Showing posts with label shameless self promotion. Show all posts
Showing posts with label shameless self promotion. Show all posts

Monday, 10 June 2013

Review - Age of Mythology: The Board Game

Age of Mythology


Age of Mythology: The Board Game
Published by Eagle Games
Designed by Glenn Drover (who clearly believes all disputes should be resolved with Queensberry Rules)
For 2-3 players (or 2-6 players if you buy extra bits)

Age of Mythology: It's a board game, you know?


Hmm. Games that tell you they are board games. It's not usually a good sign. There are exceptions, of course, like Dungeons and Dragons: The Fantasy Adventure Board Game, but as a general rule, if a game tells you it's a board game you should be concerned (I'm looking at you, Dragonology The Game, The Logo Board Game, and Small Soldiers Big Battle Game). I think it is a silly thing to put on a game box, but maybe that's just me.

However, in the case of Age of Mythology: The Board Game, I'm going to let it slide. Why? Because someone might see that big box on the shelf and think it is the computer game of the same name (on which the board game is loosely based).

Ah, who am I trying to kid? It's stupid.

Anyway, regardless of how I feel about silly names, I bought this game because it looked like something I would really enjoy. I'm very much into mythology (I've written a series of novels about mythological creatures, don'tcha know?) and, well... Well, that's it. I really like mythology. The fact the game box is stuffed to overflowing with little plastic miniatures of all my favourite mythological beasties was the icing on the cake.

Age of Mythology Greeks
The Greeks
Age of Mythology Egyptians
The Egyptians
Age of Mythology Norse
The Norse


Unfortunately, I didn't end up liking the game very much. The game rules are generally sound, with the exception of combat, but there was nothing there that really got me excited. I've only played a few times, and the game has sat on my shelf for a long time feeling lonely and unloved.

This game gives me a real sense of disappointment, because I don't really get any sense of the theme of ancient civilisations developing and battling each other with gigantic mythological creatures. All I get is the sense of pushing cubes around.

Oh yes. Wooden cubes.


Age of Mythology wooden resource cubes
Look, gold, wood, favour... and... oh, who am I trying to kid? Just cubes, folks.


I'm a theme man. Anybody who spends any time on my blog knows that. I don't tend to play many games that involve bidding for, or trading in, little wooden cubes. The awesome Lords of Waterdeep is the main exception to this rule. However, I am willing to give any game a go, and the inclusion of wooden cubes in a game isn't going to immediately put me off. When it feels like all I am doing is manipulating wood cubes... that's when we've got problems.

Wooden cubes can also be forgiven if they ship in a box that also contains six sprues of nicely detailed plastic figures. I'll be honest, those figures were a big draw for me. They are very small, and very rubbery, but the detailing is decent on the bigger models, and it is always cool to build an army of hydras, minotaurs, and gorgons. The biggest shame with this game is that you don't really get to do anything with those cool pieces.

You can play the game as the Greeks, the Egyptians, or the Norse. The aim is to develop your civilisation and win the most victory points. This is achieved through some rather interesting game mechanics.

Each player gets a civilisation board, which contains a production area and a city area. The production area contains different squares for different types of terrain (such as mountains, fertile land, and lakes). Over the course of the game you will be able to claim resource producing tiles which match certain types of terrain, and you can place those tiles in your production area. From then on, that tile will generate resources for you. For example, you might claim a mountain tile that produces two gold (good old yellow cubes). You can place this tile on any square in your production area that is designated as a mountain. Don't have a mountain square free? Then tough.



Age of Mythology player boards
The civilisation boards. Very pretty.


In your city area, you will be able to build house and other structures that give you various bonuses, such as villagers that will increase production in your production area, or towers that defend you from attack. Building houses will cost resources that you have farmed from your production area, and you will find you never really have all the resources you would like, especially as you will also want to create some troops for your army (which, of course, also cost resources).



Age of Mythology building tiles
Building tiles... Good job on the artwork, lads.


So far, that all sounds pretty interesting, right? Well wait. It's even more interesting than you think. You see, the way you gain production tiles, or do anything else in the game, is through action cards. There are seven basic action cards, and in every turn you get to pick a limited number. The amount you pick starts at four, and increases as your civilisation advances. The actions are explore (which gives everyone at the table the chance to claim new production tiles), gather (harvest your resources), trade (swap resources you have for resources you want), build (er... build something), recruit (develop your army), attack (pick a scrap with someone), or next age (pay a bucket load of resource cubes to advance your civilisation to the next "age").

As well as being able to pick from your seven basic actions, you can also gamble by drawing actions from a random deck. The random cards are generally more powerful, but you don't know what you will get until you draw. So, you could play it safe and pick from your low-powered basic actions, risk it all by drawing all random cards, or take a few basic actions and a few random ones. It is a really interesting mechanic, and creates quite a lot of tension.

In fact, as I write this, I have to think to myself that there are some really interesting things happening, and it is surprising I don't like the game more. There are plenty of strategic and tactical choices to make on every turn, and you never feel like you are able to do exactly what you want to do (which is exactly what games like this should be like). For example, when picking production tiles, the person who played the gather card reveals a certain number of tiles and picks one. Then every other player gets to pick one. There's an interesting decision right there: Do you take the best production tile you can, or do you pick a tile that you know your opponent really wants, even though it is less useful to you? With careful play, you can actually create situations where your opponents are unable to take any production tiles at all, simply because they do not have a matching terrain square on their production boards.

Even the way victory points are handled is quite clever. Each round, each player on the table gets to allocate one victory point to one of four different objectives: Largest Army, Most Buildings, Won the Last Battle, and Built the Wonder. Over the course of the game, victory points will build up on each objective, and then at the end of the game the person who met the objective scoops the victory points. The only exception to this is the Won the Last Battle objective, which dishes out the victory points to the winner after every battle.

The victory point mechanic is interesting because it allows people to focus on certain targets. Think you might have the most buildings at the end of the game? Then keep putting victory points on the Most Buildings objective.

So, if I like how victory points are allocated, I like how you select your actions each turn, and I like how you gather and spend resources, why don't I like this game all that much?

One word: Combat.


Age of Mythology reference sheet
The reference sheet (note the singular, 'cause you only get one)


The combat mechanic is utterly awful, and makes a mockery of having all those cool plastic army miniatures.

When it comes to attacking someone, you don't move around on a map like in Risk. You simply play your attack card and then select an opponent. You also select if you are attacking the opponent's production area, city area, or the area where resources are stored. You and your opponent then secretly select units to fight in the battle (the attack card you played lets you know the maximum number of units you are allowed to use).

Once units are selected, you and your opponent do a grand unveiling. The fight is then resolved via some kind of bizarre gentleman's agreement in which both players select ONE of the units in the fight. Only those units will actually fight.

You select the unit that will fight by using a deck of combat cards, that have pictures of the different units in your army. You find the card that depicts the unit you want to use (and which also lists combat dice and modifiers to attack), and then put it face down in front of you. Your opponent does the same. You then flip your cards.

You roll dice, apply modifiers that some troops get against certain opponents, and then figure out who has won. The losing unit is destroyed, and then you proceed to a new round of combat. This process is repeated until one side is wiped out, or one side retreats.

Now, re-read that description of the combat phase, and shout out when you spot the point where the little miniatures have a purpose.

...

...

I don't hear any shouting.

It's awful. I honestly can't describe how disappointing this element of the game is. It makes no sense that two armies march out to face each other, and then line up one behind the other to take it in turns to fight. Not only that, but it makes battles take forever.

I suppose I shouldn't have been surprised by this one-on-one style of combat though, it is exactly what is depicted on the cover of the box!

The only reason the miniatures exist (other than to sucker in people like me who go "Ooh, miniatures of cool monsters"), is so you can see how many of each type of unit you have. The whole thing could have been done with tokens to represent the units. This would actually have been better, because you could have just flipped the tokens over to see who fights who, and modifiers could have been printed directly on the token as well. This would have removed a lot of plastic from the game, plus all the combat cards, making for a more compact and cheaper game. I guess cardboard tokens just don't cut it in today's gaming community...


Age of Mythology rules
The rules: Concise, and well-written.


Unfortunately, the combat mechanism is a big killjoy for me. I could come up with alternative rules, but frankly, I don't have the time or the inclination. I don't buy games to redesign them. I have about 50 unfinished prototypes of games of my own if I want to do that. When I pay money for a game, I want to play it the way the designer intended.

However, even if the combat system was different, I'm still not sure I would love this game. You see, all the other elements seem very clever, and I really do think there are some very good ideas in there; but at the end of the day, I still just feel like I am pushing cubes around.

Selecting where to put my victory points each turn? Just placing a cube.

Gathering my resources? Just picking up cubes.

Trading? Swapping cubes.

Entreating the Gods for their favour? Collecting more cubes.

Building an army? Pushing cubes back onto the "bank" pile.

I know, I know. You could say the same thing about any game that involves resources and trading. But here, I just really didn't feel like I was developing a civilisation, and I certainly didn't feel like I was waging wars between mythical creatures. For all the cleverness of the rules, it just felt a bit stale and lifeless. If anything, some of the mechanics are a bit too clever; and that causes the theme to be undermined.

It's not a bad game by any means. I think if you could do something about the combat mechanic it could actually be a very good game. The component quality is good, the rules are clear and easily picked up. There really is a lot to like. But this is not a game that I enjoy, and it is not a game I intend to keep in my Vault.

Such a shame, because I do really like those miniatures.

Thursday, 10 January 2013

Lego, NinjaGO and Things Like That...

Last year, I posted a review of NinjaGO, a so-called "game" from Lego, which was a little bit too light on the game aspect for my tastes. Now, I'll admit, I am not exactly the target audience; but even so, I thought it was a pretty poor show.

However, a little while ago my wife's eleven-year-old brother was around our place. He isn't great at listening to the rules of a game (or adhering to those rules once they have been explained), so we ended up playing NinjaGO. We didn't play with the cards, or any of the "official" rules; we just kitted out our little men with different weapons and winged them at each other. My brother-in-law absolutely loved it, and I have to admit that even I found myself having a bit of fun. We ended up trying to make the most outlandish weapon combinations possible, and sticking multiple Lego figures on each spinner. It's still not a game, but I have to admit it was pretty fun for a little while.

In a completely unrelated event, just before Christmas I invited a group of friends over for a "Christmas Party" (really, my excuse to get my friends over to play some board games). As there were a few "non-gamers" coming, I knew we would end up playing things like Logo or Cluedo, so I thought it would be funny to buy each of my guests one of the Lego blind bags. The intention was, each guest would open his blind bag, assemble the minifig, and then that minifig would be his avatar for the evening and would replace the usual playing piece in whatever games were played.

I intended to add whichever Lego figure I got for myself to my pot of NinjaGO stuff to increase my options the next time I challenged my brother-in-law. That being the case, you can imagine my disappointment when I opened my blind bag to find this:

Lego alien queen

As far as Lego minifigs go, this one is absolutely great; but as a character for NinjaGO there is a problem - NO LEGS! The alien queen is wearing a floor-length dress that sticks out at the back, so she doesn't fit in the spinner. Of course, even if she did, that ray gun she's carrying isn't going to be a lot of use.

Never mind, my wife had bought me an extra blind bag, so maybe there would be something more useful in that one...

Lego cowgirl

Now this is more like it. The Lego cowgirl has real legs, so she fits in the spinners. She also comes with an awesome lasso, which is quite large and creates quite a large surface area for whacking opponent ninjas with. Unfortunately, the lasso is made out of a rubbery material instead of hard plastic. Still, a marked improvement over the alien queen.

As well as the blind bags, I also managed to find a couple of old vikings from a dragon set my wife bought me years ago:

Lego viking

The vikings look suitably mean, but their helmets make them a bit top heavy (the horns on the helmet also tend to fly off during particularly violent spins). This viking's axe is massive, and is particularly good for smashing up wimpy ninjas.

Finally, only today, a good friend of mine gave me a Lego minifig from series nine as a gift. He did this because the minifig in question is a cyclops, and there is a cyclops character in The Legend Riders (my series of fantasy books for children and young adults). Now, this cyclops... Well... I'll show you the picture:

Lego cyclops

Awesome, right? Possibly the finest Lego minifig ever made. Beautiful detailing on the head and belt, and a nice big club which is perfect for NinjaGO battles. You can even reverse the piece inside his head to give him a different facial expression:

Lego cyclops

Man, I love Lego... And if you want to get yourself one of these awesome cyclops guys, you can do so right here.

So there we have it: the next time I play NinjaGo, I can use ninjas, crazy snake people, a cow girl, vikings, a cyclops, and even an alien queen (if she's prepared to swap her skirt for someone else's legs for a while).

Sunday, 9 September 2012

Review - Mousie-Mousie (aka Pounce)

Mousie-Mousie aka Pounce



Mousie-Mousie (aka Pounce)
Published by Spear's Games
Designed by secret government agents
For 2-7 players, aged 6 to adult



My last few posts here at Always Board Never Boring have been about my new book The Wing Warrior. In my last shameless plug for that book (and yes, I know that referencing the book here is ANOTHER shameless plug), I promised that I would write a review today to make up for it, so here I am, writing a review...

I am going to write a review about Mousie-Mousie, a game that has instructions printed on the inside of the box lid. I have talked about this before: I quite like it when a game can fit the instructions on the box lid. It means you can basically start playing straight away without having to spend an hour figuring out what you are supposed to do. And having instructions that fit inside a box lid does not mean that a game is shallow; my first Chess set had the instructions printed in the box lid, and no-one can accuse Chess of being shallow.

However, sometimes a game will have instructions printed inside the box lid, and that game WILL be shallow. Possibly the most shallow of all such games is Mousie-Mousie; a game so ridiculously shallow there should be a "no diving" sign on the box.


Mousie-Mousie instructions
Instructions in a box lid - joy!


Mousie-Mousie (or Pounce, if you prefer), is a dexterity-type party game. One player gets to be the catcher and all the other players are mice. The catcher player gets a plastic bowl thing, and all the other players get nine tiddlywink style plastic counters and a plastic mouse with a very long tail. The only other components in the game are a custom dice (with colours on each side instead of numbers) and a small rubbery mat (which is usually missing from second-hand copies).


Mousie-Mousie game components
Catching bowl and custom dice.


The game starts with all the mice players putting their mice on the rubbery mat. The mice are positioned with noses touching, and each mouse player holds the tail of his allotted mouse. The catcher then starts rolling the dice. If he rolls any colour other than red or blue, nothing happens, and he should roll again; but if he rolls red or blue, he will quickly slam the bowl down and try to capture mice on the mat while all the mice players will try to move their mice out of the way.


Mousie-Mousie mice pieces
The mousie-mousies... er... mice.


Every time the dice is rolled, you need to check if anyone needs to pay a penalty. Mice players pay one counter to the catcher each time they are caught, or each time they "twitch" and move their mouse away when a colour other than red or blue turns up on the dice. The catcher pays one counter to each mouse player who gets his mouse away. He must also pay one counter to every player if he brings his catching bowl down after rolling a colour other than red or blue.

And that's it.

I'm not kidding. That's it. That's the game.

It's a very simple "twitch" game. The catcher is poised with the catching bowl, and the mice are poised holding the tails of the mice. The dice is rolled, and people have to quickly react to the result.

This is not my idea of fun.

The game claims to be "a riot of laughter and excitement." I disagree.

The game instructions say you should specify a time limit to play of ten or fifteen minutes. I think five minutes is a push.

This game is staying in my collection because... to be honest, it ISN'T in my collection. I bought this game for my wife, who loves it. So, I will indulge her from time to time by playing it when we have a group of friends over; but really, it's not for me.

But if anybody would like to buy this game and give it a whirl, you can buy a new "retro" copy from Amazon.


Saturday, 8 September 2012

The Wing Warrior - Available Now!

I know, I know - two posts in a row that not only have nothing to do with boardgames, but which are also shameless plugs. I'm sorry.

I'll make you a deal... Read this post, and tomorrow I'll post a review of an old classic boardgame that I've been meaning to review for ages.

Agreed?

Agreed.

Good.

So, I'll cut to the chase - The Wing Warrior, first book in The Legend Riders series, is now available for Amazon Kindle.

In a world where magic has been banned, and the legendary creatures of old are nothing more than memories, an ancient and evil force has returned.

In the shadow of this terror, a young boy called Nimbus sets in motion a chain of events that arouses a leviathan from its slumber and awakens an even more sinister power within his eight-year-old sister.

But Nimbus’s problems don’t end there: his family is falling apart, his best friend has developed a nasty streak of jealousy, and he is about to discover just how difficult it is to become a hero when you’re dead.
 
You can find out more at www.thelegendriders.com
 
 


Sunday, 2 September 2012

The Legend Riders

Okay, this isn't a post about board games; but this is my blog, and if I want to use it for a bit of shameless self-promotion then I will...

I would like to announce the imminent release of my new book, The Wing Warrior, which will be available from Amazon's Kindle store.

In a world where magic has been banned, and the legendary creatures of old are nothing more than memories, an ancient and evil force has returned. In the shadow of this terror, a young boy called Nimbus sets in motion a chain of events that arouses a leviathan from its slumber and awakens an even more sinister power within his eight-year-old sister.

But Nimbus has bigger problems to deal with. His family is falling apart, his best friend has developed a nasty streak of jealousy, and he is about to discover how difficult it is to be a hero when you're dead.


The Wing Warrior - Book One of The Legend Riders
The Wing Warrior - front cover art by James Lloyd.


The book has been written with the 9-12 age group in mind, but I think there are plenty of older readers and even some adults who will find something to enjoy.

They say that everybody has one good book in them; I am hoping I have at least three, because The Wing Warrior is the first book in a trilogy entitled The Legend Riders. The series has been structured so that in each book new legendary creatures are introduced (a leviathan and a dragon in book one, a unicorn in book two, and a pegasus in book three). The mythological elements of the stories should find an audience with children who have enjoyed The Spiderwick Chronicles, by Tony DiTerlizzi and Holly Black, and are now looking for a slightly more adult book dealing with some similar themes.

If you would like to know more, then visit www.thelegendriders.com or follow me on Twitter at @KevinWOutlaw