the game are victory points. When the game ends, you do scoring for all your feats - castles conquered, dungeons explored, cities conquered, units under your banner, spells and abilities learned etc. You also lose points for wounds not healed. For each scoring criteria, there is also a bonus for being best in category (and a penalty for the most wounded category). The scoring is like quite a number of other Vlaada Chvatil games, where everything that you do well is rewarded.
There are a number of scenarios that come with the game, even cooperative ones. There are ultra competitive ones which encourage direct conflict between players. For normal games, it is probably not so worthwhile to fight other players because you don't gain that much from it. It is better to fight monsters and other game characters. You get more good stuff. There are rules for building your own scenarios, so the game is like a toolbox. You can adjust the difficulty level to your liking.
The game comes with four player characters. Each starting deck only has one card which is unique for the character, but whenever the character levels up, he will gain a unique special power tile from his own pool. So the characters have unique aspects, and players can also develop these characters to their liking.
The Play
On my first play, I wasn't impressed. It felt like just another dungeon crawl, going about killing monsters and leveling up, and I don't have any particular interest in fantasy role-playing games. I felt very restricted by my cards. I couldn't move when I wanted to move, I couldn't fight when I wanted to fight. However as I played more, I began to understand the rhythm of the game and how to make better use of my cards, sometimes holding some cards for a better moment to use them, sometimes adjusting my plans based on the cards I had. Leveling up was quite fun, much more interesting than just increasing numbers and stats to roll dice against. Many new abilities come in the form of new cards in the deck - advanced action cards, magic spells and artifacts - and it is fun to use them to make powerful plays. As I leveled up, I became more specialised in certain areas, and I planned my moves accordingly.
The game is a little solitairish, because most of the time you are doing your own thing. I guess it is up to the players how much they want to do player-to-player combat, but in my opinion it is not very beneficial (you may gain a little fame, rob an artifact or shove the guy away), especially in 3- or 4-player games when other players not involved in the fight can make better use of their limited actions to fight monsters and level up. There is a race element in trying to reach certain locations before others, recruit certain units, claim certain skills etc, but other than these, most of the time you are focusing on how to make the best use of your cards. There can be much downtime because working out how to best execute your turn can take some time, especially when you have leveled up and have more cards, more special ability tiles, and more units. It is best that you plan your turn beforehand. It'll save much time, but the game will still take quite long, 2 - 3 hours.
Most scenarios have some overall objective, e.g. exploring all dungeons, conquering a twin city, so the game builds towards a climax. You need to level up as much as you can, and then plan for that ultimate battle before the game ends.
The Thoughts
I quite like Mage Knight. Although I have never been a fantasy fan, I quite enjoyed the character development in the game. It is deck-building put into good use, perhaps not as thematically fitting as A Few Acres of Snow, but still a very good implementation. The game is long, but I don't find it particularly complex. There are many rules, but in most cases you can just refer to the handy reference cards that come with the game. Every turn you just move and then do something at your destination. That's all there is to it. Making good combos of your cards can be complex, since the cards give you many possibilities. This is not a game for casual gamers. Building up towards powerful combos is very satisfying. Throughout the game as you gain new abilities, you build up towards an ultimate showdown. It is like trying to get all the stars aligned. When you achieve it, it is exhilarating.
I really admire how the fantasy dungeon crawl is implemented in Mage Knight. This Vlaada Chvatil fellow is a very smart guy. Despite all the familiar elements of the genre, the implementation feels fresh. Luck in dice rolling is replaced with luck in card draws and tile draws, but the latter is much less because of how much more deterministic combat is. The deck-building has a purpose to it and is not just chasing meaningless victory points.
Buy from Noble Knight Games. Status: restocking (at time of this post).
Another guest post. I also asked Allen to write about his 2011.
2011 was a great year for gaming, I think I must have played around 30+ new games this year and bought more games than I had time to play. This year was also the year of Kickstarter. I have supported more than 11 games on Kickstarter. I think I have bought about 50 games this year excluding the ones that I’ve kickstarted.
Below are some of my top 10 games that I've played in 2011. Most of the games played here were with my gaming buddies Han & Hiew. Unlike my gaming buddies, I can hardly remember the details of our gaming sessions but I can certainly remember I had a great time playing. You can read the reviews on this blog on all the games listed and our gaming sessions, so I'll just keep it simple here.
Honourable mentions:
Games that I’ve Kickstarted in 2011:
Personal observations in 2011:
My aims for 2012:
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