Showing posts with label I'm sorry. Show all posts
Showing posts with label I'm sorry. Show all posts

Monday, 5 January 2015

Review - Dark Darker Darkest - Radioactive Expansion

Dark Darker Darkest Expansion


Dark Darker Darkest - Radioactive Expansion
Designed by David Ausloos
Published by Queen Games
For 2 - 5 players, aged 12 to adult


In a side street in Swindon town centre, there's a little Polish cake shop. It is, perhaps, one of the most incredible shops in the world, filled with the most amazing traditional Polish desserts, pastries, and pies.

It's a bit like Willy Wonka's chocolate factory.

Without the Oompa Loompas.

Or the singing.

Or the decapitated chicken.

The only problem is, visiting this cake shop makes me feel a little bit racist, and a lot ignorant. I can't even pronounce the name of the place, for goodness sake.

Whenever I go into the shop, I spend a little while staring, slightly slack-jawed, at the counter of desserts. Everything looks amazing. Everything looks like something you want to climb inside just so you can eat your way back out.

And nothing is labelled.

If it was labelled, I probably wouldn't know what the labels meant.

And I'm British, which means I am not only ignorant, I am also proud. The last thing I want is for someone to think I don't know what I'm doing. As a result, every cake selection I have ever made in the shop is based entirely on aesthetic quality.

Eventually, one of the lovely staff members asks what I want. I can't tell her, because I don't know what anything is. If I did know, I would probably horribly mangle the pronunciation, causing no end of embarrassment and insult.

But I'm British, and therefore as well as being a bit ignorant, and a bit proud, I do my best to be incredibly polite. I sort of smile and point and try my best to indicate what I want. The staff member does her best to understand, and I invariably end up with something which isn't exactly what I wanted.

But of course, I'm British. And I don't want to cause any offence by suggesting she picked up the wrong cake based on my ignorant mumbling and pointing. So I smile politely, and I leave the shop with my bright green jam-filled cake which is not really what I wanted because I'm not fond of jam and everyone knows red tastes better.

But why am I talking about cakes?

Because I'm hungry, of course.

But also because I wanted to explain that in my day-to-day life, I really don't like to upset anyone, or cause a fuss, or accidentally (let alone purposefully) upset people. This may come as a shock to anyone who has read some of my more vehement reviews (Destination London ended up in my toilet, after all), but it's true. I don't like bringing negativity into people's lives, especially people I like, or who generally do good work (like the people at the Polish cake store).

And that is why it is with heavy heart that I am writing a negative review of the Dark Darker Darkest Radioactive Expansion.

Dark Darker Darkest rules
The rules... Which may or may not be in your language.


If you read my review of the base game for Dark Darker Darkest, you will already know I am a huge fan. I love the game, and even assisted in working on a second edition of the rules to improve readability. I think David Ausloos has crafted one of the finest zombie games out there, and pushed the envelope with some of the design choices.

Not everything is perfect. It is a little clunky. The miniatures aren't great. The iconography is not as clear as I would like. The name is awful. But the stories...

I am a real sucker for a heavily thematic game that tells a good story. Playing Dark Darker Darkest is pulse-racing fun from start to end, and you are always left with something to talk about. Normally, that something is how the game ripped you up and chewed on your entrails.

Which is my issue with the Radioactive Expansion. It takes a game that is already so hard it made Chuck Norris cry, and it turns the dial up to 11. This is an expansion that pushes the game from hard to so close to impossible that impossible had to take a paternity test.

This is an expansion that you should only consider using if you think parachutes are for wimps.

Now before you start shouting at me to "man up," let me break it down for you, then you can decide for yourself if I'm being a whining chicken.

First of all, like the game itself, the expansion looks stunning. The artwork is incredible and deeply atmospheric, and really helps to create a kind of gritty, urban survival horror realism that is lacking from the more comical design of games like Zombicide.

The expansion is housed in a small box which is the same sickly green shade as my Polish cake, and comprises red hero figures, red zombie figures, red creature figures, and red nemeses figures. These are of the same quality as the pieces in the base game, and are used to indicate when characters in the game become irradiated. Of course, cardboard tokens to mark the original figures would have worked just as well, but I am not going to complain about getting more plastic.

Dark Darker Darkest red zombies
Red zombies.


The only other components are a deck of equipment cards containing items for combating radiation, a reactor room tile, and some tokens for tracking the spread of the radiation.

Dark Darker Darkest expansion tokens
Cardboard death.


While all the graphics are great, and the miniatures are serviceable, there are tell-tale signs of the rushed, half-arsed way Queen Games handled this game. For example, the French language rules suddenly transition into English on the last page.

However, for all that, the package is solid, if not overwhelming. What is far more exciting, is the potential this expansion brings: the opportunities to create even more cinematic adventures with your friends.

The premise is that you add a reactor room to the game, which leaks radiation. Over the course of the game, radiation spreads through the house, mutating zombies and creatures to make them stronger, while weakening the player characters. It is a really exciting idea, and works well with the theme of the game.

You have to admit, the thought of regular zombies suddenly mutating into stronger, faster monsters is pretty neat.

However, the problem is that there is nothing to offset the added difficulty. Zombies get tougher. Creatures get tougher. Players get radiation sickness and start to lose energy every turn. As the game progresses, the radiation spreads further, and any irradiated playing pieces can pass on the radiation to any other pieces they come in contact with, which means the radiation rapidly gets out of  control.

The expansion just piles on the hurt.

Dark Darker Darkest red creatures
Gorilla is auditioning for a coke commercial.


Now, I know what you're thinking: There must be some way to fight the radiation. Right?

Well, yeah. You can close the reactor down.

It's easy really. All you have to do is use action points to access a terminal, discard two of your hard-won code chips (each of which must have three codes on it), enter the reactor room (taking radiation checks as normal), then spend another three action points to shut down the reactor.

See the problem?

It is so bloody difficult to shut the reactor down, if you focus on trying to do it, you will almost certainly run out of time before you get a chance to actually win the game.

Besides, shutting down the reactor does not remove radiation that already exists in the house, and as creatures that are already irradiated spread the radiation anyway, shutting down the reactor is almost pointless, as you are still going to be facing a lot of mutated monsters, and still potentially losing health to radiation sickness.

Sure, the expansion includes some new equipment to help, such as radiation pills and hazmat suits; but this is just another disguised kick in the balls, because every new equipment card has a single black code lock icon. If you kit up with radiation suits and pills, you will not have any of the colour combinations you need to unlock any bloody doors.

Dark Darker Darkest radiation pills
Remember kids, never eat radiation warning signs.


So... No.

No. No. No.

It pains me to say it, but I cannot recommend this expansion at all.

Dark Darker Darkest is a finely crafted game that I highly recommend, but it is tough to beat. It is a fun challenge. It is frustrating, and you can get hosed by bad luck; but it can be beaten. Adding the radiation rules is a game changer, and not in a good way.

If you really, really have the urge to make your life as difficult as possible, this expansion is a safer alternative to skydiving without a parachute. But it's not for me.

I like my expansions to add new challenges, and new ways to overcome those challenges.

I like to have my cake and eat it too.

Even when it's green.

Monday, 23 July 2012

Review - Lord of the Rings: The Duel

As I continue to move across the old reviews from www.BoardGameGeek.com I will occasionally find a review for a game that I no longer own. Such is the case with this review of Lord of the Rings: The Duel, which I originally wrote back in August 2008.

There is one big problem with this review: I don't own the game any more so I can't take any pretty photographs of all the cool bits. So, without further ado, I introduce you to a wall of text... Please don't hate me.


[IMAGINE THERE'S A PICTURE HERE]

Lord of the Rings: The Duel (hereafter referred to as LOTR:TD, which is a bit like TL;DR)
Published by Kosmos
Designed by Peter Neugebauer
For 2 players, aged 10 to adult


I bought LOTR:TD for several reasons, not least because it is a Lord of the Rings game with beautiful illustrations by the uber-talented John Howe. The fact it was a two-player Kosmos game was a bonus as I have found many of the games in that range to be well worth checking out (I also own Dracula, Lost Cities, Dragonheart, and Odin's Ravens, and I used to have a copy of Blue Moon).

So, was I happy with my purchase? Let's find out...

LOTR:TD comes in a pretty little box which is just a little deeper than usual for a Kosmos game. The reason? Well, they had to make room for the bridge, didn't they? Oh yes, the bridge - possibly the most irrelevant piece of chrome I have ever seen. Indeed, LOTR:TD has about as much chrome as it is possible to get onto a small game designed for quick plays between just two people. But I'm getting ahead of myself here.

What you actually get for your money is a very simple card game. There is a deck of 54 beautifully illustrated cards (thanks John!) and these basically represent the tactics of Gandalf and the Balrog, who will be battling over the aforementioned bridge, just like in the book. Actually, not really at all like in the book, but I'll get to that in a minute...

The deck is split, with 27 cards for Gandalf, and 27 for the Balrog. Cards are not interchangeable, so Gandalf will never use the Balrog cards, and vice versa. That seems pretty logical.

You also get two playing pieces (wooden, abstract interpretations of Gandalf and the Balrog), two wooden cubes for tracking scores, a groovy little board with the fellowship and some goblins drawn on it, and a 3D bridge which is used to represent who has the upper hand in the fight (the character who is higher up the bridge is currently winning, and if a character reaches the top then he instantly wins).

That sounds like quite a lot of stuff for a little game, doesn't it?

So how much of it do you really need? Honestly; just the cards. That's not to say everything else doesn't have a function. The bridge looks pretty and allows you to quickly see who is winning, and the board allows you to track wounds easily. Personally, I like all that chrome. It adds character which is sorely lacking from the very abstract card play. You don't really need it, but it doesn't hurt to have it, and the bridge never fails to attract attention when it is set up. It's like Blue Moon: You don't need the little plastic dragons, but they're half the fun!

Cadwallon: City of Thieves
A picture for a completely different game.


Okay, okay, enough already about the bitz. What about the game? How does it recreate the exciting moment when Gandalf faces his greatest fear and is dragged into the abyss? (Sorry, that was a spoiler... damn.)

Well, it doesn't. Each card played is supposed to represent an attacking or defensive move from one of the characters. There are symbols on the left and right of each card. If you play the first card, your opponent has to try to block the symbols on the right side of your card by playing a card with matching symbols on the left of his card. Of course, his card also has symbols on the right, and your next card should have symbols on the left to block those, and so on. It's quite difficult to explain, but plays VERY easily. The rules will take about three minutes to learn, and then you will be well away.

Oh yes... some of the cards also have special powers that allow you to move cards around, ignore cards, and do other stuff that adds a bit of variety to the gameplay.

The game involves slightly more thought than you might think. You have just 27 cards to use throughout the fight, and the fight is divided into rounds (a maximum of four). In each round, you draw nine cards, but you can't use them all, you have to save three. This happens in each round until the last, when you will be left with the nine cards from the previous three rounds. If you have managed your cards well, you should have a killer hand left; if you have frittered away your powerful cards in early rounds, you may find yourself in a world of hurt. Bad management of cards can see a clear victory turn into a crushing defeat, as it is possible to lose so badly in the last round, that all previous rounds become irrelevant. However, after each round, the victor gets to move up the bridge by a number of steps determined by how much of a beating he dished out, so if you try to save up all your heavy-hitting cards for the last round, there is a chance that your opponent will reach the top of the bridge, claiming an early victory, in which case all the cards you saved will be wasted. It can actually be quite a balancing act.

Now, question time...

Is the game fun?
Yes. In a "one game and then we'll play Fury of Dracula" kind of way.

Does the game accurately recreate the battle between Gandalf and the Balrog?
Not on your life. In the book (and film) the battle was brief and vicious. Here it goes on and on and on. There isn't even a Gandalf card that allows you to smash down the bridge. Tsk.

Will you enjoy the game?
The elegant, simple mechanics of the game allow you to get playing right away and you can easily get through multiple games in an hour on your very first try. If you like card games, then I think there is something here for you to enjoy. But if you are thinking of buying it just for theme, then don't bother. The artwork is lovely, and adds character; but you will never get the sense that you are really involved in a tense battle, no matter how many cardboard bridges you fight over.

Put it this way: I bought the game for the theme, but there was enough here for me to love anyway, and I rate the game very highly for what it is (a light, quick game to play before moving onto something with a bit more weight).

Unfortunately, my wife didn't like the game at all, and as most of my two-player games only get played against her, this game has now been culled from my collection. I was pretty sad to see it go.

And finally, would this review have been better with pictures?
Shut up.