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Title:
Carcassonne
Designer: Klaus-Jurgen Wrede
Number of Players: 2-5
Publisher: Hans im Gluck / Rio Grande Games
Year: 2000
Ages: 10 and up
Play Time: 30 minutes
Genre: Tile; Placement / Connection
Price: $19.95
When CARCASSONNE,
a nifty tile-laying game loosely themed around the construction of the
eponymous French city, was released in 2000 I doubt that many folks figured
it to win both the Spiel des Jahres and
the Deutcher Spiele Preis in 2001. On
the surface, CARCASSONNE didn't seem to have the strategic punch it needed
to grab the "gamer's game" award DSP.
When it did, it caused a bit of a stir in the European game fan community,
many of whom I suspect were basing their opinions on having played the
game a handful of times at best. I have to admit that, unlike my wife,
I also was slow to consider this game as much more than an entertaining
no-brainer with a couple neat mechanics. Now that I've played the game
quite a lot more, I've come to appreciate the subtleties I'd missed early
on.
Players take turns drawing a square tile from a central pile of face-down
tiles. They must then place the tile so that it "fits" into the surrounding
landscape. A tile fits if all of its features along its edges match those
of the surrounding tiles. Each tile is composed of either 1, 2, or 3 features
being any combination of road, walled city, field, or cloister. When a
player places a tile they must make sure that all fields at the edge of
their tile meets a field at the edge of the tiles they're placing it against.
Likewise, all roads must butt up against other roads, and cities must
meet cities. The player may then place
one of their followers (tiny wooden people nick-named "meeples") on the
tile they just placed, with the following restriction. A follower may
not be placed on a feature that connects to another tile that already
has a follower on the same type feature. That is, if Player A lays down
a tile which connects a road on this tile to a road on another tile, and
that road already has a follower on it, Player A may not place their follower
on that road. Player A may, however place their follower on a field, cloister
or walled city, with the same restriction. A follower placed on a road
becomes a thief, a follower placed on a field becomes a farmer, a follower
on a cloister is a monk, and knights hang out in cities. Nothing terribly
difficult about all that. Match the pictures, place your little guys.
Each player is limited to 8 followers. Once those run out a player won't
be able to place any more until they recover one from the ever-growing
board. A player recovers thier followers when the feature that the follower
is standing on "completes". Roads complete when they are capped at either
end. Cloister complete when they are surrounded by tiles on all sides.
Walled cities complete when the surrounding wall meets and fields remain
until the end. As you'd expect, different features are worth different
amounts depending on the number of tiles they're comprised of, and in
the case of cities, if those cities have any pennants in them.
Ok, here's where the strategy starts to kick in. Do you go for the huge
city and bank that you'll get what you need to complete it before the
game ends? Do you dump all your followers on fields, going for an end-game
sweep? How worthwhile is it to complete your opponent's city for them,
giving them some points now, but stopping them from building a mammoth
metropolis? Can your thieves prevent another player's thieves from joining
your road before you can cap it and how do stop the edge of the "board"
from growing away from that last tricky spot you need to fill to complete
your cloister? Yep, the game plays so fast and so smooth I mistook elegance
for lack of strategy. My mistake.
For those who want to reduce the luck factor a bit when it comes to drawing
tiles blindly you can try playing with each player drawing a "hand" of
3 tiles, and drawing 1 after they place their tile. Alternately, leave
all tiles face-down, then flip 5 tiles face-up and let players draw from
the face-up tiles, replacing the played tile as above.
The game plays fairly quickly even with 5 players, and the interaction
is consistent with any number of players. The components are visually
evocative of the French countryside and much sturdier than they need to
be. For the price, you'd be hard pressed to find a better gaming value
with regard to play or quality. What's more, the current edition of CARCASSONNE
comes with 12 extra tiles, "The River Expansion" that allow players an
alternate starting condition at no extra cost. As if that wasn't enough,
the designer and publisher have recently released "CARCASSONNE the EXPANSION"
which allows for a 6th player, adds in new tiles with new features and
scoring options and a bigger "meeple" for each player, which counts as
2 followers. A great game with equal components, a shallow learning-curve
and a high degree of replayability. I have been converted.
NOTE:
Early on, CARCASSONNE was unfairly called by some, "EL CABALLERO light".
Although the games are similar from a general mechanics standpoint, Kramer
and Ulrich's EL CABALLERO is much more of an involved game than CARCASSONE.
Each game is easily more than distinct enough in play and theme to merit
owning them both. For the record, I consider EL CABALLERO to be one of
the finest games ever designed. It's out-of-print as of my writing this,
and a review of it is on its way. Stay tuned...
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Title:
Settlers
of Catan
Designer: Klaus Teuber
Number of Players: 3-4
Publisher: Kosmos / Mayfair Games
Year: 1994
Ages: 12 and up
Play Time: 1-2 hours
Genre: Board Game; Settlement Building /
Trading
Price: $38.00
I
have to admit that I feel a bit silly reviewing this game. I'm not sure
that I can say much more about this masterpiece that hasn't already been
said a million times over. It won the Spiel des Jahres and the
Deutscher Spiel Preis in 1995, and the GAMA US Boardgame of
the Year award in 1996 for the Mayfair Games edition, among other
awards. When game-master Klaus Teuber designed his quiet little settlement
and trading game in 1994 he had little idea that what he'd actually just
done was create what would almost immediately become one of the most enjoyed,
easily recognizable and award-winning games of the decade. Since it's
initial release, SETTLERS OF CATAN has become a flag-ship of sorts, sailing
at the head of the European board game fleet. A bit grand sounding? Yeah,
probably, but that's the kind of mindset and loyalty that this game fosters
in its fans.
After each player chooses a color and selects all the bits of that color,
the board is set up randomly from a set of hex-shaped tiles. Each hex
represents a different terrain, and each terrain produces a different
resource. The players then place their first settlement and road, placing
a settlement piece on the corner where one or more of the six-sided tiles
meet and a road leading out from the settlement, along the edge of the
tile. Throughout the game, placement is restricted by the rule that there
must be at least one corner unoccupied between every settlement or city.
The player who placed their settlement last, now places another settlement
and road, and gathers the appropriate resources. The rest of the players
place their second settlement in reverse order and gather their starting
resources as well. Circular chits numbered 2-12 are placed randomly on
all of the hex tiles, except for the desert tile. There is no chit representing
the number seven. Instead of a numbered chit, the thief pawn is placed
on the desert tile.
From this point on, a settlement, which is worth one victory point may
only be built along a road owned by that player, and a city, which is
worth two victory points, may only be built on a settlement owned by that
player. A the start of each player's turn, two big, wooden dice are rolled.
Tiles whose chits correspond to the number rolled produce the appropriate
resource. Fields produce wheat, pastures give you sheep, mountains give
you ore, bricks are made in the hills and woods give you lumber. These
resources are the hinge pin to your success or failure in settling the
island of Catan. Players receive 1 unit of the appropriate resource for
each settlement that they have, and 2 units for each city on a tile whose
number was rolled. If the 7 was rolled, the thief springs into action.
Any player that has more than seven resource cards in their hand must
discard half of them. The player whose turn it is may now place the thief
on any tile they choose. The active play may then steal one card at random
from any player on that hex. Until the thief is removed from that tile
it's resource production is halted.
The active player, whose turn it is, may now initiate trades and begin
building. Trading resources may only be initiated by the active player
but involves all players. This is where it pays to watch what players
are cleaning up in collecting certain resources. A player with a slew
of ore but no lumber will be more likely to trade some of that ore than
someone with poor access to mountains. Likewise, if a player has a settlement
on a lumber port, which allows him to exchange three lumber cards for
one of any resource card may have a greater need for lumber. In a pinch,
any player may exchange four of the same resource cards for one of any
resource card. Although trading solely in this way is too slow to ever
win a game, it does help to stop an unlucky player from falling too far
behind. Still, on Catan no prince or princess is an island. If you won't
trade with other players, you won't win, and that's where this game really
excels. The player interaction is continual, and it's never a smart idea
to be too brutal in trading. Feast this turn could easily be famine for
the next few because of a handful of unlucky rolls. Without the proper
resources a player will quickly find themselves unable to build the roads,
settlements and cities they need to achieve ten victory points and win
the game.
Despite the luck factor, SETTLERS OF CATAN does reward strategic thinking,
provided it's also flexible enough to feign with the unexpected roll that
goes against you. Do you build your roads quickly and try to cut off the
other settler's access to your hexes? Should you monopolize a certain
resource or spread your settlements out across all five terrains? Also,
there are a number of alternate ways to gain extra victory points in the
guise of Development Cards. These cards create special situations and
allow the players certain windfalls in return for spending the necessary
resources. A player may also opt to build the longest road or recruit
the largest standing army.
Whenever I teach this game to new players, be they gamers or my parents,
I never fail to be amazed how well it works just having someone plop down
and learn on the fly. After a turn or two, they're ready to solo. The
set-up, trading a building are so intertwined and nearly intuitive that
a rule book is unnecessary provided at least one player knows how to play.
Since it's first release this simple game has spawned 2 expansions. CITIES
AND KNIGHTS OF CATAN, adds a technology tree, more victory conditions,
and the ever-threatening barbarian horde to the island of Catan. THE SEAFARERS
OF CATAN adds scenario play, shipping lanes, and the gold-yielding mountain
stream tile. There've also been add-ons released that allow for up to
6 players to play each of these expansions as well as the main game. It's
also become a 2-player game in the excellent SETTLERS OF CATAN CARD GAME,
which also has 5(!) expansions. All of the expansions to the card game
are available in one highly affordable package from Mayfair Games. Finally,
Catan has gone into space with the STARFARERS OF CATAN, a stand-alone
game that also has a swell 2-player version called STARSHIP CATAN.
So yes, Catan has gained a lot of inhabitants, and this doesn't even begin
to cover the handful of scenarios and tiles that Klaus Teuber has released
for free on the internet, or the mixed slew of freebies available on countless
fan sites. Still, the best thing about all of this is that SETTLERS OF
CATAN doesn't need any of this. SETTLERS OF CATAN shines best when distilled
down to the basics; the original game. While all of the other expansions
and spin-offs do add different aspects to the core game, and I've generally
found them to be fun and worthwhile, it smacks me as being a bit like
adding a few more twinkles to Starry Night. Perfection doesn't
need an assist.
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Title:
Tikal
Designers: Michael Kiesling & Wolfgang Kramer
Number of Players: 2-4
Publisher: Ravensburger / Rio Grande Games
Year: 1998
Ages: 10 and up
Play Time: 90 minutes
Genre: Board; Tile Placement / Discovery
Price: $34.95
I'm
a big fan of games in which the board configuration is different each
time I play it. Whether it's in an adventure game like WARHAMMER QUEST,
a settlement building game like SETTLERS OF CATAN or a discovery game
like this gem, TIKAL, there's something engrossing about revealing the
play setting as you go along. Obviously, I'm not the only one who found
this game worth my time and ducats as TIKAL managed to pick-up both the
Spiel des Jahres and the Deutscher Spiel Preis Game of the
Year awards for 1999.
In TIKAL, players take on the role of an archaeological dig team-leader
in charge of excavating dig sites in the jungles of Guatemala in search
of Mayan ruins. Thanks to some wonderful evocative artwork by familiar-name
Franz Vohwinkel you can almost believe it.
Players begin by each player taking their pile of "workers" and setting
up a communal stack of hexagonal tiles. These tiles will make up the game
board as the players begin to clear the jungle. Each tile is marked on
the back with a letter A through G. The tiles are shuffled within each
letter and stacked in alphabetical order. This allows for one of the game's
most intersting and transparent mechanics; the scoring rounds. It works
as follows. Some of the tile-faces show partially discovered Mayan temples,
which can be further excavated for an increasing amount of points. Toward
the beginning of the game the temple values start out at lower point values.
These values increase towards the middle of the stack and begin to ebb
again towards the end. This provides the game with a nice flow, and helps
to build tension in the expectation of "high-rent" properties opening
up as the boards does, with point-taking strategies intensifying as the
temple values fall again towards the game's end. Likewise, some of the
tile-faces show only open clearings. Still others represent locations
where Mayan treasure may be found. Finally, a scarce few have volcanoes
on them. When a volcano is drawn, a scoring round begins. Due to the directed
but random way in which the tiles are shuffled and stacked, the four scoring
rounds fall roughly, but not exactly, at equal intervals during the game.
Thankfully for us, one clever gaming mechanic just isn't good enough for
misters Kiesling and Kramer, which brings us to the action points system.
Everything you do in this game is predicated on the spending of 10 action
points per turn. Even with twice as many points, you'll likely never get
to do everything you'd like to on your turn so smart planning and good
management are essential. But what can you do with these points, you ask?
It takes a single action point to place a worker in a base camp from which
you may spend further action points to move him out into the jungle. It's
at this point that we find what I think is the most impressive mechanic
in the game. Each of the six-sided tiles, except for the volcanoes, have
between zero and three tiny, ornamental stone blocks on each side. In
order to move a worker from one tile to an adjacent tile you must pay
action points equal to the number of stepping blocks he has to cross.
If there are no blocks between the two tiles, then it's not free, it's
impassable. This mechanic is so easy and seems so obvious on retrospect
that I can't believe some smart designer hasn't used this before. Brilliant.
Depending on what path each worker has to take and where they have to
travel from on the board, different costs must be paid. Tile placement
gets even more harried as players try to give their workers the cheapest
paths while making it cost prohibitive for the other players to move to
the most coveted sites.
All of this positioning of tiles would be kind of pointless if all the
players could only start their workers heading out into the jungle from
the same base camp. They'd all just simply follow the same path to the
same temples, and we couldn't have that. For 5 action points any player
may set up a new base camp on any clearing, twice during the game. Got
that perfect temple secluded way off the beaten path? You'll have to make
sure to watch the clearing around it or you might wake up one morning
to find neighbors moving in. As if this wasn't enough to consider, each
player has one "super-worker" worth 3 points toward holding a temple,
instead of the single point that a normal worker is worth. The threat
of a "boss" sweeping in and taking a temple out from under your nose is
enough to make any player think twice before committing just enough workers
to get the upper hand at a site. On the other hand, if you bring your
boss onto the board too early, that's one less potential threat to worry
the other players when you're moving your workers toward that big temple.
Once your "meeples" are in the jungle you may spend points to have them
dig out temple levels, thus increasing the value of that temple for whoever
has the most workers on it during the scoring round. As the temple levels
increase in value they become more scarce with only two 9 point temple
levels and but a single 10 pointer. As I mentioned, temples score points
for the player with the most workers on it during the scoring round, but
there is and exception. Twice during the game a player may promote one
of his workers to "temple guard". This is a costly proposition on a number
of fronts and provides one of the most strategically tense options in
the game. A player must spend 5 action points to make a guard, and all
of his other workers on the site are removed from the game. Once a temple
guard has been placed on a temple, no more levels may be excavated for
that site, thus freezing it's value for the remainder of the game. At
what point it the temple worth enough points to guard it? Do you hold
out for one more turn in the hope of digging another level before your
opponent, who also has workers on the site, placed their guard. A player
must balance all of this when considering when and where to place their
guards.
But enough of temples and workers. There's also some shiny treasure to
be gotten. There are 8 sets of 3 matching treasure pieces which may be
unearthed from certain tiles by workers for 3 action points each. A single
piece of any treasure is worth 1 victory point per scoring round, but
any player may swap any single, unmatched piece of treasure with any other
player for 3 action points. This swap can not be contested. Once a treasure
is paired with another matching treasure, the set is worth 3 victory points
and may not be broken up or swapped. Finding the third matching treasure
piece is worth 6 victory points.
All this talk of victory points brings us to the scoring rounds. When
a volcano tile is exposed, the player who drew the tile takes an extra
10 action points to position his workers, dig for treasure, or whatever
he thinks will get him in the best position for the scoring round. He
then adds up the value of all the temples he controls (with more workers
than any other player) and all of his treasure. The next player then gets
10 action points to do the same, and this continues until all players
have scored. Obviously, it is possible for multiple players to score points
for the same temple as control shifts within the scoring round. After
this, play resumes as normal with the player who drew it placing the volcano
tile and taking their normal 10 action points.
I've noticed that new players tend to play an "every player for themselves"
strategy that focusses on developing their own temples and letting the
other players do the same. This not only makes for a rather one-sided
game, but also strips much of the deeper strategy away that comes from
the player interaction. As the players become more experienced they see
the value of knowing when to compete and when to back off in the quest
for prime property. If this happens in your group, don't let it discourge
you. After a bit it'll all iron out.
In typical Ravensburger style the box and bits tray are top-notch. With
a compartment for each piece, board and booklet, clean-up and set-up are
a cake-walk. The tiles are sturdy and detailed, and there are dozens and
dozens of cool wooden pieces, none of which are round, so no worries about
the little critters rolling away. From production to play, this game deserves
all of the praise that it's gotten since it first hit the scene. A pedigree
game to be sure.
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Title:
The
Traders of Genoa
Designer: Rudiger Dorn
Number of Players: 2-5
Publisher: Alea / Rio Grande Games
Year: 2001
Ages: 12 and up
Play Time: 1-2 hours
Genre: Board Game; Trading / Negotiation
Price: $39.95
With
game mechanics that keep every player interacting on every phase of every
turn, thus eliminating the ennui that can come from waiting for your turn,
it's little wonder that this game was a contender for both the Spiel
des Jahres and the Deutscher Spiele Preis awards in 2001. Sadly,
this fine game was competing with that year's darling, CARCASSONNE (also
reviewed on this site). If the critical praise that's been heaped on this
game by the gaming community is any indicator, this game will still be
able to hold its own on the books for decades to come, and deservedly
so.
Players take on the roles of merchants vying for monetary dominance in
16th century Genoa. This is achieved through the purchase of deeds to
buildings, the delivery of messages, and the movement of goods along the
Genovese streets. Not only does a good trader have to be able to accomplish
all of this to come out on top, they have to do it more efficiently (i.e.
cheaper) than their competitors. That's easier said than done considering
that it's those same competitors you have to strike the necessary bargains
with in order to accomplish your goals. No player is an island and no
merchant has a prayer of winning THE TRADERS OF GENOA without interacting
continually with the other merchants.
All of this action revolves around an innocent little stack of 5 wooden
discs collectively called the "Trader Tower". In THE TRADERS OF GENOA,
your success as a mover of goods lives and dies by your ability to effectively
use this harmless little tower on your turn, as well on the turns of the
other players. At the beginning of the round, of which there are a limited
amount until the game ends, 2 dice are rolled by the "Tower Player" to
determine exactly where the Tower will begin this turn. It's at this point
that the Tower Player begins entertaining offers as to where he should
move the Tower. Each of the 5 discs in the tower represents a potential
action and each of these actions is up for sale. As the tower player moves
the tower through the streets he must entertain offers by other players
who will compete with each other to try and buy actions and influence
the 5 space path that the Tower may follow. That action might be delivering
one of the large or small orders to one of the local villas. Likewise,
you may need to route a message from one building to another, or you may
just be looking to pick up ownership of a property for a bit so that you
can use it's ability to further your position in the next turn. Heck,
you might just be picking up supplies for an order you need to fill later
or you could be trying simply to keep another player from getting the
action for themselves. As you can see, there's much to do and much that
you can do, but all of these will cost you either ducats (money), goods,
favors, special cards, or any combination, as determined by the Tower
Player and what he thinks the action is worth. The art of all this comes
in deciding how much is too much to offer to win the next action, and
how to go about getting your competitors to let you do what they'd really
rather you didn't.
As in any business proposition, the other merchants are never quite sure
how large their competitor's coffers are, as everyone must keep their
pile of ducats hidden until the game ends and scores are tallied. Likewise,
can you be sure that if you trade that fairly cheap privilege you have
at the tavern, it won't complete your rival's ownership of the entire
block, dooming your shot at victory? To add to all this uncertainty is
the growing threat that the game could end suddenly, and that any round
could be the last. Do you go for broke and try for the large order that
Villa Monetti needs, or bank on a few last minute messages just across
the town square?
From the Breughelesque cover painting by artist Franz Vohwinkel to the
sturdy, compartmentalized plastic tray that safely holds all of the "bits",
to the bits themselves and the imaginative board, the package is as good
as anything you'd expect from these established manufacturers of quality
components.
For those of you who think that a game like this sounds a bit stuffy,
I can see where you might get that idea, but for your own entertainment,
don't let that put you off from trying this game. One raucous session
of harried trading is usually all it takes to convince someone otherwise.
Not since I'd first played SETTLERS OF CATAN (also reviewed on this site)
have I played a game that so consistently keeps all of the players in
the action from the first die roll to the last ducat tallied. Although
it plays alright, but not great, with 2 players, the game gets exponentially
more rewarding and fun with 3 to 5 players. For a night of intense, good-natured,
and satisfying scheming and plotting with a group of friends or family
you'd be hard pressed to find a better choice than THE TRADERS OF GENOA.
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Title:
Zombies!!!
Designer: Todd Breitenstein
Number of Players: 2-6
Publisher: Journeyman Press / Twilight Creations
Year: 2001
Ages: 12 and up
Play Time: 1 to 2 hours
Genre: Tile, Board Game; Horror Adventure
Price: $19.95
Zombies!!!
is a game that, for me, almost didn't happen. Multiple times.
When
I first heard about the game, back in early 2001, you would have been
hard-pressed to find a cat more hyped about a board game whose central
premise was that the world (or at least the town you're stuck in) had
been overrun by a sea of living dead corpses than I was. Add to this the
fact that the designer cited such great works as Fulci's ZOMBIE
and Romero's Dead trilogy as the game's primary influences. Beyond
that I'd heard that each game came fat-packed with 100 nicely detailed
rubber zombies, and I'd have almost guaranteed it a spot in my gaming
library. 100 cool rubber monster bits in every box!?! Heck yeah.
Then
I read a description of the game play. Ah, cruel details. How you can
totally muck up a good time. Whether it was the game reviewer's intent
to make the game sound exciting through simplification and ease of play
or not, I was instantly turned off. Place a tile. Shoot a zombie. Repeat.
Heck, I'd made games like that at my kitchen table. Pfah! It should be
said here that, at the time, I was all about the European-style of game
design, with little room for any game not made over-seas.
Later,
having mellowed a bit in my Eurocentrism, I had a chance to actually play
the game. Sadly, again, fate squashed my fun. I'm not sure what barrel
of boredom Journeyman Press had scooped the guy demonstrating the
game from, but his lack of discernable emotion instantly turned me away
from the table, and I skipped my chance to play the game.
Jump
ahead to GenCon 2002 and my second chance to check out the gameplay.
Over to the Twilight Creations booth (the current publisher). Both
myself and my wife (another hard-core Romero fan) sat down to play. After
5 minutes of playing, we were hooked. Eh, I should have seen that coming
a mile away...
Each
player takes on the role of a gun-toting human trying to escape the undead
infested city by ANY means possible. These means usually entail shooting
a bunch of walking-dead, shambling the dead towards the other players,
and playing a few dirty tricks from the cards in your hand. All players
start out in the center of town and have to make their own way through
the infestation. At the start of a turn, the player may draw their hand
back up to 3 cards. A player may play 1 card per turn, which usually helps
themselves or throws a wrench into the works of the other players. After
drawing cards, the player draws and places a city tile. Doing this builds
the city as the game progresses and ensures a random playing board with
each game. Once a tile has been placed, a number of cool, rubber zombies
are placed on the tile. These are really cool. Sometimes Life and
Bullet tokens are placed on the tiles as well. While the zombies serve
as foils to our would-be escapees, the Life and Bullet tokens help raise
the player's longevity or help them to shoot better, respectively. Did
I mention the rubber zombies are super cool?
Once
all of this is done, the player then moves about the board, re-killing
the undead, picking up tokens and trying to make their way to the Helipad...
wherever it might be. The mechanics of combat revolve around moving on
to the same square as an undead nasty and rolling a six-sided die. If
the result is 4 or higher, the creature is re-dead, otherwise the player
loses a Life token. Players start the game with 3 Life tokens. When a
player runs out of Life tokens they're dead and have to start again, with
a few penalties, in the center of town. Each player also starts the game
with 3 Bullet tokens. Bullet tokens may be used to add +1 to the combat
die roll for each Bullet token spent. Simple, but effective.
The
first player to escape the city via helicopter OR amass a corpse-count
of 25 zombies wins the game.
The
game play for Zombies!!! is simple and quick and the rules set
is straight-forward to the point of being loose. Todd Breitenstein, the
game's designer, built the game to focus on fun zombie whacking action,
not hard-and-fast rules cast in stone. While the rules give you everything
you need to know to sit down and play countless games, he freely suggests
that the players tweak the game to suit their wants. Drop what you don't
like, and add new rules and variant plays as you see fit. It's this free-play
philosophy that's really allowed Zombies!!! to take on an unlife
of it's own beyond that of it's published design.
Since
it's launch, fans have used the internet to publish countless variant
rules for everything from different zombies, shorter or longer games,
new weapons, scenario and campaign play, team play and game master intervention
to name but a handful. The publisher's site, Twilight
Creations Inc. is a great place to start if you're looking
to expand your adventure in the realm of the stinky dead. Not that I'm
partial or anything, but the Dreamland crew has it's own list of variants
available for download here
in WinZip format with a cool font that you'll want to install for full
effect. With some 2-sided printing and a fold down the middle, you've
got a 1 page booklet that fits nicely inside the original ZOMBIES!!!
game box.
Overall,
ZOMBIES!!!, and its expansion ZOMBIES!!!2: ZOMBIE CORPS(E),
a is a good, entertaining game with low to moderate strategic demands,
and a huge, visceral thrill factor. If you love horror and games, don't
wait to pick this one up like I did. The components are high quality and
graphically, the game is dead-on (pun intended). Just to amp-up the neat-o
factor another notch, the publishers have also released the Bag O'
Zombies; a bag of 100 GLOW-IN-THE-DARK zombies!
While it's true that it's not as elegant of a board game as it's European
cousins, it's not meant to be. I know I'm glad that I made room for this
inexpensive, entertaining oddity between my copies of Tigris and Euphrates
and El Caballero.
Besides,
The Zombies of Catan has a nice ring to it, doesn't it?
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