Blood Bowl: Team Manager Review

Blood Bowl Team Manager game in play


One of the games that I drooled over until I convinced my friend to buy it (thanks!) was Blood Bowl: Team Manager.

In Blood Bowl, each player starts with a team representing his race, and attempts to gain the most fans. The season consists of five weeks, and in each week there are a certain number of "highlights" which the players compete over. (Terminology gets confusing here. So, along with the game's instructions, I will call you (the player/reader) "managers", and the cards you play are "players.") Managers (you) take turns placing a single player next to a highlight that is either empty, or where they have already placed a player. When placing a new player, that player may be able to gain the ball, cheat, [attempt to] tackle his opponent [sometimes ending in falling on his face], and sprint. Once all of the managers have placed all of their players, all of the cheat tokens are revealed (which could help players, but could also get them ejected). Now, whoever has the most "star points" at each individual matchup wins the prize - but each manager collects a smaller prize for every matchup where he had players. These prizes can be Star Players, Team Upgrades, Staff Upgrades, or Fans. These upgrades can be used in all of the following weeks of the season (so it is best to get them at the beginning of the game). Play consists of five weeks, and at the end of the game, whoever has the most fans is the winner (just like in real sports - whoever has the most fans is the real winner, because they make tons of money regardless of if their team actually wins any championships).

The first thing that I love about Blood Bowl is the ability to upgrade your team. I'm that guy that loves sports simulation games, but doesn't actually play the actual games in them. I'll buy Madden and play Franchise mode - simulating all of the games, and just enjoying the trading, drafting, etc. that goes into running the team. I loved Football Mogul, and have played similar games for baseball, football, soccer, etc. This is really what appealed to me the most about Blood Bowl. The back of the box made me drool! I'm not a huge fan of improving your team in a deck building fashion, but it doesn't really detract too much from the game for me - especially since your new "Star players" are always placed on top of your deck instead of in your discard pile - it lets you immediately show off your new free agent signing!

The next thing that I like about Blood Bowl is that it scales well between 2-4 players. (Obviously, it does take a lot longer with 4 players than with 2, though.) You use a number of "highlight" cards (the cards you fight over) based on the number of players - 2 player, 2 highlights, and so on. This means that you are normally going to be fighting over 2 highlights (and possibly a tournament) regardless of how many people are playing. With more players, you occasionally have the opportunity to try fighting over a third highlight, but this normally stretches you so thin that you lose all of them. There's also not much sense of "ganging up" on players since each highlight can only have one player on either side.  Overall, it balances player interaction very well, and prevents much of the normal "everyone against the leader" gameplay that is in many other games. 

A third pro that I think is brilliant is a very minute rule in the game. After each person collects all of their booty at the end of each week, they take turns reading their new cards and their abilities to all players. This is really a trivial rule, but it is one that I think more games should implement. It cuts down on most (if not all) of the reaching across the table to grab each other's cards to see what they do. Brilliant! It's amazing how useful such a minor rule can be.

The last couple of pros that I will mention are that I like how the tackling works, and I like the different abilities that players have (and how this gives each race a much different feel). When tackling, you always have the chance of falling down. However, those odds are adjusted based on how big your player is compared to theirs - if yours is bigger, roll two dice and pick your result. If they're the same, roll one die. If yours is smaller, roll two dice and they pick the result (a die has 3 tackles, 2 misses, and 1 fall on your face). With the different factions, each faction seems to be better at different aspects of the game. Skaven are good at Sprinting, Dwarves are good at Guarding, Chaos get fans for injuring players (tackling a downed player - it removes him from the highlight). Plus, they included six races for a four player game. I love it when game companies provide you extra things out of the box to enhance replayability instead of always trying to force you to buy expansions.

Yet, with all that I love about Blood Bowl, there is one main con that I have about the game - it feels much longer than it should. When you read about the game, look at the game, and see the game, it looks like it should be about an hour long game. Unfortunately, it normally takes two hours (or more). There's not a lot of down time, so I'm not saying that the game drags on a long time and feels boring. It simply takes longer than you think it should - and occasionally you will feel that the game is dragging. Of course, the more you play, the faster you will be - since you'll be familiar with all the cards and rules, but it still seems like it should take an hour.

My other con, that I touched on earlier, is that I wish that they hadn't implemented the building of your team with a deck building mechanic. It doesn't really detract a lot from the game, but I think I would have preferred each team having "positions" (like in real sports), and when you get a new Star player, you are replacing the one in that position. This would also mean that getting a Star player isn't always beneficial - if you gain one for a position where you already have a star, then your new player doesn't help.

Overall, I give Blood Bowl: Team Manager an 8.5/10. I enjoy the game, and I am debating whether or not I need to add it to my collection!  It's hard to explain who all would like this game.  So, I guess I'll simply say - if you've been looking at this game and it looks appealing to you, go out of your way if needed to try it.  I think you'll find that it is a very good game, and, though it might not fulfill all of your wildest fantasies, you probably won't be disappointed.

If Blood Bowl: Team Manager sounds interesting, then you might also check out Star Wars Living Card Game, Race for the Galaxy, and Glory to Rome.

Lunch Money: Sticks & Stones Expansion Review



Now for a quick little review of a small card game expansion, let's talk about Lunch Money: Sticks & Stones.

As many of your should know (if you read my Lunch Money Review), I really enjoy Lunch Money - probably way more than anybody else, and definitely way more than I should. Because of this, I bought the Sticks and Stones expansion; but, also because I like the base game so much, I didn't bother incorporating the new cards in until recently. And, lo and behold, they added enough to the game that I should write about them. Instead of talking about pros and cons like normal, I will highlight some of the new cards (this is really all that changed) and tell you what I think of them.

Abandonment: this is probably the best addition to the set. In the original game when your opponent had Humiliations in their hand, there was nothing you could do about it but sit there and be sad while waiting for them to slaughter you. Now, you can play Abandonment and force them to discard their entire hand (and it can't be Humiliated). Definitely a nice addition to the game.

Backlash (which looks like "Backlask" in my set): this card is also awesome. It is a new defense card similar to Dodge/Block, but instead of canceling the damage, it reverses it and does it to the person who played the attack cards. This card is incredibly powerful, but aren't the powerful cards the ones that make the game fun? Another wonderful addition.

Tantrum: Deals 5 different attacks of power 1. Very fun... when played on others.  Much less fun when played against you.

Hippie: Name an opponent to be a "hippie" which lets all the other players attack them immediately - great in big games, pointless once it is down to 2-players.

Faster: Plays alongside a block/dodge to work for all the blocks and dodges needed that turn. This card is very important because of the addition of Tantrum and Hippie.

Imaginary Friend: After resolving your first attack, get a free basic attack. Sweet! what's not to like?

Hide: Immediately play as many first aids as you want and then sit out a round where nobody can attack you - this is incredibly useful, especially in big games.  Of course your friends might call you a wimp (or something more vulgar) - but that's only if they get into the trash talking spirit of the game

Spank: Power 2 special attack that can only be played after a grab. This card seems really useless to me, and is by far my least favorite card from the set.

There are also other new cards including basic attacks, Wedgy, Chunk, Nuts, Time Out, Weird, 2-fer, and probably some others. The main downside to the expansion (which is also the main downside to the base game) is that you have to just learn what all the new cards do - there's no iconography or any other way of knowing what a certain card does other than looking it up in the rules repeatedly until you memorize it.

Overall, I give Sticks and Stones an 8.5/10 as an expansion. I obviously do not think that it is better than Lunch Money, because you can't even play it without Lunch Money. However, now that I have started playing with it, I think that I will keep Sticks and Stones mixed in with my Lunch Money set and keep beating the snot out of my friends in glorious new ways!

Tornadoes: Six Months Later

November 22, 2011 is the six month anniversary of tornadoes devastating the city of Joplin - so I figured it might be a good time to give you guys an update of what all has happened since that date.

The City
A lot of rebuilding has taken place.  Commercially, Wal-Mart, Aldi's, Walgreen's (two locations), Wendy's, Chick-Fil-A and several other stores have been rebuilt and are already open.  It's really amazing to think of some of these and how quickly they were rebuilt.  Chick-Fil-A was one of the fastest.  I believe that it reopened it's doors (after being completely leveled and rebuilt from the ground up) on September 1.

Most of the debris haul off has happened.  There are still pockets of debris around the city - such as St. John's hospital and Joplin High School, which I believe are both still standing in roughly the same condition as when they were initially hit.  The government helped pay for the Army Corps of Engineers to come and oversee this cleanup - specifically for the residential districts.  It was impressive to see how quickly the residential debris was removed.

Many people's houses have been repaired.  Not everyone by any means, but every day you hear about more people who have finally completed the last repair on their house - whether that is the windows, the carpets, the roof, the ceilings, or something else.  Construction crews are still backlogged between the repairs and the new construction, but you can see that progress is being made.  Speaking of new construction, there are several new houses that have been completed.  It's very odd to drive along a street that used to have a neighborhood on either side and see a brand new house standing every few streets (with nothing in between).

One area that the city of Joplin has done a remarkable job with is their public schools.  School was started on time!  The High School is temporarily located inside of the mall.  The Elementary schools have been shuffled around, but all Elementary students are still attending.  Something else that Joplin is doing is that they are busing in students who were relocated in the surrounding areas (I don't know if this is still going on, but I had heard that it was at one point).  If you were in Joplin public schools before the tornado, then you are allowed to stay enrolled in Joplin public schools now - regardless of what city you are actually living in at the  moment.  This means that kids can continue attending school with their friends, which I think is important.

The Games
So, a ton of you sent me games to keep after the storm, or to give to others that were affected.  I did my best to find great homes for them (sometimes that meant mine ; )  )!  If I were to estimate, I would guess that I received between 100-150 games after the tornado (ballpark guess).  I gave them away to everyone I could find that was affected and that I knew played games!  The distribution centers were all swamped with donations, and so they would not accept any from me (those of you that mailed games in, don't worry, they didn't turn these down).  My friends who run Hurley's Heroes had the same situation that I did, but with comics that were sent to them.  This hit the local news, and the Hurleys set up a day that they would open their doors and anyone could come pick through the comics that were donated and take any of them for free!  I strong-armed them into letting me give games away at the same time!  (It didn't take much convincing - they are very generous people.)  I gave away an estimated 25-75 games just on that one day (I don't really have a "record keeping technique").  My favorite quote from all of this was when I heard a lady that had grabbed 3-4 games say "this is going to restore game night at my house."  That was wonderful!  And, when I kept eavesdropping, I realized that her house was only a block from where mine was.  Hers must have been completely demolished as well.

In addition, for more "gamer" games, I asked around the game stores for who all was affected by the tornado, and I tried to give a handful of games to anyone that I heard about.  Some that I thought would have a broader (and specifically teenage) appeal I donated to the public library.  Finally, some of them were sold with the money going to tornado victims in various ways.  The bulk of those sold were in the quarterly auction held at Changing Hands Book Shoppe.  The proprietors of the store, John and Susie, were in what I consider to be the worst possible area in Joplin - the area in which your home wasn't completely destroyed (which allows you to either move on or rebuild), but their house was damaged incredibly badly; just short of being deemed "totaled."  The worst part?  They (like many others) had to live in their house while it was being repaired - or while they were waiting for repairmen.  The less publicized crummy part?  I'm sure that their business suffered and made very little money for the few months immediately after the tornado, since games are a luxury item.  So, after consulting with John, we decided that as a surprise to Susie we would sell in the auction about 5-10 of the games that were donated, and we would give the proceeds to them - to do whatever they wanted.  I wanted finances to be at least one thing that they didn't have to worry about.  Everyone present at the auction really stepped up their bidding on each of those items, and most of them went for almost full retail price!  It was great to get to bless John and Susie (after we tracked her down - she kept disappearing with tears in her eyes.  And, in case you're wondering, Susie was able to use some of the money to go down to Houston to visit her grand-baby.  I doubt that there is anything more exciting for a new Grandmother.)

My Family
So, my wife and I have had an interesting journey.  From May 23 - (approximately) August 1, we stayed with friends.  We bounced around a decent amount during this time, and even went down to Houston to stay with my best friend from college for a bit.  This was a very trying time for both of us, but I believe it was much harder on Anna than it was on me.  She struggled a lot during this time, as nowhere was ever home.  On August 1 (Monday the week of GenCon!) we were able to move into our friend's garage apartment.  It is quite nice, and more than anything, it was nice to actually have a place where we can stay, pay rent, and feel like we're not imposing.  He was gracious enough to leave it furnished so that all we needed to bring was a bed!  This really helped us, as it allowed us to wait until we knew what we were doing longer term before buying things like furniture.  This is where we are currently staying.

On December 15, we move to Philadelphia!  The most common question I hear is, "Why Philly?"  Well, first you need to understand that our plan was not to stay in Joplin long-term.  Both myself and my wife are from large cities, and we both missed the big city feel when living in Joplin.  We were planning on moving in two years, but after the tornado we decided to move those plans ahead instead of re-rooting ourselves in Joplin and making it hard to move later.  So, no, we aren't running from tornadoes or anything like that - the plan was to leave all along.  Now back to "Why Philly?"  Well, I like my job (most of the time).  I like the people that I work with (no qualifier).  I can do my same job with the same people from one of our offices that is located just outside of Philly.  I will take my laptop and resume work just as if nothing had changed - I'll simply be switching what part of my team is local and what part is remote.  We are quite excited about it - from each of our visits to Philly, the city seems amazing, and we're also ready to feel like we are staying somewhere more "long-term."  I'm also incredibly nervous and scared!  It's the farthest north I've ever lived, and it's also about 1,000 miles from what I'm used to.  The Northeast has a completely different lifestyle than the Midwest, and I'm both excited and nervous about that change.  For one, I'm planning on taking public transportation to work!  I've never done that!  (Oh, and I am looking for gamers in the Washington Square area of Philly - if you are one or if you know one, please drop me a note.)

Conclusion
Life gets crazy sometimes.  I'm very glad that my wife has been by my side through all of this, and hopefully I have provided her some strength, too.  We continue to both be incredibly grateful that we were on vacation when the tornado hit - some of our neighbors have told us that they are still having nightmares, and I would imagine that this will continue for quite some time.  I want to thank you all for the support that you sent me to help with the tornado, the games that you sent, the prayers that were raised, and just sympathizing with our city's pain.  Tons of people that I've never met also came to Joplin to volunteer - I want to thank them.  More than anything, thanks for caring about people that you have never met.  If nothing else, one of the main things I've learned through all of this is that, just because the news has stopped covering something, doesn't mean that the pain has stopped.

Now let's get back to board games!

Le Havre Review



Some games you just hear so many good things about that you are forced to try them yourself. Le Havre was a game like that for me.

Le Havre is all about money. Whoever has the most money at the end of the game is the winner. Each round consists of seven player turns. Each player (on his turn) will move his ship to the next "supply tile", thus adding more goods to two of the "offer" piles. After this, the active player can perform a single action - he can either take all of the goods from a single offer pile, or he can move his piece to a building, thus performing it's action (you must move your piece - thus you cannot use the same building twice in a row). Other things that a player can do on his turn (that don't cost an action) include buying a building, selling a building, or repaying a loan. After the player has performed his action, play moves on to the next player. Once the seven player turns are completed, the round ends (notice that each player will not get the same number of turns each round), and the players are forced to pay a certain amount of Food (or take out a loan to cover the missing Food). Play continues with the next player's turn and the game continues until all of the rounds are played. After all the rounds are played, each player gets one final action (in which they make as much money as humanly possible and can use a building that has an opponent's piece in it). Finally, all that remains is adding up how much money a player has between cash on hand and value of buildings owned.

The first thing that I like about Le Havre is that all player's don't have the same number of turns each round. I don't think that I've ever played a game with this mechanic. Yes, it may feel a bit unbalanced if you don't get as many turns in a round where you are desperately trying to accomplish something. But, the game is setup so that each player has the same number of turns in which he gets an extra action, so the game does actually balance out fairly for all of the different players. Learning to capitalize when you have an extra action (or still manage to get enough food when you are short an action) is a key factor in winning the game.

The next thing that I like about Le Havre is that all of the options available to you for your action are good actions. The key is in finding which action is the best action. For example, there will be some turns in which you are able to collect six or more Fish (one of the goods, which also provides one Food) from the "offer" space. However, do you need six Fish? They help to feed your people, and that is crucial - but does having six Fish right now help more than using a building that allows you to get different kinds of goods? Or the building which lets you build more buildings? There are very few "bad" options - but whoever is able to capitalize the most on his opportunities will ultimately become the victor.

The third pro that I will mention for Le Havre is how carefully balanced the game (and even it's setup) is. The game is setup differently based on the number of players and whether you want to play with the "full" or the "shortened" version of the game. This ensures the balance of the game, and also ensures that the buildings that are needed appear in a timely manner. You can really feel the hours of playtesting that went into the game. And, speaking of different variants, I really like that you can play a "full" and a "shortened" version of Le Havre - and that both feel like good gaming experiences (you don't feel like you're playing a broken version of the "real" game if you play the shortened version). You can tailor which version to play based off of how long you want to play the game, but either game that you choose will still give you a high quality gaming experience.

The last (detailed) pro that I will mention is the option to both buy and build buildings. This is an example of Le Havre having "multiple paths to victory." (This means that players can have completely different strategies, and yet each strategy has a very valid chance of winning.) The buildings, as an example, can be built by a player who has done a good job of acquiring different resources - which can be challenging. And yet, a player who has done a good job of acquiring money (which is also hard) can just buy the building, and thus still gain the benefits of it (though without having an immediate net gain of victory points - buildings are never worth more victory points than their cost to purchase).

There are several other pros to Le Havre that I really enjoyed and could write about at length - but that would make this review much longer than I would like. So, briefly, I also like:
  • Food requires your attention, and yet doesn't have to be your only focus in the game
  • The Special Buildings (only used in the full version) help ensure a varied game experience
  • The "offer" spaces work well and encourage people to eventually take even less useful goods since they continue accumulating
  • The game components are designed well so that each "goods" piece represents two different "goods"
  • Forcing players to pay resources to use other people's buildings incentivizes acquiring buildings
  • Not being allowed to re-use the same building twice in a row forces gameplay to be varied
  • Being able to "block" use of a building by leaving your piece on a building is a nice mechanic

However, with all of that said, Le Havre has a glaring con: Analysis Paralysis. (This is the slang term for when a player has so many options that he can't decide what to do, thus horribly slowing down the pace of a game - and often annoying all of the other players.) I personally am normally not one to subdue to Analysis Paralysis, but I have found myself struggling with this in Le Havre. Early in the game there are only a few options, and thus there isn't much of an issue. However, starting about halfway through the game, there may be 20 or more options. And, do you remember that I said that all of the options are good options? This is really what causes the paralysis to occur. It's pretty easy to eliminate most of the options as "less good", but that still leaves 3-4 very good options that a player will have to decide between. Though each player is only performing one action on his turn, the amount of time to decide on that action may take quite a while to determine. Maybe we should play it with a chess timer... but then I'd have to get a chess timer.... which could be cool in itself.

Overall, I give Le Havre a 9.5/10. I debated only giving it a 9.0, but I do think that it deserves a 9.5. When I think about the number of pros that I am able to name for the game without really even pondering for very long (and the fact that the only con I came up with is "people think too long"), it's hard to not give it a score that is almost perfect. If you're a fan of games like Puerto Rico, Agricola, and Caylus, I would definitely suggest Le Havre.