New Game Weekend: Bioshock Infinite: The Siege of Columbia

bsboxAfter a week away on vacation I returned to Brooklyn and the Metropolitan Wargamers club in Park Slope this past weekend. The club was packed on the Labor Day weekend with lots of different games hitting the tables. I paired-off with one of my fellow members to try out his new copy of Bioshock Infinite: The Siege of Columbia.

Based on the latest game in the long-running Bioshock video game franchise, this 2013 boardgame is at its root an area control game. Players choose to play as one of the two factions – the Vox Populi led by Daisy Fitzroy and the Founders led by Zachary H. Comstock. The game plays in a one-on-one two-player game or in a four-player team version of the game.

Play begins with each faction placing their starting miniatures and Turret and Home Base building markers. Each turn begins with the draw of a victory point mission card followed by a World Event Card which kicks off a secret vote with each player committing influence points from their hand of five Action cards. Winning or defeating the vote varies in importance, as the neutral Booker and Elizabeth characters advance to different spaces on the board and other game-changing events are put into play.

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The winner of the vote also receives the first turn marker which is key to controlling the flow of the game. Starting with the first player, units are purchased or Action cards are upgraded with Silver Eagle coins. Action card upgrades give you greater influence in votes, stronger combat values or more purchasing power in subsequent turns. The player then moves up to four units to adjacent squares or takes a chnace gliding to neighboring territories across the Skyline. Most units move one space but the Founders’ Songbird and Voz Populi’s Airship models each move up to two spaces. Skyline moves are achieved through rolls of special dice sliding you to the next node or risking a fall into thin air with each roll.

Combat occurs next. Common, Special and Leader units each carry a different die value, with different colored dice being rolled to resolve combat situations. Loss of a combat results in a figure being removed. Playing Action cards and upgrades add to combat effectiveness as do the special Turret markers. Conquering unoccupied spaces earns additional Silver Eagle coins, and controlling all spaces in a territory earns victory points. Destroyed units are removed from play or returned to Home Base safe havens. A mix of controlling territories and completing missions of combined actions wins victory points, and the first player to ten victory points wins the game.

There’s a lot going on in this game, and well-played plans and strategies are forced to change as world events switch from turn to turn. In my first game, I found controlling the first player spot was key. However, controlling the first player role means spending lots of cards which can come back to haunt you in a heavy combat challenge later in a turn. As the game advances, the heroine Elizabeth moves along a timeline track which also alters how the game plays out. Her protector Booker is also a big spoiler in swaying votes and possibly attacking each faction at different points in the game. Unlike most area control games where occupying and defending a won territory is often enough to ensure victory, the Skyline allows an opposing player to drop right into or behind your defenses and attack.

For a bit more of an intro to the game’s actual gameplay, check out the video below from the alwyas-entertaining Watch It Played video series.

If you aren’t up on your Bioshock Infinite video game lore, I could see some initial challenges in wrapping your head around the interplay of the characters, factions and events in the boardgame. I’ve spent quite a few hours watching my son work his way through the spectacular action and storyline in the video game, making my understanding of the boardgame’s narrative a bit richer from the get-go. Whether you’re a fan of the video game already or just interested in a really rich and challenging area control board game experience, you should hop the next airship back in time for the floating nation of Columbia.

Donald Featherstone (1918-2013)

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News is being reported today that famed British writer and pillar of the 20th-century wargaming hobby Donald Featherstone (pictured above, right) has died at the age of 95. While by no means a household name, Featherstone was the author of more than 40 books and countless articles on the subject of wargaming, beginning in 1962 with his seminal book Wargames and the launch of his Wargamer’s Newsletter that same year.

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Heavily-influenced by H.G. WellsLittle Wars, Featherstone played a central role in the post-WWII development of the wargaming hobby. This was the era when a small group of armchair historians knit together the first loose networks of gaming groups, self-printed newsletters and early gaming conventions like the first one in the UK organized by Featherstone in the mid-1960s. Featherstone’s lifework was devoted to promoting the hobby of wargaming as a way of understanding military history, writing broadly on naval, land and air combat as well as specific military campaigns and eras. Many of Featherstone’s books are available in modern reprints via The History of Wargaming Project and the early editions of his books are highly-sought by collectors.

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For more on Featherstone’s influence on the growth of wargaming into the eventual worldwide phenomenon which would give birth to Dungeons & Dragons and modern gaming of all kinds, I can’t recommend enough Jon Peterson’s excellent Playing At The World. Anyone who plays a strategy game today — whether on the tabletop or on a video screen — owes a little something to Donald Featherstone and the little wars he started more than a half-century ago.

Flames of War: Modelling European Western Front Buildings

153770I got into miniatures wargaming through a combined set of interests I developed as a kid: history, role-playing and scale modelling. One of the aspects of gaming I enjoy is setting up a realistic and engaging tabletop battlefield, both for the visual effect but also to reproduce the playable advantages and challenges found in waging scenarios within scenery.

I’ve been searching high and low for an affordable and well-made set of buildings to add to my 15mm Flames of War World War II gaming set in the post D-Day Western Front. Battlefront Miniatures, the makers of Flames of War, launched their own series of buildings last year. The pre-painted buildings are beautiful, albeit a bit too perfect and pretty expensive at $40-50 each. Miniature Building Authority (MBA) has been a long-time producer of fine pre-painted buildings. Like the structures from Battlefront, MBA models feature removable roofs but also convert into ruined bombed-out versions. At $40-50 for single large buildings or for pairs of smaller ones, the MBA buildings are also pretty pricey. MBA keeps a small line in stock, but they have dozens of out-of-production models which you can also find at conventions and occasionally online. JR Miniatures is another standby in the industry, but I find their relatively low-priced line of buildings is a bit of a mixed bag in terms of casting and playability.

markivWith building up my gaming real estate on my mind, I posted to the message boards at The Miniatures Page. Some suggestions pointed to the above manufacturers, but several posters also mentioned Mark IV Miniatures. The company is run by Jeff McCarron, a second-generation gaming modeller out of Colorado who obviously puts great care and passion into his work. McCarron sells his models directly and distributes them through Musket Miniatures, and I found him to be incredibly responsive to a couple questions I had before ordering. As it turned out, a fellow member of Metropolitan Wargamers had recently picked up the large church model and a couple houses from Mark IV. After playing with his models during our big Summer FOW event and Barkmann’s Corner scenario at the club, I decided these were the buildings to sink an investment into.

1148873_10201247963855523_305675209_nI decided to go with several two and three-story buildings, a barn, a courtyard and some walls, all ordered from Musket Miniatures. With all these models, I’d have the flexibility to set up a fairly decent-sized town or play with them as a separate farm estates. The castings arrived clean and required little tidying-up of residual flash with a knife.

20130830-233936.jpgI did have to put in a bit of work gluing plastic tabs to the undersides of the floors and roofs to provide a snug fit for each story of the buildings. The larger one-story bank building also required a wall and metal cast windows to be glued in place.

20130830-234253.jpgFor painting reference, I searched online for photos of European villages. After a light grey spray basecoat, the stucco walls of the buildings were dabbed with a bit of foam sponge in sandy gray-brown stucco and then dry-brushed with an off-white paint to add variety to the wall surfaces. Exposed stonework, the courtyard cobbles and masonry details at the corners, doors and windows all got combinations of varying shades of grays, browns and whites to create some depth.

IMG_2115Shutters, doors and windows were painted with dull blue, white, green and red trim, mimicking some of the variety in paint schemes I had found in photos online. For the roofs, a black undercoat was dry brushed in a couple shades of grey with a bit of browns and dark green shades mixed in. On the barn model I glued on some thin pieces of lichen to add the look of vines covering part of the walls.

IMG_2117The walled courtyard and modular wall sections got a two-part paint scheme over the gray primer. A watered-down brown-black wash over the bricks and cobbles filled the cracks with a dark shading finished-off with an off-white dry-brushed highlighting coat. The courtyard and wall gates started with a dark brown base with a lighter brown adding aged detail to the wood. Iron hinges got a black undercoat with some rusty metal dabbed over it. The result was some very realistic stone and brickwork walls.

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IMG_2125I couldn’t be more pleased with the buildings. They’ve already seen some action on the tabletop in my recent Singling ’44 game and combining them with my existing trees, roads and lichen hedgerows really brings the battlefield to life. I’m already eying a few of the other models offered by Mark IV, including some ruined versions of the same buildings which come cast in some exciting bombed-out interior detail.

At Metropolitan Wargamers, there’s some early plans being laid for another big day of gaming to coincide with the fall’s Flames of War Tanksgiving 2013 event and there’s certain to be plenty of WWII action before then. With my new buildings from Mark IV on the table, these miniature landmarks are certain to add even more depth an interest to all out future games.

Games Take A Vacation

I’m currently midway through my family’s annual summer vacation week on Cape Cod, Massachusetts, and as always, games are on my mind. Renting a vacation house often gives an odd insiderish view to other people’s lives. The weird assortment of kitchen gadgets (who needs three waffle makers?), the hodgepodge of furniture, the collection of beachy knickknacks and bookshelves of worn bestsellers all seem to exist in various forms in the homes we’ve rented over the years. I always wonder how much this conglomeration of stuff reveals about the unseen owners who cash our rental checks each year and how much it tells me about my fellow vacationers.

Piles of games also usually inhabit vacation rental homes. Cottage owners probably provide a few games to start. Over the years families may pick up a game at a local gift shop and then leave it at the house for the next renter. For rainy days away from the beach or late nights after the sand has been rinsed off sunburned bodies, games hold a pretty consistent presence in the vacation home experience. I would hazard to guess that families who hardly ever find themselves playing board or card games together at home do so as part of their sacred vacation ritual.

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Games found in vacation rentals usually fall into a few broad categories. First, there are standard playing cards. Adults and kids alike can find many games for cards, from a calm game of Go Fish with a toddler to a game of Poker on the screened porch for the grown-ups after the children are tucked into bed. The house this summer has no less than ten decks of cards, including two unopened packs and a sailboat-decorated double set like the ones my grandmother and aunts used to use to play Bridge. Cribbage boards are also pretty commonly found along with cards, although I personally know few people who know how to play the game these days. Poking around in drawers and shelves this year revealed five cribbage boards, including two folding portable ones and a folksy handmade version with holes drilled into a slab of age-darkened wood cut into the shape of a whale (pic below). Tucked in a desk drawer I also found a set of five standard six-sided dice still sealed in their dusty package. Like so many items in a vacation home, I wondered at the story behind these dice. Why were they purchased? Why have they been left abandoned for so many years without use?

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The second class of vacation games fall into what I call “American Classics.” These are family-friendly board games like Life, Monopoly, Chutes and Ladders, Checkers and Clue. To these I’d also add word games like Boggle and Scrabble, the dice game Yahtzee and Dominoes, all  of which were with us in this year’s house. Nostalgia and tradition resonate with these games, each offering a familiarity to vacationers year after year. These classics also give the flexibility for  games to be played among family members of all ages and the chance to introduce a new generation to an old favorite.

This year we also found a copy of Mastermind at the house, a classic board game outlier I’d never encountered in a rental cottage before. I hadn’t played in probably 30 years but was glad to find my eight-year-old son was an old hand at the game from playing a school. While not very challenging for me at this point, I was more than happy to pass an hour with this classic deductive code-solving game as part of a rainy day of indoor activity.

Finally, there’s the modern adult party games like Trivial Pursuit, Pictionary, Scattergories, Balderdash and Outburst which grew out of the boom in adult board games in the 80s and 90s.  These games are light on rules and big on group participation, making them the perfect thing to fill rowdy late nights for adults well into their gin and tonics or local summer brews. A copy of 1967’s trivia game Facts In Five was in the pile at the house this year, perhaps the result of a local yard sale find in the past.

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Along with packing the car with luggage, beach gear and bikes, we usually stow some games for our annual week away. This year, we hauled along several games from home, including Small World, Civilization (pic above), Settlers of Catan and the horse racing game Winner’s Circle. My kids and wife have developed a liking toward well-designed strategy games and can even be found delivering sneers and eye-rolls at the mere mention of a game like Monopoly. A simple deck of cards or a heap of Parker Brothers classics just don’t make the grade when there are grand civilization-building strategies to be played, even while on vacation.

Like many vacation home renters, I often fantasize about owning my own funky little cottage on the Cape. Part of this fantasy is how I’d decorate it with only the most thoughtful and interesting collection of furniture, useful yet surprising books and top-of-the-line kitchenware. Added to this list would be a set of well-curated games, short on too many classics and filled out with the best Eurogames there are to offer. Maybe a couple basic Dungeons & Dragons books and a bag of polyhedral dice sitting on a shelf would inspire some vacation role-playing. I’d be sure to throw in the occasional retro game for irony, but my hope would be be that my renters would be pleasantly surprised by having their minds expanded while on vacation.

But then, I wake up from my real estate dream and realize most people probably don’t want a challenge on vacation. A deck of cards or a familiar board game is what most folks will ever want on those few precious days away from home each year. For me though, gaming never takes a holiday.

Flames of War: Singling 1944 Scenario

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By the winter of 1944 the US 4th Armored Division had distinguished itself through a number of actions in France ranging from Operation Cobra in July and the Battle of Arracourt in September all the way through various engagements heading east toward the French-German border. Battleworn and bogged down in the wet winter slush of eastern France, the 4th Armored lumbered to the outskirts of Singling, Lorraine on December 6th, 1944. As part of the defensive Maginot Line, a hasty attack was thrown together to take the farm town with a small force of tanks and infantry. Finding themselves caught up fighting superior elements from the German 11th Panzer Division between the cottages and tight roads of the village, the day’s battle eventually fell to a stalemate and the 4th Armored pulled back. In the coming days, a hail of American artillery and subsequent ground force attacks eventually took Sibling.

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The WWPD site has a handy Flames of War scenario available for the action at Singling called Abrams’ Folly. In addition, there’s some other gaming-freindly write-ups available online as well as some great historical documentation (including maps and photos) on the battle at Singling. Before heading off to an annual family vacation to Cape Cod, I had a chance to try my hand as the Americans in the Sibling scenario this past Wednesday evening at Metropolitan Wargamers in Brooklyn.

bggbookEach of us fielded 2500 points, sticking as close to possible with the forces outlined in the scenario. I used the Blood, Guts and Glory book which focuses on the armor-heavy battles in this region of France in late 1944 through early 1945. My force featured a mix of 75mm and 76mm Shermans, some tank destroyers, two armored rifle platoons and an off-table 105mm Priest battery. My German opponent started with a Panzer IV platoon, a Jagdpanther platoon, an 10.5cm leFH18 battery, a platoon of Pak 40s and a couple infantry platoons. As it was historically, the Americans were clearly in for a tough fight.

In December ’44, the US entered Sibling from the south but the scenario places the American point of entry at the western edge of the table. The Germans deployed first with infantry and Jagdpanthers in the town, the Panzer IVs to the northwest and the Pak 40s in prepared positions to the southwest. The artillery battery was positioned to the northeast of town with spotters stationed in the church belfry and the attic of a house near the town center.

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With the first turn, the Americans rolled in around the main road to the west. Seeing the Pak 40s, all the armor rolled north toward the Panzer IVs parked around and behind a small copse of trees. Infantry platoons made way for the center and the orchard just south of the road. My US plan was to avoid the killing alley of the main road while the infantry would swoop toward an assault on the infantry and Pak 40s to the south and the armor would rumble to the north toward the German tanks.

The US 76s made quick work of the Panzer IVs in the first two turns and then turned toward the center of town. The Jagdpanthers crept out from behind buildings and took a few a shots down the road, eliminating a Sherman. A German platoon camped out in a house at the western edge of town made a misbegotten attempt at an assault on the Shermans, bailing two with Panzerfaust fire but ultimately running off when faced with return attacks from the US armor. Another Panzerfaust-wielding squad popped out from an adjacent cottage and destroyed another Sherman with a quick rear shot before being machine-gunned down. By the end of the third turn, the northwest area of the table was a snarl of burning German tanks and shaken but advancing US Shermans.

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To the south of the road, a stalemate which would run the whole game commenced. The Priest battery struggled to range in and hit the Pak 40s on every turn, proving to be a complete waste of points. The American armored infantry platoons to the south of the road spent most of the game being pinned by German sniper fire and artillery barages, all the while struggling to progress through the orchard. Not until the fourth turn of the game did the American infantry truly get in the fight, exchanging fire with two nearby platoons of Germans but losing nearly half their number to fire from the Pak 40s and German heavy machine guns.

In turn four, things got bad for the Germans. After littering the field north of town with charred wrecks of US armor, several American tanks broke to the middle of town toward the three remaining Jagdpanthers. A near-certain side blast to one Jagdpanther glanced off with no effect, but then an extremely lucky shot from a US 76 destroyed the Jagdpanther command tank. While the Germans scrambled to appoint a new command tank, the Americans ganged up to destroy one of the two remaining Jagdpanthers. With the platoon reduced to just one remaining tank, the German player rolled and failed a morale check and the last tank fled the center of town.

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With the center of town secured, all German armor destroyed, a stalled infantry firefight to the southwest and the American tanks advancing to the German artillery battery, the game was called at the fifth turn. I was honestly surprised by the American victory, upsetting the historic outcome of the battle. We stood around for some after-action what-ifs for both sides while packing up the table, and clearly there could be improvements in choices of forces and tactics the next time we head back to Singling.

New Game Weekend: Letters From Whitechapel

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This fall will be the 125th anniversary of one of the most famed unsolved crime cases in history and a story that continues to fascinate to this day. The Jack the Ripper case, also known as the Whitechapel Murders for the section of London where the killings occured in 1888, involved the gruesome homicides of (at least) five prostitutes by a still-unknown perpetrator. Much like today’s high-profile crimes, the case held Victorian London in a state of rapturous horror as an anxious police force, press and citizenry obsessed over the murders and hunt for the suspect. Graphic crime-scene photos, mysteriously cryptic letters and speculation on potential suspects – from butchers to surgeons to members of the British royal family – combine to make to make the lore of “Ripperology” a thing of modern legend.

Jack The Ripper in Pop Culture

From a pretty early age, I had a macabre interest in Jack The Ripper. Aside from the countless true-crime books on the case, Jack The Ripper has made it to the big and small screen dozens of times over the years. I love the moody 1928 silent picture Pandora’s Box starring Louise Brooks as a wayward innocent who falls into a life of prostitution before becoming a victim of Jack. The 1979 movie Time After Time adds a sci-fi spin on the case with Malcolm McDowell as H.G. Wells chasing Jack The Ripper through time to modern day San Francisco. My favorite by far has to be the 1988 Golden Globe-winning TV miniseries Jack The Ripper with Michael Caine chewing the scenery as the real-life Scotland Yard chief investigator of the Whitechapel Murders Inspector Frederick Aberline. Made on the centennial of the case, the series focused on the theorized link of the murders to the British royal family and re-introduced the case to a new generation of Ripper-obsessives like myself.

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Time After Time

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fromhellcoverOf all the movies and books I’ve encountered about Jack the Ripper nothing can hold an oil lamp to Alan Moore and Eddie Campbell‘s 1999 graphic novel masterpiece, From Hell. Orginally released in a 10-issue serial and now available as a bound edition, From Hell is one of the most dizzyingly complex stories I’ve ever read. This is also Moore at his most obsessive with nearly 600 pages of slowly-building detail ultimately pointing to a grand and ancient conspiracy. The muddy black-and-white ink drawings of Campbell perfectly capture the grime of the streets of 19th-century London and the unhinged mind of a serial killer. The depth of research and detail in the characters and places surrounding the case really can’t be described, and it’s this complexity in the book that has driven me back to re-read it a number of times over the years. Johnny Depp starred in a 2011 film adaptaion of the story, but honestly I’ve never been able to bring myself to watch it given how much I love Moore and Campbell’s original series. A new book, The From Hell Companion, goes behind the scenes to the story and visual development of the book, and I’m certain I’ll be picking up a copy very soon.

Letters From Whitechapel

With a long-time interest with Jack The Ripper, I was thrilled to get a chance to play Fantasy Flight Game’s Letters From Whitechapel recently at Metropolitan Wargamers. The game presents a historically-accurate map of Whitechapel with its intricate cobblestoned streets and alleys on which a group of police officers attempt to track down and apprehend Jack The Ripper before his murderous spree comes to a bloody end.

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In the game, one player is elected to play as Jack while the other players take on the roles of patrolling London policemen. Behind a special screen, Jack denotes his hidden home base on a special sheet before placing tokens on the board at the location of possible victims. The police players then secretly place the starting locations of their patrolling officers. Then, all starting places for the police and prostitutes are revealed and markers are placed on the board. Going first, Jack then decides whether to kill his first victim or delay for time. Once the victim is murdered, a red token is placed to denote the scene of the crime and the police pawns are moved up to two black squares at a time.

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Jack the Ripper then moves each turn in secret between numbered spaces, marking the locations on his sheet away from view from the police players. A carriage token allows Jack to move two spaces and slip by police potentially blocking his path. An alley token lets jack slip through a dark back passage within any given city block. After each move by Jack, the police move and choose to investigate nearby areas or speculate on and adjacent location of Jack and make an arrest. If a player investigates a space where Jack has been, a clue is revealed and marked on the board. Turns alternate with Jack moving and the officers attempting to string together his movements through discovering more clues. Jack attempts to get back to his secret hideout before being found out by the inspectors within the set time of the round. If Jack is successful, the next round begins with a reset of the board and a new potential victim being placed.

Letters from Whitechapel is basically a cat-and-mouse game with the police players attempting to decode Jack’s possible routes of movement in order to close in and capture him. In my first game, it took us two rounds to track down a very elusive Jack who ran devious circuitous routes back toward his hideout. After the first round, we felt fairly confident we had narrowed his home base to one of three areas of the board, and we finally caught him in the second round by focusing on those areas. The game involves a lot of discussion among the police players with various theories of Jack’s whereabouts bandied across the table throughout the game.

For gamers with more than a little Jack The Ripper interest coupled with a desire to play out a game of hidden movement of the opponent, Letters From White Chapel is incredibly satisfying. With 125 years of the unsolved Whitechapel Murders behind us and probably many more to come, having a go at bringing Jack The Ripper to justice makes for an intriguing couple hours of play.

New Game Weekend: King Of Tokyo & Chinatown

A fun, quick boardgame is a good thing any time, and this past weekend at Metropolitan Wargamers in Brooklyn I tried my hand at a couple which were new to me. In King of Tokyo and Chinatown, players get to run through some very quick gaming (less than hour each) under very different mechanics and themes.

King Of Tokyo

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Whether you’re a fan of old Godzilla movies, remember playing with Shogun Warriors toys in the 1970s or caught this summer’s Pacific Rim, 2011’s King of Tokyo may be just the thing for you. Battling as giant monsters like Gigazaur, Cyber Bunny, Alienoid, Meka Dragon or Pandakai, players duke it out through a cartoonishly-funny game to become the ultimate King of Tokyo.

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Each turn, a player rolls six special dice with values of 1 through 3 or a symbol indicating an Attack, Heal or Energy result. Numbers score victory points, Attacks take swipes at other monsters, Heals allow you to regain health points or evolve your monster, and Energy results allow for the collection of green cubes to spend on special ability cards. With three Heart results, not only does your monster heal but it also allows you to pull an Evolve card which gives you monster specific upgrades. Players choose to re-roll some or all of their dice three times each turn before finishing up and passing the dice.

Through the “king of the hill” action of the game, monsters jump in and out of Tokyo to heal and avoid being attacked by the other menacing players. Once you’re strong enough, you can choose to charge your monster back into Tokyo. The special ability and evolution cards give you added strengths to affect your and your opponents’ monsters. The expansions for the game add additional cards and room for 5-7 players so two monsters can occupy Tokyo and nearby Tokyo Bay simultaneously. The artwork of the cards and combinations of monster evolutions and special cards makes for a lot of variety and fun as the monsters pound away at each other until 20 victory points are achieved or all other monsters are destroyed.

Chinatown

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There’s no battling monsters or references to Roman Polanski’s classic 1974 modern noir movie Chinatown in the boardgame Chinatown, but a different kind of intrigue abounds on these streets. Released in 1999 by Z-Man Games, Chinatown is a club favorite at this point for its pure economic strategy play. In the game, a map shows a series a of city blocks with numbered lots all set within the street grid of Chinatown. In six turns (or years), each player first draws and selects random building lots and businesses. Businesses include such common Chinatown landmarks like dim sum restaurants, pet stores, antique shops, florists, jewelers, laundries and factories. Players need to build businesses on their lots to earn rent. For example, a tea house requires three contiguous lots to complete while a restaurant requires six. The bigger the business, the more rent collected at the end of each turn. Partially-completed businesses can score modestly (maybe $10,000 per turn) but a sprawling big business can earn big money each round ($100,000 or more). Strategy might focus on completing multiple small businesses, one or two larger ones or a mixture of businesses of all sizes. The player with the most money at the end of the game wins.

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Unlike a more typical economic game like Monopoly, Chinatown is very fluid and involves little in the way of traditional game mechanics. There is no set play within a turn, no dice and a minimal amount of chance in the game. Players can buy or trade combinations of lots, businesses and money through an open negotiation process which only ends when there’s an agreement for no more that round. You might offer a business another player needs in exchange for a building lot you need on one of your blocks. During the draw phase, not only are you thinking of the lots you need to build your businesses but those which may prove valuable to your opponents. Balancing what you earn in a trade and what another player may gain in the exchange makes for both a competitive and collaborative game, much like the environemnt you would fine in any dense Chinatown.

Whether you’re up for some giant monsters slugging it out in Tokyo or some urban development on the crowded streets of Chinatown, both King of Tokyo and Chinatown make for very different but very entertaining games. At just around $40 each, these games are a sure thing for any group of new or experienced gamers looking for some quick yet engaging play.

Retro Gaming The 70s & 80s: Survive!

surviveboxBy the early 1980s, I had a shelf full of games from Parker Brothers. Like millions of other kids, I was brought up on Parker Brothers classics like Monopoly, Clue, Risk and Sorry! Most of these games were already a couple generations old by the time I first played them, and, despite their updates, they were showing their age a bit. But then in 1982 Parker Brothers introduced Survive! which has gone on to be a new modern classic for gamers of all ages.

The story of the game involved each player trying to get their tribespeople off an island which is quickly sinking into the sea. At the beginning of the game, the hex land tiles – beach, forest and mountains – were shuffled and then placed randomly on the board to create the island. Then, in turn, each player placed their ten tribespeople tokens with up to three per hex except for beach spaces which held only one. Each player piece had a number value etched into the bottom, and saving the higher-valued tribespeople was key to scoring and winning the game. Cardboard lifeboats were then placed floating at the edges of the island and a sea monster figure went in the lagoon at the center of the island.

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Each turn, players moved their tribespeople and then removed a tile, beginning with beach hexes and then forests and mountains. Player’s pieces which fell into the water drowned, but you could also move your a piece to a water space as a swimming would-be survivor. Boats carried up to three survivors at once and could carry tokens from multiple tribes at once. Removed tiles had special events on the back and might indicate the appearance of a whale, dolphin or shark in that hex. Finally, a die was rolled to move a sea creature dipicted on the special die.

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Strategy for the game involved getting as many of your tribespeople to the coral islands at the corners of the board before a mountain hex piece was turned over to reveal a volcanic eruption killing all survivors not safely away. Moving a whale to a space with a boat capsized the boat, tossing any passengers into the water. A dophin could carry one tribesperson swiftly through the water. Sharks ate swimming survivors and the sea monster destroyed a boat and all its passengers. Other tiles revelaed different special actions, including whirlpools which destroyed anything in that and immediately adjoining spaces. The combination of all the possible outcomes and actions of the other players made for a mix of competitive and collaborative play, always balancing what was best for your tribespeople against what the other player’s actions were.

At the time, there were a number of things that set Survive! apart from most other conventional board games. The board featured hex-shaped spaces like many of the fantasy and RPG games I was playing then. The board was also different each time you played, adding a randomness factor not found in most board games featuring a traditional static set up every time you played. The game components were a bit less abstract and more like the “meeples” now a common part of just about any Eurogame.

A European version of the game appeared a few years after the original with a few variations. In 2010, Survive: Escape from Atlantis! was released by Stronghold Games with an updated game using elements of both versions in one. Since then, Strongehold Games has also released a number of expansions including a 5-6 player variant and others containing extra sea creatures. The game remains widely available, and the 30th anniversary base game released in 2012 can now be picked up for $40 with expansions running for $10 (all cheaper online).

More than three decades on, Survive: Escape From Atlantis! has entered the modern canon of board games. Whether your tribe includes kids or a group of friends looking to pick-up a quick new game, heading back to the island of Survive! is well worth the ride.

Collector’s Note: While Survive: Escape From Atlantis is now widely available, original copies of the 1982 first edition of Survive! can be found on eBay for $25-50. Individual game components are also available for a few bucks apiece, just in case any of yours were swallowed-up by a sea monster over the years.

New Game Weekend: Escape…From The Temple Curse

escape As I’ve previosuly written, I grew up on Indiana Jones and the cliffhanger world adventurer genre in re-runs of old movie serials. Games like Fortune and Glory are loads of fun in taking on the guise of a rustic hero globetrotting to exotic locales in search of treasure and reknown while dodging enemies looking for to dastardly foil your mission. A few weeks ago at Metropolitan Wargamers I had a chance to run through a few games of another adventurer game, Escape…From The Temple Curse from Germany’s Queen Games. Released in 2012 after a successful Kickstarter campaign, Escape is a fast-paced game in which you and your fellow player-adventurers race through a temple collecting treasures and escaping before the temple collapses.

escapecontentsEscape begins with each player placing their adventurer on the starting temple tile. Simultaneously, players begin furiously rolling five dice apiece. Rolling a green adventurer allows a move while a blue key or red torch reveals a new room, opens a treasure or allows for a gem to be picked up. A black mask “curses” a die which is set aside and cannot be used in a subsequent roll. Once a gold mask is rolled, up to two cursed black mask dice can be put back into play. Players may share dice results if they occupy the same chamber, adding a collaborative element to the game. Quick-paced decisions need to be made constantly as players need to stay close enough together to help each other but also spread out to cover enough ground to gather gems to unlock the exit to the temple.

Unlike most games I play over many hours, Escape plays out in no more than 10 minutes of real time. The game uses an actual recorded soundtrack which builds in intensity over the course of the game until a warning sounds and the temple crashes to ruins. Not only does the soundtrack serve as a game timer, but it also adds a real cinematic aspect to the game. It’s as if you’re playing through an old Saturday matinee movie serial.

Playing the game is crazy, even more so as the number of players increases. From the moment the soundtrack begins, people are rolling dice, shouting to each other, mapping new routes, running into roadblocks, collecting gemstones, falling victim to a curse or finding a treasure. Two expansions make offer additional temple tiles as well as curse and treasure markers. Curses might make a player lose a die if it rolls off  the table or force them to not speak. Treasures do such things as reveal magic doors between chambers or transport you magically to another part of the temple.

The game plays so fast that any decent gaming session allows for multiple games to be played with increasing difficulty by adding in more of the expansion elements. In the few games I played with the maximum of five players at Metropolitan Wargamers, we successfully escaped the temple at around the 8-to-9-minute mark each time. Although our bunch at the club was compromised of experienced gamers in our 20s-40s, Escape is simple enough in its rules that families would find the game to be a kick. Regardless of the make up of the players, Escape…From The Temple Curse is loads of fun for anyone looking to live out their cinematic adventure fantasies in a manic and fun-filled tabletop game.

Loving The Evil Dead: Why Do We Like Nazi Zombies?

Gaming, at its core, is a matter of pitting at least two sides against each other in a test of tactics and strategy. Whether you’re playing chess or moving hundreds of miniature soldiers around on a tabletop battlefield, you have to pick a side. In most games, there isn’t necessarily a “good” side or a “bad” side. But then you get to Nazis and from there you go to Nazi zombies.

Nazis are the bad guys of the 20th-century, and Nazi zombies take their evil to another level. Maybe its because there’s no way anyone can feel badly about slaughtering a horde of Nazi zombies that makes them so appealing as a foe. There’s also a horrific visual impact of Nazi zombies, as well as some conjecture the Nazis actually had some relation to the supernatural. For whatever reason, Nazi zombies are swarming everywhere and have been creeping up on us for some time.

Nazis And The Occult

Beginning in the 1950s, a spin-off post-WWII historical narrative began to emerge involving the real or supposed fascination that Adolph Hitler and his Third Reich held for the occult. While the Nazi obsession with ceremony and iconography can’t be denied, most of the Nazi-occult conspiracy theories seem to be more about trying to explain how something as evil as Hitler’s Reich could be allowed to rise to power right in front of a watching world. Books, fictional movies and documentaries have delved extensively into this topic of Nazi fascination with weird science and magic. Numerous movies like The Boys From Brazil, Hellboy, Captain America and my favorite, Raiders of the Lost Ark, have all used Nazism and the occult as main plot points. Throwing the dark arts into the mix with the already-hated Nazi bad guys is just one more way pop culture has amped-up the inherent evil of Nazis and their doomed quest for world domination.

Nazi Zombies On Film

shockwaves     zombielake

About a decade after the first scholarship on Nazism and the occult emerged, George Romero launched the first wave of modern zombie films with his classic Night Of The Living Dead in 1968. Through a series of sequels and other Romero-influenced movies, the zombie genre slowly grew worldwide during the rise of horror and slasher films in the 1970s and 80s. The Nazi zombie movie subgenre probably arrived in 1977 with Shockwaves starring British horror screen veteran Peter Cushing in the role of a SS commander breeding Nazi zombies who attack a yacht’s shipwrecked crew. The movie began a minor trend almost exclusive to European filmmakers in the 1980s with the B-movies Zombie Lake and Oasis Of the Zombies.

outpost      dead snow

The second life of all things zombie came post-9/11 in a surge of movies, comic books, novels and the critically-acclaimed The Walking Dead TV show. Again, European movies led the way on the Nazi zombie theme with Horrors of War, Outpost and War Of The Dead. My personal favorite in the modern wave of Nazi zombie cinema is 2008’s Dead Snow, a Norwegian film that made the rounds on the art film circuit. The dark uniforms and red, white and black swastika armbands against the mountain snow makes for striking visuals, even more-so as the blood begins to splatter. The film is a tight amalgam of themes from the genre — cursed treasure, local legend and, of course, unsuspecting good-looking vacationers winding up smack in the middle of a battle to the death with Nazi zombies.

Next up on the still-growing list of Nazi zombie movies is this year’s Frankenstein’s Army, which offers a riff on the Nazi zombie theme with a heavy dose of classic horror, science fiction and even steampunk thrown in. Again, the makers of this latest entry in the Nazi zombie genre are European. I don’t think its a coincidence that most Nazi zombie movies have risen out of many of the countries once occupied by the Axis forces. Since many Europeans live most directly with the spaces and stories of WWII all around them, clearly the Nazi zombie storylines of these films are tapping into a vein of horror that still resonates today.

Nazi Zombie Video Games

As a kid, one of my earliest video game memories on my Apple II computer was Castle Wolfenstein. While there were no zombies in the game way back in 1981, the modern iterations of the Wolfensetin video game series have included zombies. Not only did the new Wolfenstein games help popularize the now-ubiquitous first person shooter (FPS) game mechanic, but they fired some of the earliest shots in the escalating video game Nazi zombie wars.  Call Of Duty has risen to become one of the most successful franchises in the FPS genre, and a big part of its success can be tied to its Nazi zombie expansions. I would argue that without Nazi zombies as targets, many more wary parents may have kept FPS games out of their children’s hands. Hurling grenades and unloading clips into crowds of Third Reich undead is something to which even the most cautious parents may very well have turned a blind eye.

Nazi Zombies Tabletop Games

suicide squad

With the 21st-century rise of all things zombie, tabletop games have also become infected with the undead. Zombicide, Zombies!!! and Last Night On Earth are among the host of gamer favorites pitting the living versus the unliving. Naturally, Nazi zombies have found their way to the tabletop, too. Two popular games — Dust Tactics and Incursion — take an alternative history approach to incorporating zombies into Axis powers. Among all the futuristic technology available in the miniatures game Dust Tactics are squads of zombie soldiers which prove to be fast and incredibly deadly in the game. Similarly, the game Incursion include zombies in the living arsenal created by evil Nazi scientists.

zombieminis

Beyond packaged boardgames, wargaming has followed the zombie trend. The “weird World War II” genre of miniature and RPG games offers some monstrously fun modelling and play possibilities with such things as bizarre zombie battlescapes, fantasy technology, magic-using stormtroopers and lycanthropic soldiers in a WWII alternate universe. Weird War II: Blood On The Rhine from 2001 was one of the early RPG systems incorporating zombies and occult alternatives to the WWII time period. Nazi zombie miniatures in both 15mm and 28mm scales are now mainstays in online gaming forums and at regional conventions. Rules systems have been written to accommodate the Nazi zombie craze and players regularly create house rules for other regular WWII-themed games such as Flames of War and Bolt Action.

Nazi zombies have their own history now, rising out of theories of Nazi-occultism and then mined as the nightmare bedtime story for European horror filmmakers for nearly four decades. As the ultimate in evil, Nazi zombies now lurk in every corner of popular culture, much of it overlapping with the gaming hobby onscreen and on the table. Debates will continue to rage between the historical gaming purists and those who love their Nazi zombies. Honestly, playing with Nazi zombies has become just too fun to ignore and the horde just keeps coming.