Nemo's War Review



A little while ago, I got an email from Victory Point Games suggesting that I was absolutely sick of reviewing games, but that their games could restore my joy in reviewing! I thought that this email was hilarious, but I decided to take them up on their offer. Since I didn't know much about their games, I went on Board Game Geek and looked for what seemed to be popular. And so, I wound up with my very own copy of Nemo's War to try out.

Nemo's War is a solo game based on Jules Verne's novel Twenty Thousand Leagues Under the Sea, and you play the role of Nemo captaining the Nautilus.  Throughout the game, you can search for treasure, fight ships, and fight imperialism.   On each turn, you start by rolling two dice.  Based on the dice rolled, you place a new ship in two different oceans (or if you roll doubles, you replace a treasure).  Also, if you roll high enough, you draw an adventure card - which is either a test for your ship, or a bonus that you can use later.  After this setup, you select an action for the Nautilus - it can Move, Incite rebellion, Search for Treasure, Stalk or Attack an enemy ship, or Rest/Repair/Refit the Nautilus.  After this action, the year marker is advanced, and the next turn begins.  This cycle continues until you have completed a year (each turn represents one week), you have encountered the Maelstrom, or you have encountered one of the other end of game conditions.  At this point, you calculate your score to see how well you performed.

Exerted crew resource
The first thing that I liked about Nemo's War was the concept of "exerting" resources.  Essentially, what you can do is bet a resource before you roll dice for various actions (like attacking a ship).  Betting this resource gives you a bonus to your die roll.  If you then succeed on the die roll, you don't lose anything; but if you fail, you lose the resource that is exerted.  Not only can you do this before the die roll, but there are also three once per game resources (passengers) that can be sacrificed for a bonus after the die roll - but, if you use these, you lose several victory points at the end of the game.  This exerting mechanism was very interesting to me, as I don't recall seeing anything like it in other games.

The next thing that I enjoyed about Nemo's War was that Nemo had four different possible motivations in the game.  You start the game by picking a motivation, but it can change once later during the game (after you've done several turns and you can see what you actually want to score bonuses for).  Based on this motivation, you score points differently at the end of the game.  If his motivation is war, you get extra points for sinking warships, but nothing for science or wonders.  If you are exploring, then you get less points for sinking ships, but you get a lot of points for wonders.  These different motivations force you to implement different strategies, and this allows the game to stay fresh longer.

With those pros, I also had a few cons with Nemo's War.  First, I would say that there was waaaay too much dice rolling.  In the same way that people say Monopoly is all luck-based because of the dice rolling (which I disagree with), I think that Nemo's War has the same kind of "plan but hope" element (a term that I just made up).  If you roll well, you will do well; if you roll poorly, you will fail miserably.  Here's an example of how much dice rolling you may have on a turn.  You roll two dice to determine if you have an adventure (and where ships appear).  You roll high enough that you have an adventure.  Your adventure is a test - so you roll two dice to see if you succeed or fail.  Since you fail, you choose to sacrifice your Conseil once per game resource to roll again.  Next, as Nemo's Action, you choose to Rest.  You roll one die (and cut the number in half) to see how many weeks you spend resting.  Next, you roll a die to see if you were successful at Resting.  Now, your next turn begins.  Now, admittedly, this is an extreme example (though you can roll even more dice on your turn if you are attacking repeatedly - especially if you encounter warships that attack you before you shoot back!), but since every one of Nemo's Actions except for moving the Nautilus requires you to roll dice, you are basically always rolling dice for one thing or another.

The game comes with the world's smallest dice
The next con that I had for Nemo's War was that the game felt very fiddly.  Though, I think that there were two main aspects that annoyed me with their fiddliness - the year tracker and the resource exertion.  I was always doing something with one of them.  Every turn the year tracker advances.  That's fine - it's a turn order tracker.  However, each turn, after you roll to determine if there is an adventure, you will quite possibly have to flip the tracker.  If you are exerting resources, you are supposed to move the resource down slightly to indicate that it's exerted - and if you succeed, you move it up, if you fail you move it down.  I generally forgot to do this, and left it moved slightly down until I failed, and then moved it the rest of the way down.  After all, I normally wanted to continue exerting the same resource until I lost it.  Overall, though, you are constantly tweaking pieces around on the board, and this is compounded by the fact that it is single player, and so you are the only one taking care of all of this upkeep.

The final con that I had for Nemo's War was that it felt unnecessarily complicated.  And, I think that one of the things that would really help this would be to have a turn order cheat sheet that quickly told you what you needed to do (and what you were trying to roll on the dice at any given time).  Most of this is present on the board itself, but it serves to clutter the board more than give you an easy reference of what you need to know.  Since you don't have a clear cheat sheet, you have to refer to the instruction book that is essentially a 6 page wall of text.  What's more, there are actions that you won't use in some games (or will use rarely), and yet to understand the game and get going, you still have to read through all of these.  Specifically, the Incite action is completely worthless if your motivation is Science - Liberation (the track that you affect with the Incite action) is not worth any points with this motivation.  There are also three different tracks that can affect the game at any given point.  This adds to the confusion when initially learning the game, as you have to figure out how much you care about each of these tracks.

Finally, here's something that you should be aware of about Victory Point Games' games.  They all have inexpensive components.  Their company motto says something about the fact that they focus on gameplay instead of components.  I can appreciate this, and I knew it going in, so I wasn't disappointed when I got the game.  I don't consider this a con - I'm simply mentioning it here so that you will realize what you're getting if you buy one of their games. 

Overall, I give Nemo's War a 7.0/10.  The game worked, but I didn't find it exciting enough to keep drawing me in to play it repeatedly.  And, with it being solo, there won't be other people asking me to play it.

If you like literary based games, you might also check out Beowulf: The Legend and Lord of the Rings: The Card Game (which can also be played solo).

I would like to thank Victory Point Games for providing me with a review copy of Nemo's War.

duck! duck! GO! Review



One of the games that was generously sent to me after the tornado was Duck! Duck! GO!.

In Duck! Duck! Go! each player takes on the roll of a rubber duckie that is racing around the bathtub. His goal - hit all three buoys and then cross the finish line (go down the drain). But you must be careful, because the blasted bird dog is hunting you down, and if he catches you, you will be sent to a life preserver! What this actually means is that each turn all of the players pick a card from the three in their hand and reveal it at the same time. The players then move in order from lowest to highest on the card (thus allowing the lower numbered cards to get in the way of the players with higher numbered cards). If you cross a buoy, then you get the marker to represent that, and you also get a special bonus power that can be used once per game.  If you run into another player or a wall, your ducky turns completely around and faces the other direction. After everyone has moved, the player in last place gets to move for the bird dog (trying to catch his opponents and send them back to life preservers). Play continues like this until one person has collected all of the buoys and crossed the finish line.

The first thing that I like about Duck! Duck! Go! is the rubber duckies that are included in the game. My understanding is that there are over 100 different duckies that you may get and that each set is (probably) different. I think that this is a brilliant marketing strategy, and is also just a really cool feature of the game. Most of the people I played with (granted, they were women) loved the rubber duckies, and they didn't even necessarily care if there was a game associated with it. And I must admit, I thought that the duckies that were in our game were pretty cool!

The next thing that I thought was neat was that the life preservers served both as starting locations and as "teleporters."  This could really help if you found yourself horribly out of position and facing the wrong direction, as it was a much faster way to re-orient yourself than the other alternatives (continuously running into walls).

The next thing to mention is that I think that the designers of Duck! Duck! Go! did a wonderful job of depicting what it would be like to have a rubber duckie race. Imagine filling a bathtub with water and then racing rubber duckies by using a squirt gun to move them around (which, the more I think about it, sounds very fun). Now, imagine that you're not allowed to move around the bathtub but must always shoot the duckie from the same angle - and how frustrating it will be when you hit a wall (and get stuck on the wall and spend five minutes trying to get off of the wall). They have captured both the difficulty of movement and the frustration that you would experience very well. Which leads to my biggest con for the game.

I never have the cards I need! As I just stated - they capture the frustration of trying to move your duckie very well. Each time that we played I found myself running into walls because of the cards that I had (and because I was very bad at the game), and getting more and more frustrated by my complete lack of ability to move. I would chase down a buoy and have everything set up to where I would successfully be able to capture it. Then, one of two things would happen - I would have read my card wrong (that happened a lot; I thought I was better at spatial reasoning than this) or another duckie would get in my way and throw the whole plan off! Whereas I think that this is what a lot of people will love about the game, it was incredibly frustrating to me!

Another thing that I thought was odd, though I'm not entirely sure that it should be a "con" was that running into another ducky only affected your ducky - not both.  If you ran into another ducky (or the wall) then you were completely spun around and facing the opposite direction - and their ducky remained intact.  I really felt like both ducks should be affected - but that would drastically change the strategy of the game (as you wouldn't want someone to run into you most of the time).

Overall, I give duck! duck! GO! a 6.5/10. I think that a lot of people will like it better than I do, and I am glad that I had the opportunity to play it - but rest assured, I will pass this game along to someone else to try to help after the tornado. I think that it will find a better home in someone else's hands.

If you like duck, duck, Go! then you might also be interested in Gubs, Micro Mutants: Evolution, and Carcassonne.

Catacombs Review


After hearing nothing but good things, I decided that it was time to hunt down a copy of Catacombs.

Do you like flicking games, like PitchCar and Crokinole?  Then I think you'll be in for a treat with Catacombs - if not, then you can probably stop reading, because you'll hate the game!  Catacombs is a fairly standard dungeon crawler - you're a hero running through various rooms killing monsters, acquiring money, buying items, and trying to kill the final boss.  The twist, though, is that both you and the monsters attack by flicking your disks!  If you successfully hit the monster, then they take damage.  If they hit you, then you take damage.  Some of your monsters will only be able to flick their own disk (do melee attacks), whereas others will be able to do ranged attacks, or even cast spells (thus adding more disks to the board, or affecting the disks in some other way).  If you are able to flick your way all the way to the final room and defeat the evil overlord, then you have won!  (Oh, and you've also beaten your friend who actually gets to flick the disks belonging to the bad guys.)

So, let me confess - I love dexterity games.  I really enjoy PitchCar, Crokinole, Clout, and many, many others.  And, as much as I love PitchCar, I don't really need to buy another game that does the exact same thing (though I have bought two sets of the base game).  Fortunately, Catacombs really has a different feel than any other dexterity game that I have ever played.  Between having different characters with different abilities, monsters that deal you damage, items that you can purchase, and even having the ability to be incapacitated, Catacombs truly gives you the feel of a dungeon crawler, but one that appeals to dexterity fans.

The Barbarian is surrounded!
My next pro for Catacombs is that I like how they set up "obstacles" in the different rooms.  The game would be fairly boring if each turn the heroes and monsters setup on opposite sides of the board from each other and just shot directly at one another.  Fortunately, in Catacombs, each room has 5-6 "obstacles" (large grey disks) that represent various formations (whether pillars, or stones, or something else) in the room that monsters and heroes can hide behind.  These obstacles aren't in the same place in every room, either - there are 3 different boards, each with the obstacles in different places; and each board is double sided (which flip the start zones) so that there are 6 total obstacle configurations.  I thought that the entire concept of having obstacles in the room was brilliant, and it really adds to the enjoyment of Catacombs.

The final pro that I will mention for Catacombs is that it is very replayable.  There are a lot of different rooms, monsters, evil overlords, and even items in the game - enough that you will not use all of them in any given game.  This helps give you the feeling that you're not playing the same game over and over.  Honestly, I enjoyed the game (and the dexterity element of it) enough that I could probably play the same game over and over.  However, there is no need - each time I play, I will get a (mostly) fresh experience.  (By the way, did I mention that I love dexterity games, and that Catacombs does dexterity well?  That's another 3-4 pros right there!  Dexterity is fun.)

The Wizard with his summons
With all that I love about Catacombs (and, really, I do love the game), there is one major nuisance in it.  Disks go flying off the board all of the time.  I really think that this game would be ideally played in some kind of enclosed board, where all of your excess disks would be caught - possibly on a pool table (but where the pockets are filled in).  Plus, when a disk goes flying off the board, you are supposed to place it back where it left.  Right - this actually turns into where your best guess is that it might have left the board because, ultimately, you might have no idea.  But, that's ok - as long as everyone is playing the game for fun, I think that this con will not hinder your enjoyment.

Ok, maybe there are actually two major nuisances.  The second one is that it is really, really hard to tell what each disk hit after a shot.  When three or four disks are clumped together, and you shoot a piece into the group (hoping to hit several of them) and they all go flying, it's very difficult to determine which ones were hit directly (thus damaged) and which ones were hit indirectly (which does not deal damage).  If you're playing with someone ultra-competitive who isn't willing to realize that this is a game and should be played for fun, this can be incredibly frustrating.  

The last thing I will mention is this - when flicking, it might be a good idea to have someone else hold the gameboard down.  I have actually watched people flick the board while playing.  Their disk was towards the edge of the board, and they missed their disk entirely and moved the whole board about 6 inches (and essentially caused a giant earthquake in the game).  I laughed at them for doing this, but then a few minutes later a different player did it again!!  I have not done this, so I am going to continue pointing fingers at them and laughing (not really) when they do this.... at least until I do it myself.  Either way, it's something that you probably want to be aware of, so that you can avoid this problem.

Overall, I give Catacombs a 9.0/10.  I love dexterity games, and this one gives me a fresh new feel on a genre that I love.  Well done.

If you like dexterity games, you should check out PitchCar, Caveman Curling, and Fastrack.

I would like to thank Sands of Time Games for providing me with a review copy of Catacombs.

Nightfall: The Coldest War Review



Hello, friends, and welcome to Nightfall review #4.  This one is of.... well.... the 4th set - Nightfall: The Coldest War.

As with most of my expansion reviews, I will assume that you are already familiar with the base game.  If you're not, I highly recommend checking out my review of Nightfall, so that you'll have a context to frame this discussion, as I only plan on writing about the changes that Coldest War has introduced.

One of the phases of the moon
The first, and most widely advertised, thing that Coldest War introduces is the "Moon Phase."  Essentially, there is a new deck of about 6-8 cards that represent different phases of the moon.  Based on which phase of the moon is currently active, a different global effect will occur.  Some of these will make lycanthropes stronger, others will help vampires, one causes all kickers to resolve.  But, for the most part, these phases target a specific race of monsters and make that race stronger in some way.  And, if that isn't a race that you have a lot of in your deck, then at the end of your turn you have the option of changing the phase to be something else.  Honestly, I found this element of the game to be fiddly and unnecessary.  Since most of the phases only worked based on the class of your monster, it generally seemed to be an afterthought to get the bonus.  You definitely couldn't plan a strategy around the moon, because it changes too often, and it's possible for the phase that you want to never come back up.  More than anything, this element felt like something they tacked on just to have something "new" in the game.  Fortunately, it is optional, and I will probably opt out of using it 98% of the time.

The next new addition in Coldest War are Combat effects.  Combat effects are cards that you can play during any combat phase, and they give you a bonus.  This is nice, since inevitably you will not be able to chain every card in your hand every turn.  Most of these bonuses aren't large enough to be overpowering (give a minion +1 strength, heal a minion, etc), but it is nice to have an alternative way of playing cards.  My favorite Combat effect is the minion that is able to be put into play from your hand, but with only one health.  He then becomes a nice surprise attack to your opponents.  Whereas I was a bit torn, because it almost felt like cheating to be able to gain effects from your cards without successfully chaining them (chaining is the crux of the game!), I do like the new Combat effects, and they help the Coldest War expansion to have a different feel than the previous sets.  This is a nice addition.

The third thing that I will mention isn't really a new addition, but is really awesome.  I love the new wound cards.  It's worth mentioning - Coldest War is a standalone set.  Yet, instead of giving you all "new" wounds, Coldest War gives you wounds of each of the existing types.  This can be a bit confusing when you first look through the set and see "Martial Law" written on some of your wounds, but it really makes sense when you think about it.  Anyway (drumroll....) the new wound effect is: "This card chains to and from any card.  This does not count toward your 1 wound effect per turn limit."  That is amazing!  Suddenly, I want to get hit a few times, because I'll be able to chain on any card on any turn (assuming that other players start a chain).  However, because of the final part (not counting towards your 1 wound effect limit) it makes sense to include the other kinds of wounds - otherwise the Coldest War set woundn't make sense without being mixed with the other sets (and, after all, it is supposed to be a standalone expansion).  So, yes, I love the new wound effect.  I like it more than any of the actual archive cards I've seen in the set!

Bone Cruncher!
The final thing that Coldest War mixed up on us was the starting decks.  Nightfall and Martial Law each had the same starting decks.  Because of those starting decks, the first few turns always felt a bit too prescribed (you start off by playing Yuri, because he gets you extra influence).  This is no longer true, and the starting turns feel a bit more fluid - though, that might simply because I'm not as familiar with these new minions, so I haven't found a "go to" strategy.  Honestly, in some colors I like the original starting cards, whereas in other colors I like the new ones.  The most interesting one is "Snowstorm", whose strength is dependent on how many minions the defending player has (if you play this early when nobody else has any minions, you completely wasted your card).  Though none of these new starting cards are incredibly unique or special, I like that they were included, as it provides more flexibility with the starting game.  Now, you can use the old set, the new set, let each person pick which set to use, or even let each person mix and match from the different sets.  I hope that they continue providing different starting decks in the future!

Now, just because it's fun, here's my (current) favorite card from this set: "Bone Cruncher."  He is a Lycanthrope (this actually matters now, but still not much) with 4 hitpoints, and he deals 5 damage!  Plus, he has a Combat effect that lets you make a target minion's damage unblockable.  Awesome!  Can you just imagine having a handful of these in your deck?  You play one on the table, then discard another copy from your hand to make the first one unblockable - all 5 damage!

Overall, I give Nightfall: The Coldest War  an 8.5/10.  Whereas I still like the base game significantly more than this one, because of the new wounds and starting cards I think that The Coldest War is at the top of my list of Nightfall expansions.

If you like expansions, you might also check out (of course) Nightfall: Blood Country, but also Bang! Dodge City, and Thunderstone: Dragonspire.

I would like to thank AEG for providing me with a review copy of Nightfall: The Coldest War.