Samurai Sword Review

Samurai Sword card game in play

I love Bang!  My wife loves Bang! even more.  So, when I heard that a re-themed game was coming out in the Bang! system - but without player elimination, I immediately put it on my want list.  And, that game is Samurai Sword (sorry, I couldn't find an Amazon link).

In Samurai Sword, each player is given a character (which has special abilities) and a "role."  Based on which role card you receive, you will be on a team with other players.  However, you do not know who is on that team with you, as the roles are all kept hidden - with the exception of the Shogun, who reveals his role to everyone.  Once this is completed, each player starts with a certain number of "honor points" - and the Shogun (as the easy target) starts with one extra.  On each turn, you have the option of playing as many cards as you want, but only one weapon card per turn.  And, if you successfully remove a player's last "resilience point" (life point), then you take an honor point from them, and they are "harmless" until their next turn, when they will restore their resilience points.  (Harmless means they cannot be attacked and are immune to the various "attack everyone" cards.  You can also be harmless if you do not have any cards in your hand.)  Once one player runs out of honor points, the game is over.  (And, to speed this up, each time that the draw deck is exhausted, everyone loses an honor point.)  Once the game is over, everyone reveals their role and counts points.  Based on your role, your points might be worth more than one point each, and whichever team has the most points at the end of the game wins!

Now that I've given you the summary, I'm going to really start comparing this game to Bang! If you're not familiar with it, then I'd recommend that you check out my review of Bang! (And, while there, you might notice that I gave it an 8, and at the top of this post, I said I love Bang!  I haven't decided if I just gave it too low of a score to start with, or if it has grown on me a lot since then.  Oh well.)  I assume that you will want one of these games - after all, I did say that I love Bang! (which means you should too), and so this comparison will hopefully help you decide which one. 

Different roles for the Samurai Sword card game
New roles
The first, most obvious, and biggest difference between Samurai Sword and Bang! is that there is no player elimination.  A lot of people hate games with player elimination in them, since the eliminated player gets to sit around playing tiddlywinks until the game is over.  (Two confessions - I don't actually know what tiddlywinks is, and the rise of smartphones has made it to where people normally just play on their phone when eliminated.)  And, in fact, I have played games of Bang! where I am the first one eliminated - and that isn't any fun.  However, in my experience, the lack of player elimination causes Samurai Sword to drag on a bit longer.  If it weren't for the mechanic that everyone loses an honor point when the draw pile is exhausted, the game could turn into a never ending tug-of-war back and forth between the players, as players knock each other out and steal honor points, just to lose them to someone else when they are knocked out.

Another aspect of the lack of player elimination (and the score being calculated based on points) is that it is suddenly much more important to try to figure out who is on your team.  In Bang!, there is a good chance that I will kill an Outlaw, even if I am an Outlaw, as it allowed me to draw more cards.  However, in Samurai Sword, you really want to make sure that you are working together with your other teammates (if you have any) to gain as many points as you can.  And, an interesting element of this that I discovered, is that it might occasionally be good to kill off your teammate (or let them kill you off) if they are running low on health - after all, it is better for you to steal an honor point from them than for one of the the other teams to steal it!

The third effect that I noticed of changing to the scoring system instead of the player elimination strategy is that the "Ronin" role (the player on a team by himself, similar to the Renegade in Bang!) is suddenly feasible.  I have played a lot of games of Bang!, and I very rarely see the Renegade win.  He is a crucial part of the game, to keep the Sheriff's team from getting slaughtered, but it is definitely the least victorious role.  However, if you draw the Ronin in Samurai Sword, you actually have a very strong chance of victory.  Why?  Because your points are all multiplied at the end of the game to compensate for you not having teammates.  In a 6-player game, all of your honor points are worth three victory points each!  So, the game feels a lot more balanced as the Ronin - you're not necessarily going to get an easy victory, especially if the other players figure out who you are, but you definitely stand a better chance of victory than before.

Weapons - Samurai Sword adds different ones than Bang!
Weapon cards - showing difficulty and damage
The next aspect of Samurai Sword that I will mention is the "Harmless" mechanic.  It makes sense for a character to become Harmless if they run out of health.  What surprised me, though, was that you also become Harmless if you don't have any cards in your hand.  After playing, I actually thought that this was an improvement - it removes the frustration of having everyone attack you when you run out of cards.  It also adds an interesting strategic element to the game.  Now, it is suddenly very good to be able to play all of your cards on any given turn (even though some of them can be worth honor points if they are in your hand at the end of the game).  And, there are at least two different kinds of cards that allow you to either force every other player to draw a card, or to force a specific player to draw a card.  And so, just because you are Harmless, doesn't mean that you will stay that way!

The last thing that I will mention about Samurai Sword is that weapon and attack cards have been combined into "weapon cards."  And, some weapon cards are able to do more than one damage (which I believe is another aspect of not having player elimination - after all, you don't want to be hit for three damage, if that is going to kill you and make you sit out).  You still calculate distance (or now, "difficulty") by counting how many players are between you and the player that you wish to attack, and now you must play a weapon card that has that high of a difficulty rating.  I actually liked this tweak to the attack system, as you don't run into situations where you have a lot of amazing weapons, but no ammunition (Bang! cards) to go with them.  And yet, they were able to keep the aspect of the game that it is always easiest to attack the players next to you - thus causing confusion about who is on each team.

Overall, I give Samurai Sword an 8.5/10.  I really enjoyed the game, and I will probably play it more.  When deciding between Samurai Sword and Bang!, I think that the main decision is whether you like player elimination.  If you do, then you should play Bang!; if not, then you should play Samurai Sword (or, as I call it, "Japan Bang!").

If Samurai Sword sounds fun, then you might also want to check out Lunch Money, The Resistance, and Poo: The Card Game

I would like to thank dv Giochi for providing me with a review copy of Samurai Sword.

Discworld: Ankh-Morpork Review

Discworld Ankh Morpork game in play

Quite a while ago, I requested a review game from Mayfair.  Due to my previous reviews, they thought that I might enjoy Discworld: Ankh-Morpork.

In Ankh-Morpork, each of the players takes on the role of a different character attempting to take control of the city.  However, these goals are secret.  Some characters might be attempting to control a certain number of territories, some may want their minions throughout the city, some are trying for money, other want trouble, and one character just wants to thwart everyone else until the deck runs out.  To do this, the gameplay is fairly simple.  On your turn you get to play a card.  This card will allow you to do various things - place minions, assassinate minions, build a building, draw more cards, earn money, and possibly play more cards.  After you have played any cards that you are allowed to play, you draw back up to five cards, and play passes to the next player.  Once someone has achieved their victory condition, and still has it at the start of their turn, they win!  If this never happens and the deck runs out, then one of the specific roles wins.  If he's not playing, then you add up points to find a winner!

Let's start this review off with a confession.  I've never read any of the Discworld books.  (Though, now that there are two games about them, I'm thinking that maybe I should!)  So, just like I said with Guards! Guards!, any of the flavor or humor of the game will be missed on me.  So, I'll just be reviewing it in terms of gameplay.  If you are a Discworld fan, I think that it's safe to assume that you will like the game better than I did, simply because there's an entire layer of the game that is I'm missing!  So, at the end, when I give a score, I think that you're safe to add 1-2 points to that score, if you enjoy the theme.  With that said, let's start talking about the game itself.

Discworld secret characters
The seven different secret characters
The crux of the game are the secret identities/agendas.  If this is something that you enjoy, then this game is one that you should consider.  When playing Ankh-Morpork, just like playing any other secret agenda game, it is very important to attempt to bluff a different agenda.  Are you attempting to control a certain number of territories?  It might be smart to start off the game spreading out as much as possible so that everyone thinks that your agenda is to have minions all over the city.  This way they will spend all of their efforts (and good cards) on stopping you from completing the wrong agenda - which may allow you to swoop in and complete your actual agenda.  I thought that this part of the game worked well, and so I consider this a pro for the game.

The next thing that I liked about Ankh-Morpork are the "trouble markers."  Trouble markers are placed on territories any time a minion is placed in or moved to a territory that already has a minion present (and doesn't already have a trouble marker).  This trouble marker does two things - it allows assassinations to occur, and it prevents buildings from being placed.  However, as soon as a minion leaves the territory (through movement or assassination), the trouble marker is removed.  These markers really added quite a bit more strategy than I would have initially assumed.  It seems like they are always in the opposite state of what you want - if you're looking to build a building, then it seems like there is going to be a trouble marker there, and if you're wanting to kill someone else's minions (ok, you're always wanting to do this - but, if you are wanting to do this and actually have a card that lets you), then there will inevitably be no trouble marker.  So, Ankh-Morpork has an interesting dynamic in trying to figure out how to add or remove trouble markers while still being able to do the action that you actually care about - instead of simply helping the player after you.

The third pro that I will mention for Ankh-Morpork is that it is really simple to teach, and I think that it could be easily learned by anyone, regardless of how many games they have played in the past.  I consider this to be really important, especially since I think the game will appeal to Discworld fans and not just "normal" board gamers.  This means that, if you are considering buying this game for someone that you know that is a big Discworld fan, but they haven't played a lot of strategy board games, then Ankh-Morpork is a game that they should be able to learn without feeling too overwhelmed.  Which means that they'll actually play it!  (Which is a good thing - a played game is always better than an unplayed one.)

Discworld Ankh Morpork game cards
Example cards - I missed all the references
However, I still had some complaints with Ankh-Morpork (really, just one major complaint).  My complaint was that there seemed to be too much luck involved in what you draw.  Specifically, cards that allow you to play another card are better than anything else.  This is because they allow you to chain cards together to turn into a super-card.  For example, a card that lets you gain $3 and then play another card doesn't sound that great.  However, if you have another card that lets you play a building, then suddenly you have the ability to gain $3 before building a building - and there's a good chance that the $3 will provide you with the funding that you need to complete that building.  And, if that card allows you to play another card, then you might also get to play a minion on your turn.  And if that lets you play more cards... you get the picture.  So, cards that allow you to play an extra card are better than any others.  Then, there are some other cards that are just drastically awful.  There is at least one card in the deck that does nothing.  Nothing.  Playing it is the same as passing on your turn.  It is only helpful if you get a bonus for discarding or if an opponent plays something that forces you to give them a card - because then it will clutter up their deck, instead of yours!

Overall, I give Ankh-Morpork a 7.5/10.  But, as I said before, you have to keep in mind that this score is completely devoid of enjoying the theme.  If you enjoy the Discworld theme (or just really love secret agenda games), then I think that Ankh-Morpork will be a great choice that you should definitely consider buying, or at least consider looking for an opportunity to play.  If, like me, you have never read any of the Discworld books, then I still think that you can enjoy Ankh-Morpork, but there are probably games that you will enjoy more.

If Ankh-Morpork sounds interesting to you, then you should check out Guards! Guards! A Discworld Board Game, Battlestar Galactica, and Cosmic Encounter.

I would like to thank Mayfair Games for providing me with a review copy of Discworld: Ankh-Morpork.

Dungeon Command: Tyranny of Goblins Mini Review

Dungeon Command Tyranny of Goblins

The latest army set that I've been able to check out for Dungeon Command is the Tyranny of Goblins army pack.

In my original review, I focused on the pros and cons of Dungeon Command.  And, while doing so, I was using the Sting of Lolth and Heart of Cormyr sets (though I didn't necessarily go too much into details about the sets themselves).  If you haven't checked it out before, I'll encourage you to go ahead and read my Dungeon Command Review, as this review will be focus on mentioning some of my favorite elements of the new set.

The first thing to mention about the Goblin set is the leaders.  I actually like both of the leaders, though their powers are quite different.  "Snig the Axe" has a special ability that allows you to deploy creatures during your Refresh phase.  This does a couple of nice things - first, it allows you to react to what your opponent is doing each round.  Second, you don't have to wait an entire round to have your reinforcements join the fight.  The other leader is "Tarkon Draal."  Tarkon's ability costs his opponent an extra Morale any time they cower.  This is a small thing, but it really helps you finish off their troops, as an extra Morale really adds up if they start cowering.

Dungeon Command Goblin minis
A new friend, and an old one.
A couple of creatures deserve to be mentioned.  First is the Feral Troll.  And, specifically, I need to say "hello" to this figure, as it feels like it is becoming an old friend.  Dungeon Command is (at least) the third different game in which this figure has been sold - he was in the original Dungeons & Dragons Miniatures game, Heroscape, and now Dungeon Command.  However, he is also fairly useful - he has a "Regenerate 10" ability that allows him to heal 10 damage at the start of each turn.  This, along with 120 hit points is a pretty amazing combination.  But, the figure that is probably my favorite is the "Bugbear Berserker."  Why?  Because he has Strength, Dexterity, and Constitution (thus making it easy to actually play order cards with him), and he also untaps each time an adjacent enemy creature is destroyed.  So, as long as you're killing, you get to keep on killing!

Dungeon Command Tyranny of Goblins cards
Some of my favorite new order cards.
When it comes to Orders, there are some cards that would be useful in any set, and also some nice combinations that are provided within this set.  One of the cards that I would currently put in most any Order deck that I built would be Grovel.  It is a Level 1 that can be played by any creature, and it prevents 30 damage at the cost of 1 Morale - an exchange that I'm willing to make (after all, it's Cowering at 1/3 the cost).  The more interesting combination in the set centers around "Mortal Wound."  Mortal Wound allows you to prevent all damage to a creature from one source.  However, it attaches to the protected creature, and will kill him during your next Deploy phase.  Fortunately, there are four other cards that allow you to remove all attachments from a creature.  So, if you can use Mortal Wound to prevent large amounts of damage, and then remove it on your next turn, then you have suddenly been able to save yourself quite a bit of Morale.

Overall, I give the Dungeon Command: Tyranny of Goblins set an 8.5/10.  I thought that it added some useful creatures and order cards that can be included into your other sets, and the leaders are strong enough to warrant playing with the Goblins if you enjoy their faction.

If you're interested in Dungeon Command, you might also want to check out Heroscape, Yomi, and Legend of Drizzt.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command: Tyranny of Goblins.

Dungeon! Review

Dungeon board game in play

Recently, Wizards of the Coast decided to re-print a classic game from the 1970's - Dungeon!

In Dungeon! each player takes on the role of a different adventurer with the goal of looting the dungeon.  Each character has a certain amount of loot that they are attempting to collect before returning to the Great Hall for victory.  Each turn, you can move your adventurer up to five spaces - but you are stopped if you go into an uncleared room or chamber.  In these rooms and chambers, you must fight a monster.  After selecting the monster of the appropriate level, you find the number that your adventurer must roll.  After rolling the dice, if you have rolled high enough to defeat the monster, then you gain loot (if you are in a room or the monster had stolen loot).  If you do not defeat the monster, then you roll again to see what happens - this can range from nothing, to losing some of your loot, to being killed and having to start over.  Turns continue in this manner until one player has collected enough loot to win and successfully returns to the Great Hall (with that loot).

Dungeon monster card - Hill Giant
Find the number your character needs to roll
The first pro for Dungeon! is that it is easy to teach anybody.  Now, this pro comes with a caveat.  Though it is easy to teach anybody, that doesn't mean that adults will enjoy the game.  This should probably be considered a kid-friendly game more than a non-gamer game.  However, with that said, it seems like the kind of game that you could enjoy with young children.  The amount of luck and die rolling involved would help put both children and adults on approximately equal footing when it comes to chances of victory, which I think could add even more to the children's enjoyment.

Oh, and the next pro for Dungeon! is that it's inexpensive.  A suggested retail price of $20 for a full board game with any kind of role playing element (however small) is essentially unheard of.

Now that I have listed all of my pros for Dungeon! it's off to the cons.  There is a ridiculously overpowered strategy in the game.  Do you want to know what it is?  It is to roll the dice well.  This strategy will defeat any other strategy that players choose to implement (like not rolling well).  Basically, the entire game is dependent on luck.  The higher you roll against monsters, the better your chance of victory.  However, as opposed to games like Runebound where you defeat the smaller monsters to level up and get better weapons before continuing onto the harder monsters, you will have essentially the same chances of defeating a huge monster at the end of the game as you would at the beginning.  (The one exception is that you might be able to get a "magic sword" which can give you a +1 or +2 bonus to your rolls - normally a +1; again, unless you roll well.)  So, if you're going to go after gigantic monsters, you might as well do it right at the beginning before you have loot to drop.  But, then you might get really good loot and drop it later where someone else can go get it.

Dungeon board game close up
You better play friendly with those dice!
The next con for Dungeon! is related to the first con.  If you choose the sub-optimal strategy (you don't roll well), then you are going to be very frustrated in this game.  I played a game of Dungeon! where one of the players spent significantly more time without loot than with loot.  Each time they earned any loot, they immediately lost to another monster (of a level that they were "recommended" to be fighting), and then would have to spend the next several turns fighting that monster in order to re-gain their loot.  After all, once you've already lost all of your loot, there's not really much downside to losing to a monster.  However, it can be incredibly frustrating to play the game and constantly roll slightly too low to beat the monster - just to see your high roll get used by determining how the monster smashes you in return.  (This is the kind of frustration that makes people want to flip the table.  I'm not condoning this action - just stating that this is an example of what could possibly cause someone to want to do that.) 

That's really all there is to Dungeon!  Overall, I give it a 6.0/10.  And, honestly, I only gave it a score that high because it can be played with kids.  However, like Uno, just because your kids will enjoy it doesn't necessarily mean that you will.  If you're looking for a highly luck based game with a lot of die rolling and a slight role playing element, then you should check out Dungeon!  Otherwise, you should probably stay away.

If you are looking for games for children, you might also check out Hey, That's My Fish! or Scallywags; or, if you're looking for a role playing game, you might check out Runebound or Legend of Drizzt.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon!