By: MATTHEW McHALE

Quarriors is a so called dice building game. The game comes with 130 quaint custom 6 sided dice that are quite nice. None of the dice are your standard 1 to 6 on them with pips or numbers. There are three main types of dice quiddity, spells and creatures.

Quarriors is a game that was not much on my radar for 2011. After the first couple of times I played it, it quickly became one of my favorite games. Is it a complex game? No. Is it a long game? No. Is it a deeply strategic game? No. Will you quaff over every turn? No. Does it have a serious theme? Again no, but the real question is, Is it fun? And for me yes Quarriors is quite fun. I have no qualms about it. Some may quarrel that the game it too random, but it’s a dice game so let’s not quibble over that.

The game is for up to 4 players that can sit in a quadrangle (I know I really stretched for that Q). All players will start with the same number of basic dice. On each players turn 6 dice are pulled from their dice bag. Most of these dice will get you quiddity (used like money). Get enough quiddity and you will qualify to buy more dice. You can buy spells or creatures. Creatures are used to attack other player’s creatures and have them quake with fear. Creatures also are how you score. Each different creature die has a number of glory points (victory points) associated with them. You score if your creatures are still out in front of you at the start of your turn. Spells unusually do not score you points but can be used in a number of way to crush you enemies or quell plans they may have to crush you. You are trying to get a number of glory points that depends on the number players in your quest to win.

I will end this quirky review by quietly saying I love this game. When I want to just play a light fun game Quarriors can quench my thirst.

Quarriors:

Designed By: Mike Elliot & Eric M. Lang

Published : 2011 - WizKids

# of Players: 2-4 ; Playing Time: 30min ; Mfg Suggested Age: 14 and up

Expanded By: Rise of The Demons (Available now) & Quarmageddon (Out June 2012)

Website: www.quarriors.com

Category:reviews -- posted at: 8:26 PM
Comments[21]

BY: JIM REED

"So what do you do for fun?"
"Well, I'm into a lot of things but I really enjoy spending time playing board games."
"Oh we also play games once in a while. We love Uno. Have you ever heard of Apples to Apples?"
"Um, Yes."
"We usually get a night in every few months. How often do you play?"
"I guess about 2 or 3 nights a week."
"What? Man, I don't like Uno that much. Guess you play Monopoly a lot?"
"Not really."

You know where this is going. You know how many times you've engaged in this conversation. Sometimes it just ends there and sometimes you're ask to give some games you like. You always know the next line after that. No matter what list of games you say, the response is always the same.
"Never heard of those."

How many friends or family members just don't get it? How many would you like to see understand why you love board games? Sure, the best thing to do is set up a time to invite them over and play some games with them. If there's just to much deference in schedules or the distance is too far, maybe you can recommend a few games for them to try, or better yet get them one for a gift.

Well, now there's another way to introduce people into this wonderful world of board gaming. It's a fabulous documentary by Lorien Green called "Going Cardboard".

Going Cardboard does an excellent job showing how the Perception of the world of gaming is very much like those who are always on the opposite side of that conversation from you. Then, the documentary shows why that perception should be shattered as the influence of the "German style" games have began a phenomenal transformation of the gaming world in the United States.

Yes, sorry for those of you in other countries but this Documentary does focus more on the American influenced side of gaming.

Am I convinced that this Documentary will transform all viewers into gamers, well no, it hasn't been out long enough to make such a bold claim, but I think that the process of which the film shows off such a great variety and styles of games and gamers, can and will change the misconceptions of the hobby. I believe it can influence many people just by the films superb showcasing of the things I just mentioned.

Now, looking at the other side, those already into the hobby, what will this film do for them? Well, it's very insightful into the inner working of publishers, the challenges of designers, and the thoughts of the average gamer. Wither you're well schooled in the hobby or a casual fan, you will find something new. Oh yea, and it's pretty darn entertaining too.

Just for good measure, the Film comes with a free game called "Shootout", designed by one of the most well known designers in the industry, Reiner Knizia.

Every gamer should own at least one copy of this documentary. Hats off to Lorien Green and her tremendous effort in getting this film made an to her loving passion of this great gaming hobby industry.

For more information on the wonderful film, please visit boardgamemovie.com

Category:reviews -- posted at: 8:00 PM
Comments[1]

By: Jim Reed

So I've played the game a few times myself but now it was time for me to teach it to a few new players. 
I start taking the cards from the box.  
I line up the Sector cards and Galactic cards then place the round marker.

I begin to describe how the game is played over 10 rounds in which we will be drafting unit and tactic cards and conquering worlds for energy. I explain how we'll be using 1 deck every two rounds and that the decks get increasingly more powerful cards in them and harder to conquer worlds, as we move further toward round 10. I Tell them how rounds 9 and 10 will contain the Core Worlds as well as some cards that will just supply Empire points at a high energy cost. 

"Now, you probably want to know how you draft these cards." I tell them.

" Picture a triangle. At the top is energy. You start with some that is being generated from your home planet. You'll need to spend it to draft tactics and units into your decks. You will also need energy to Deploy units from your hand to your War zone and to play the tactics cards you've drafted. The third point of the triangle is the planets. You'll be using the units in your War zone to conquer planets. The planets, will in turn generate more energy."

After that brief description we go over what the different cards look like a what symbols mean what. This is where I talk about how the planets will show a fleet strength and / or ground strength number on them and that's at least how many of each you will need to conquer them.  
"Yes." I answer.
"The units will show how much fleet and / or ground strength they provide."
I explain how once the units are used for an invasion, the go back into their decks to be later redeployed.

Finally, I tell them now that they know everything they can do, that each thing will cost an action.
"We each get a set number of actions per round as listed on the sector cards."
"Remember that playing tactics cards does cost the energy they require, but does not cost an action unless they state that they do."

At this point I ask if there are any questions about what I've said. To my surprise there are none.  In fact, one of the new players ( I'll call him Pear Face) says how simple it has been to learn. Pear Face says that he thought it was going to be much more complex than this.

With that, I randomly hand them their factions and we pick a start player.

"If you look at your starting decks," I tell them.
"You'll notice you start with some basic grunts and snub fighters. When you Conquer a world you can "tuck" one of these if it participated in the battle. This gets these weaker units out of your deck if you'd like but they still count toward final scoring."

The starting tactics cards are also self explanatory (some can add fleet strength to a battle, some ground strength, some let you acquire more energy).
"Each faction has one hero that is unique. Make sure to look at yours and read its ability. (again - self explanatory) Finally, put your starting planet in front of you, you'll see that it has an ability of its own. Some planets will. This one is the same for all of us and it lets you discard two cards during the Energy phase to give you more energy."

Now we shuffle, draw our hands, set our action and energy, and two of us play a tactics card that cost no energy to play but provides us with more energy.

Next I lay out the tableau of cards from the current Galactic deck in the center of the table. We spend a few moments describing what all the cards abilities are. Next, we begin the game.

Fast forward 3 hours.
(oh, that's not because the game took 3 hours, we ordered food that showed up halfway through.)

Yes, I won. But only by 1 Empire point, it was that close!

Looking over at Pear face I ask, "So, what do you think?" and this was his answer.

He smiled and said that he was right about one thing. That the game was simple to learn and that the rules were not complex at all. But he couldn't believe how deep and strategic the game play actually was. He felt the pressure from every single decision he made. He relished the intense management of his resources where he knew that to optimize his deck, this management ability was crucial. He said there were times he thought about splashing water in his face as he wanted to be so careful with every last precious action he had. AP? Yea, a bit. Especially being his first time. But it wasn't because he couldn't decide what to do, it was because he had such great options he couldn't decide what not to do. He wanted to draft every awesome unit card that came out. The robots, the Heroes, the powerful Cruisers. He wanted to conquer all the planets to boost his energy production, supply Empire points, and provide special abilities.

I look over at another one of the new players. I ask what her opinion is.

She tells us how she has played almost all the deck building games, and that some of the familiarities are here. Such as the fact that it's not all about just buying everything you can. You need to pay attention to what's going in your deck. It's even especially important in this game because of how the Core Worlds provide bonus points based on card types that are in your final deck. On the other end however, she says that this game felt less like a deck building game than any others she had played. The theme helped make it feel like I was actually building up and ordering an army rather than just a collection of cards that let me get more cards.

During all this talk, the final player had been placing all of his cards back in their respective piles, and my cards, and the other players cards. I knew there was another game he had brought and was probably eager to get to playing it. As I started to ask what his opinion of the game was I grabbed the box to put the game back in. As it turned out, he wasn't to happy with me. Nope, he didn't want me to put the game away. He didn't want to play the game he had brought. He had been setting Core Worlds back up to play again.

Turns out, we played two more times that night.

d10-8 out of 10

Designer
Artist
Publisher
Year Published
2011
# of Players
2 − 5



Category:reviews -- posted at: 1:22 AM
Comments[0]

REVIEW BY: JIM REED

The team had been assembled. All six of us. Well, six humans, along with our P.A.L.S. Psychic Android Linked Simulate (unofficial name) The debriefing had just finished. Of coarse, it was nothing but a reminder of what our six weeks of training had hopefully prepared us for. That, and a lot of bullshit of how we're a team, a family, and how we were going to have to rely and depend on one another if we were going to succeed in taking down the parasite hive located somewhere within the base. Truth is, no one trusted anyone but ourselves, no matter how much they drilled into us the importance of "teamwork".

Before I could really let the importance of what I was about to do set in, I was standing next to
my android in the starting room, contemplating in which direction should I begin to Explore.  One of the first things we must do is search. We were only allowed to carry in two items, and even those were randomly determined for us do to a limited supply. Apparently, the higher-ups thought this mission was important enough to risk  our lives but not important enough to spend the money on seeing us well supplied. I wound up being equipped with some gasoline and 4 rounds of Ammo. Of course, the weapon technology we we were given is usable only by our P.A.L.S., which brings up another quandary; stick close to them for protection or split up and try to cover as much ground as possible?

I decided to split up. I headed east and with great luck my search revealed a key card with an access code. Using my physic link abilities, I was able to share this information with my android, we now both had access through any potentially locked doors.

I heard the next team member enter the station in the room right next to me and just like that, the dangers of the mission became a crashing reality. You see, this station, this hell, was not only crawling with deadly alien parasites, but something much worse, something nightmarish. A disease if that’s what you want to call it. An invisible enemy that we knew would infect one of the team members at the beginning of this mission, making them into what we had termed "the host". This "host" would become more dangerous than anything we would face in the the station. Not only would this "host" be unknown to us, and looking to stop us from completing our mission at all cost, it would be looking to infect us all!

Paranoia set in immediately, as I knew that every single time I entered a room, other than the room in which we entered,  in which one of my teammates was in, there was a chance they were the infected and that they would try and infect me. Luckily, through  advanced research of some kind, it was found that gasoline contained some sort of immunity or repellant to the infection. But at the same time, gasoline is what is needed to destroy the hive, so giving it up is just as detrimental as keeping it.

Thankfully my teammate decided to go in a different direction and search, but I knew I couldn't avoid them all, not forever. All I know for sure is that I am not infected. But then again, who would believe me. My only plan right now is to keep exploring, keep searching, and hoping not to draw the attention of the parasites.

In my searches I knew I could find a multitude of items such as med kits, flak jackets, knives, weaponry, and of course, more gasoline.  Searching a room for the first time presented no alert to the parasites but each additional time is sure to bring one of these disgusting creatures down upon us or around us.  We all also know each room can offer some sort of advantage such as containing multiple items, a med station, a computer terminal, and more, but also some rooms would trigger a parasite alert simply by entering them.

One of my hopes is that myself or an unaffected teammate is able to locate and use the station computer terminals. Using them allows us to explore unentered rooms, unlock doors, and most importantly, do a heat scan. The scan will let all of us know just how many of us have become infected.

I explore further and find some sort of physical energy booster. This is good, it will allow me to take extra action if needed. It's early and neither myself or my android has taken damage so we're still at 100 percent. But if either of us ever does, we'll be weakened and unable to do as much.

My relief at finding the booster is cut short, Ramirez's android enters the room. 
“Hello Raven" he says.
I just nod as my heart begins to race. I see the pistol in his hands, cocked, obviously loaded.
"Don't worry, I'm not infected." it tells me.
"Good, me either." I respond.

Part of our training was to never show signs of doubt. I saw none right now in Ramirez's android, but "the host" is probably better at keeping a poker face than any of us. As a sign of good faith, anytime a team member enters a room with another team member, we must trade an item.

"Here" the android says, passing me something that I can yet  see what it is.  "I Don't have any gasoline. If you're going to infect me this is your chance. But I'm being honest with you. This is a med kit. If you have any gas I'd love to have it, but if you'd rather keep it, keep it, I'm not trying to infect you."

He seems honest, and a med kit would sure come in handy. I can keep my gasoline and perhaps trade the access code away or maybe the energy booster. I pull out the booster and start to hand it over.

But wait, why would the android admit to not having any gasoline? Especially out loud, that would make him a sure fire target for "the host"! Unless he does have gasoline and he's trying to draw out who "the host" is. But he also told me to keep my gasoline. Is it because he's hoping to infect me? Perhaps I should just hand over my gasoline just in case. But then I'd be out and vulnerable. It's better than being infected isn't it? I go with my first initial instinct and hand over the booster. The android takes it, looks at it, then looks at me with a smile.  I can't read the smile! Damn it! Have I made a mistake? What did  he just give me? I want to look but my hands are shaking and I can't remove my eyes from his. In that moment, I start to panic!

Designer
Artist
Publisher
Year Published
2011
# of Players
4 − 6
User Suggested # of Players
Best with 6 players
Recommended with 5, 6 players
Playing Time
40 minutes
Mfg Suggested Ages
10 and up
Website
Category:reviews -- posted at: 11:09 PM
Comments[3]

REVIEW BY:

JIM REED

What is a sign of a good game?

The reviews were out there. There were videos to watch. Months had gone by and this huge game had skepticism written all over it. Such a high price tag! Rules questions appearing on page after page in the forums on BGG. Then, it finally happened. That one thing that can make an as of yet undecided mind up. A sale. Then, the icing on the cake, I didn't buy it! A friend did. I just played it. And this, is what I thought!

Let's get the biggest fear factor out of the way. These rules are not so bad! Sure, there's no index. And questions where the answers were not memorized from a single rule book read through will crop up. There are over 200 cards. Each can add a twist and turn to the game and indubitably a few "so how does this work again?" moments. Yes, there may even be a few choice predicaments that are unexplained in the rules. Like what happens to a sidekick card when drawn and you already have one (the game limits you to one) do you discard and draw again? Discard and do not draw again, leaving you out of that much earned 5 fortune , or either of the two and re-shuffle that drawn sidekick back into the deck?

But mostly, rules answers will be overlooked and just needed to be looked back up. I guarantee during your first play you will mess up something and it will not be at the fault of Flying Frogs rule but at your own reluctance to engrave each and every sentence into your memory.

So what is a sign of a good game? How about this one. You sit there for an hour after the game has ended reminiscing about all those crazy times in the game where that. Beloved artifact slipped through your clutches. Talking about how you blew through the Nazi horde on a traveling Zeppelin and snuck off with coveted glory! Speaking of those times when just as you were about to claim the ring of Medusa, another player in the game caused the temple to come crashing down around you.

What's another sign of a good game? How about after the night is over, you fanatically try to schedule another date to become a traveling adventurer an test your combat against cultist, your agility in a bi-plane race, you lore at solving an ancient hieroglyphic puzzle, or you cunning as you infiltrate a secret base. That's right. You can't wait to play this one again. To Become a different character in this pulp world where fantasy and fantasies await.

Any game that has me breaking into my collection of special and lucky dice to use on that critical roll on a cliffhanger where only a 6 will suffice or else I will set off the alarm and be forced into combat with two Nazi soldiers, is a sign of a good game.

Sure, I can drool over awesome components anytime, but what really starts my saliva pooling is a frantic race back to my home city with two other players doing the same. We all have enough Glory to become the most famed exploring ever to live if only I had one more turn! One perfect event card that could stop my opponents in their tracks. I'm on the edge of my seat. Spoiled! One of my competitors has stopped my travels at sea, and now there's nothing for me to do, except recommend this game to those who fancy theme, excitement, fun, and a damn good game.

Designer
Artist
Publisher
Year Published
2011
# of Players
1 − 8
 
Playing Time
90 minutes
Mfg Suggested Ages
12 and up
User Suggested Ages
10 and up

Category:reviews -- posted at: 2:53 AM
Comments[1]

REVIEW BY:

MATTHEW McHALE

 

Bloodsuckers is a game by Justin and Anne-Marie De Witt of Fireside Games, the creators of Castle Panic. It is for two to four players. As the box states you are fighting for the soul of Blackwood the fictional town the game is set in.

In the game you take the role of blood sucking vampires or brave vampire hunters. The objective for each side is to take control of the most locations in the town. The town has five locations, the church, graveyard, nightclub, police station and the hospital. Each town location has a number of innocent citizens known as “Bystanders”. To win a location each side fights for control of the Bystanders. At the end of a battle the player who controls the most Bystanders wins the location for the town.

The game comes with a very nice stand up board that is used to keep track of turns, time of day and who won each location. The board also tells you how many Bystanders are in each location to fight over.
It also comes with a guide mat to keep track of what is going on during battles.
51 Hunter cards (used to battle vamps)
51 Vampire cards (used to battle hunters)
32 Character cards (these are your hunters or vampires or the bystanders you are fighting over),
20 Action tokens (used to keep track of actions spent)
10 Hunter and 10 vampire attack counters (use to keep track of attack values during battles)
6 Blood tokens (played to increase attack powers of the vamps)
6 Adrenaline tokens (played by hunters to gain additional actions)
4 Turn cards (reminders of what to do on your turn)
Rule book (like I need to say that)

After players decide to play Vampires or Hunters play begins with a die roll to determine who goes first and gets to choose what town location will be the first battle. The player that chose a location gets to go first and last playing cards in that battle. Bystanders are now placed in columns to be fought over. Each side now places his or her character cards in the columns to fight for the bystanders.

The starting player takes the first turn as shown on the clock dial on the board. The player gets to perform 3 actions most of which will be used playing cards. There are four kinds of cards. Attack Cards (yellow) are most common and have an attack value on them, players place attack counters on matching spaces on the bystanders they are fighting over. (Example: a card with an attack value of 3, a counter will be placed on the 3 space of the bystander card) Also many of these cards had other effects that may or may not take place. Impact Cards (purple) are used to modify attack values, draw cards and more. Strike Cards (red) are used to destroy characters from play along with their attack values. Dodge Cards (blue) are only used to defend Strike cards. After the clock dial goes all the way around, one full day, the battle is over and the player with the most controlled bystanders wins that location and turns the dial to indicate the winner. If it is tied the dial goes to locked indicating the tie at that location. Now the player with the least locations controlled gets to choose. The game continues like this until all locations of town have been fought over. The player who won the most locations wins the game. Of course there is a little more to it than that but that is the basics of game play.

Now for my thoughts on the game, most of the components of the game are excellent especially the standup board. All the dials are metal riveted on and it is made of thick cardboard, nice art; I love this piece of the game. The card and counters are well made also. The guide mat for the battles leaves something to be desired because it is made of thin card stock and you will have some trouble keeping it flat. This does not really hurt game play though. Though a number of plays now I am enjoying this game greatly. Each battle has plenty of “take that” and just when you thought you had your opponent beat they play a card that is equally devastating. I will say that is a medium light game that is not for everyone. If you don’t like luck and only love super strategy games this is not for you. This game like Castle Panic is a great family friendly game. The only problem I have found with this game is it is such a HUGE advantage to get to choose a location because you get to go last and that player has a great chance of winning at location. Hard core gamers will probably have an issue with that.

Over all I am very happy with this game and I don’t see that changing anytime soon. Take it for what it is, a light fun game of staking vamps and biting hunters you will have fun with this game too.

Category:reviews -- posted at: 2:30 AM
Comments[0]



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