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Happy Monday! Here are two community challenges for everyone!
1. Trick Shot
- What to do: Record video(s) of yourself landing trick shot(s) using board game components! Here's a video for inspiration: https://youtu.be/8BZXQMz90o4. Send your video(s) to firstname.lastname@example.org and we'll compile all submissions into one video
- You will gain 1 entry per trick shot to win a $60 gift card from a store of your choice. No limit to number of entries
- Deadline: Wednesday, September 30, 2020 at 11:59 PM PST. We'll randomnly select 1 winner on the following day
- Note: Depending on how difficult the shot is, it'll take a long time. One of my shots took 2.5 hours and all other ones took about 30 min on average
2. Rating Games
- Let's spend some time this week to leave our ratings on all of the games we haven't reviewed yet! You can review your overall impressions and score by clicking on the "Leave a Review" button. You can also rate the learning and strategy complexities for the game
- There are no prizes associated with this challenge, except that we'll have milestones created so that when you reach a certain number of ratings, you'll be awarded a badge to show off on your profile :)
- After going through this process, feel free to share about your experience in a forum post. Were there any games you ended up rating much higher or lower than expected? Has your feelings toward a game cooled off after a while?
I hope you enjoy the challenges!
For those who are new, this is where you can share your feedback on all things related to Board Game Atlas. You can also find more information in this article where I walk through the various features on BGA.
You can also feel free to answer these questions:
- What are your thoughts on the revamped game page format?
- Which game rating system would you prefer? 5 star? 10 point scale? 100 point scale?
- What are your main complaints about anything on the website?
Thanks as always everyone and have a great weekend! :)
The biggest board game sales of the year are just around the corner. Are you prepared to resist or are you actually looking forward to it? Which one are you preparing for--Black Friday or Christmas? And which games would tempt you the most if a major sale came up?
Top 5 games on my wishlist are:
- #Tzolk'in: The Mayan Calendar - this actually ended up surpassing TMB after I played #Pendulum, which really wasn't the type of game I was hoping for.
- #Too Many Bones - Wouldn't it be nice if Chip Theory Games had some holiday promotions? haha
- #Nemo's War (Second Edition) - not the best price but I saw it displayed at my local store for $75, which matches Amazon's current price. I didin't pull the trigger since there are times when it's in the $60's range
- #Keyflower - still on my wishlist after all this time!
Here are all of our recent giveaways! You can find them on our giveaways page but I wanted to give a reminder in case you might have forgotten that page exists:
Machina Arcana (ends Oct 6)
Return to Planet Apocalypse (ends Oct 4)
Starship V Sleipnir (ends Oct 2)
It's a Wonderful World (ends Oct 1)
Good luck! :)
HeroQuest returns to the tabletop gaming world after 31 years. Is this reboot a must-have for fans of the original or would it be best to save your money for something else? Here's a quick rundown of the available information.
Originally published by Milton Bradley in 1989, HeroQuest is a classic tabletop game that bridged the gap between traditional fantasy role-playing games (such as Dungeons & Dragons) and board games. One player takes on the role of game master while others play as one of four fantasy world character archetypes venturing the dungeon (Barbarian, Dwarf, Elf, or Wizard).
After release, HeroQuest's success spawned a series of expansions and a sequel called Advanced HeroQuest in 1991. The game has since served as a source of inspiration for many dungeon crawlers that shaped games of today such as Star Wars: Imperial Assault and Gloomhaven. If you want to hear more about HeroQuest, just listen to him:
Since going out of print, HeroQuest could only be fetched for a high price of $300-500 in the secondhand market. Well, looks like there's finally a "better" option.
Hasbro has launched a crowdfunding campaign on its own platform called HasLab, with a goal of raising $1,000,000 for their HeroQuest reboot. It's an "all-or-nothing" format similar to Kickstarter and features two tiers:
1. Heroic Tier at $99.99
- Core HeroQuest Game System (featuring 71 highly detailed character and furniture miniatures)
- 4 Bonus hero miniatures
- 1 Exclusive miniature
2. Mythic Tier at $149.99
- Includes Heroic Tier offers
- 2 Expansions
- 2 More exclusive miniatures
- All unlocked stretch goals
- Warlock Hero by Shauna Nakasone at $1.2M
- 6 Extra combat dice at $1.4M
- 2 Extra skeletons at $1.6M
- 2 Extra goblins at $1.8M
- Quest Book by Stephen Baker (designer of HeroQuest) at $2.0M
- Deadline: November 6, 2020 at 11:59 PM EST
- No shipping outside of U.S. and Canada
- Shipping to U.S.: $30
- Shipping to Canada (excluding Quebec): $135 (some customers have reported that Hasbro has responded this could be an error. Let's hope it is)
My First Impressions as an "Outsider"
I'm not the target demographic. I have zero experience with HeroQuest so the most important nostalgia factor is nonexistent.
With that said, this looks like fun times for those who've played the original. It's a modern rendition that takes very little risks and Hasbro knows how to tug on the heartstrings of now adults with lots of disposable income. And that's okay, but...
1. I have a feeling that the artstyle could be hit or miss with the target demographic. It's a "safe" style that's trying to appeal to a wider audience. But fans of the original may prefer the classic look with more realism.
2. $135 shipping for Canada?! Apparently this could be an error on their website, but no answers yet. And $1,000,000 all-or-nothing funding goal and limited to U.S. and Canada? I'm glad fans are getting what they want, but it's almost amazing to see that Hasbro isn't masking their motivations at all.
I should stop before my cynicism leaks out any further. So, what do you think about this campaign? Are you interested in getting this new version of HeroQuest? Or are there games with more modern designs that you'd rather get?
Which board game do you think will win game of the year for 2020? Also, what do you think should be the criteria for winning such an award?
Here are some games published in 2020. This is only a small subset of the entire catalog for this year and some of these haven't even seen retail release just yet:
- #On Mars
- #Gloomhaven: Jaws of the Lion
- #Sleeping Gods
- #Sorcerer City
- #Santa Monica
- #Undaunted: North Africa
- #Tekhenu: Obelisk of the Sun
- #Eclipse: Second Dawn for the Galaxy
- #Forgotten Waters
- #Viscounts of the West Kingdom
- #Project: ELITE
- #Tidal Blades: Heroes of the Reef
- #Raiders of Scythia
- #Pan Am
Based on past results, Game of the Year candidates are typically popular games that garnered lots of attention. They're typically in the midweight range in terms of complexity as well.
Personally, I would narrow it down to these games. Not all of them are my favorites, but they seem like likely candidates based on the overall reception among content creators:
- #On Mars - I think this is highly unlikely because it's too heavy, but Lacerda games often get listed among the candidates
- #Gloomhaven: Jaws of the Lion - A successful casual adaptation of the #1 game that sold out immediately after its Target exclusive release. If anything, it's got to be one of the most influential games of 2020
- #Fort - Not my favorite, but I think it'll likely get mentioned as one of the top 5 games of the year
- #Forgotten Waters - This one got so much attention as well and has seen great reception in the media world. It also seems to have originality, and that's always a plus to be considered as a game of the year
- I would've gone for one from Garphill Games here, but I'm not sure how likely it is considering that #Raiders of Scythia is too close to #Raiders of the North Sea (which has performed well in 2019) and #Viscounts of the West Kingdom hasn't seen retail release just yet
What do you think?
Analogies are great because you can say so much in just a few words and explain something in a relatable way. Well.... @trentellingsen has been having fun with that and I thought we might as well have an entire thread about it :)
Trent's most recent analogies:
Tell me yours and explain why! (And Trent, please explain yourself for others lol)
This was a fun read :)
Does Brass: Birmingham actually live up to its #3 spot on BGG? Is it a great game for two players? Here are my first impressions after a session against @trentellingsen.
Perfect - Keep in mind that this is the Deluxe Edition, which features thicker cardboard, the Iron Clay poker chips, and a couple of other upgrades. And at least at first glance, it's absolutely well done. In particular, the art direction and overall design is fantastic. The cover is one of the best I've seen and the color choices and the way they contrasted the background illustration vs. the player pieces show great design sensibilities. Roxley has been absolutely killing it in their marketing and presentation of their games and they're one of the publishers out there who are definitely on my "watch list". And in case you didn't know, Mr. Cuddington (a husband-wife creative duo) is the mastermind behind the artwork for this game plus many other amazing looking games out there (e.g. #Santorini, #The Grimm Forest)
Surprisingly easy to follow - It's definitely on the heavier end, but it also doesn't have as much rules overhead or little exceptions to memorize like other games in the same "weight". Trent taught me the rules and while I got 80-90% of the rules down after several turns, I often found myself tripping over 1-2 rules mostly because I'm the type of person who likes to learn and teach games with as much thematic reasoning behind them, so not having a full knowledge of that made it harder. I'll be reading through the rulebook myself at some point!
Simple but deep - Very different game, but it bears some resemblance to #Clans of Caledonia. You have 5-6 unique types of actions available in every turn, and it's up to you to make the most efficient string of actions as you build up your network. For Clans, you're building a network of workers, cows, sheep, wheat field, distillery, etc, and then you have Brass' cold steel industrial network of canals and railroads and factories. The charm behind these two games is that its simplicity leads to great variations in strategy and tactical play.
From blank stare till it "clicks" - Because I was completely new to the game, I stared at the board with its intricate network of different locations and I had no idea where to start. This is different from games like #Concordia where all players start from one central location and start branching outward. I think It really helps limit analysis paralysis from new players when you have a starting point that makes you feel grounded. Of course, it doesn't mean that this is better, but it was an interesting thought. Once I completed my first couple of turns, it was easier to see where my options lie and I slowly built up my strategy one step at a time while learning the flow. And once we got to the end of the first era and went through midgame scoring, it "clicked" and I was all set.
Plays very well at two players with great amount of tension - There's a tug-of-war kind of feeling all throughout the gameplay, and there are a number of factors to this:
- There are two tracks that show each player's progression: (1) victory point track with midgame scoring and endgame scoring, and (2) income track that shows how much money a player will make at the end of a round. Players constantly progress further on the income track with each round (or sometimes go down if you take out a loan). Having this live update of each other's progress leads to lots of "eyeing" on one another and making you feel like you really need to keep up or "one up" the other person.
- Order of play is determined by who spent the least amount of money in the previous round. This adds another layer of tactical play where you're trying to efficiently use up your money vs. sometimes not too much so that you can ensure taking two turns in a row to make one big move.
- Network building game with quickly limiting options and competition around hotspots with great point potential. There are also plenty of opportunities to take advantage of your opponent's established routes and resources to advance your own.
Surprisingly very puzzly and not as thematic - As mentioned earlier, I went into this game not having read the rules myself. And by the second era, I knew how to make decisions that will net me lots of points/income, but I didn't fully understand why certain mechanics worked the way it did from a thematic point of view. That would've helped me appreciate the game much more.
It's a game that leaves an impression and stays in your head for a while - I went into this with about a year of hearing/reading how great it is. That's a lot of expectation to live up to. Throughout the entire session, I couldn't help but keep evaluating whether this lives up to its #3 rank, especially because I was missing a little bit of that thematic connection that would've tied everything together. And to be honest, I had my doubts and still wonder where it should place (but that same question goes for SO many games on BGG's list). But I did realize that ever since we played, this game's been on my mind and it's one that I'd like to play more of. In fact, writing out my first impressions is making me want to play again. And..... I think I can now see where Trent was coming from when he told me that this game is like bacon to him. It's not a fancy dinner kind of game that fills me with absolute excitement, but it's darn good and I find myself wanting more of it.
Is it the right game for me and my wife? - I'm honestly not sure. We only game together maybe once a month or less these days and there are a number of games I'd love to get in more plays of (e.g. #Clank! Legacy: Acquisitions Incorporated). I like the amount of player interaction in this game but with the longer gameplay length, it directly competes with games such as #Clans of Caledonia and #Concordia that deliver on satisfying puzzly experience under 1.5 hours and with less setup time. Perhaps with repeat plays, it could get to that point?
I'm so glad this game wasn't a let down and that Trent introduced it to me. I completely see the appeal and how wonderfully simple and deep it is. And if you're interested in acquiring this game, you can either get the regular edition on our game page or find the Deluxe Edition for $80 on Roxley's website! Iron Clays add SO much to the overall experience.
The famed Gloomhaven in the board game industry is getting its own one-shot comic, Fallen Lion. And not just this, Cephalofair Games also announced that Gloomhaven Digital is releasing its online co-op mode tomorrow (September 17, 2020).
What is Gloomhaven?
Gloomhaven is a campaign-based cooperative dungeon crawler in which you will play as a wandering adventurer with a unique set of skills and backstory. As you travel through the dungeons and abandoned ruins, you will battle monsters and bosses, level up your abilities, and uncover secrets of this dark world. I can go into more details, but I think the following numbers already speak volumes of this record-breaking franchise:
- 22-pound beast of a box
- First launched by creator Isaac Childres in 2015, the Kickstarter raised $386,104
- Strong early reviews led to another Kickstarter for its second edition in 2017 that raised $3,999,795
- Standalone sequel Frosthaven launched in 2020 and raised $12,969,608, becoming the highest-funded tabletop Kickstarter after surpassing Kingdom Death: Monster 1.5's record
- Gloomhaven: Jaws of the Lion, the accessible/casual counterpart to Gloomhaven, saw Target exclusive release in July 2020 and was immediately sold out
Gloomhaven: Fallen Lion One-Shot Comic
The #1 board game in the world will now see a one-shot comic through the partnership of Cephalofair Games and Source Point Press. The comic will help further flesh out its characters and its world-building. Here's some info that Isaac has shared so far:
- Release Date: December 30, 2020
- Writer: Travis McIntire
- Art: Tyler Sowles and Nolan Nasser (Nolan has also worked on the art for Spirit Island)
- The story will focus on a "Mindthief" who botched up an assignment and got kicked out of the notorious Jaws of the Lion
Gloomhaven Digital Online Co-Op Mode
You can now play Gloomhaven online with your friends! Gloomhaven Digital released on July 17, 2019 and has since been under development with feedback from Early Acess users. It's overall reception is "very positive" on Steam and considering the nature of Cephalofair Games, it'll no doubt continue to see support and this online co-op mode is a great starting point. Here's an overview of the digital adaptation:
So, what do you think? Will you be getting the comic or the digital adaptation?
- Make a post on our forum or write an article
- Comment or reply on posts/articles
- Add/edit info on a game page
It was tempting to photoshop @Skurvy5's face onto a Lord of the Rings movie poster, but I didn't.
Congrats Brian and looks like your reign isn't seeing an end just yet! :)
Let us know which game you'll be going for! I also want to hear your thoughts on #Maracaibo when you manage to squeeze in a play.
After thinking about it throughout the past weeks, I've decided to put a temporary halt to the weekly challenges (at least for forum based ones). While I've enjoyed them and some of you have as well, I had one main reason:
It sits at an awkward spot where allowing too many entries ends up flooding the forum with posts that don't get as much traction (while also burying contributions by other content creators), and limiting the number of posts ends up getting too little traction and it loses its purpose. For the first, it's great to see participation, but I also don't want users to feel discouraged having zero comments on posts that they put a lot of effort into making. For the second, I personally liked that more but I still wonder if there could be a better method, especially when we already have the site-wide contribution based giveaways.
So for now, I'm thinking of two things:
1. Stop the usual forum based weekly challenges, but come up with challenges that will be non-forum based that we can do once in a while.
2. Think of ways to better highlight our usual site-wide contribution based giveaways and work on ways to further encourage users for participating.
Those are my thoughts so far. If the weekly challenges have been something that you really look forward to, then I apologize for stopping it with such a short notice. Please feel free to share your feedback in the comments and if you have any ideas for future non-forum based challenges, please suggest them below!
Couple of challenges I'm thinking of are:
1. Trick Shots - Users submitting a trick shot using board game components
2. Photography related
3. Challenges related to using more of the website's other features such as play logging, leaving reviews/ratings on game pages, etc.
After reading over all of the recommendations from @Skurvy5 @lanista @R0land1199 @Courageous Bob @theDL @lievendv @nealkfrank @sdirrane @Marshwiggle92, I watched one video for each of the three games mentioned: #Star Wars: Outer Rim, #Star Wars Imperial Assault, and #Star Wars: Rebellion. Here are my first impressions/my first gut reactions:
I was actually a little surprised that this is the newest game amongst the three. Maybe it's because of all of the cardboard but it had a dated look to it. At first glance, the gameplay doesn't seem as gripping or fun as the other two games. And most of all, it's the least attractive in terms of theme because bounty hunters, mercenaries, and smugglers are so far removed in the latest sequel trilogy (which is what got my wife interested in Star Wars). I can't imagine my wife liking the theme and I also don't feel much connection to it either.
To me, this looks like the best game for a "surface level" Star Wars fan. The gameplay looks the most fun in a way that is more lighthearted and adventurous, and comes with great minis that evoke the theme. But it also comes with several concerns:
1. I'd only want to play this co-op and while there is an app for that, I'm not sure how compelling it will be going against a bot especially since this wasn't an original part of the game.
2. I'm not sure how fiddly this game could come off to us while handling all of the different units, tokens/modifiers, app, etc.
3. My wife and I typically play games at a slightly slower pace than average estimations. Add to this the fact that it's a longer setup game than most games in our collection, it might be a stretch on our preferred time limit (under 2 hours). But, at least at first glance, the experience seems worth it and that's how I feel about #Clank! Legacy: Acquisitions Incorporated too.
Seems like a great game but three things stood out:
1. Too long (as many of you pointed out)
2. The way combat is resolved seems rather disappointing/anti-climatic (apparently this is addressed in an expansion)
3. I see that this game was marketed as telling your own Star Wars story. And it seems to accomplish this by having players make decisions that lead to events that are completely jumbling up the known Star Wars timeline. I really like this idea but it also made me think that it would be nice if there were a Star Wars themed #Clank! Legacy: Acquisitions Incorporated. Clank! Legacy features a scenario book that players will constantly reference whenever an event is triggered, and the event presents players with a number of choices that will impact that game session which will then trickle down to influence all future sessions. It's lighthearted yet great at building up the world and I liked that a lot.
Imperial Assault seems to be the right call for us. I don't see this happening for at least a year, but there's potential and that's the furthest any mini game has ever gotten in my book haha
My metal coins for Clans of Caledonia finally arrived. It took me a while to decide between getting this vs. metal coins for Concordia or Viticulture. In the end, I decided to upgrade Clans since #Viticulture: Essential Edition hasn't been seeing that many plays ever since we got Clans and Concordia.
Anyway, the metal coins are almost exactly the same as the original chitboard coins in size and design. They have a nice weight to them and as you can see, they just look realllllly good :)
Now I'm waiting for #Pax Pamir (Second Edition)'s metal coins to arrive and I also got a copy of #Brass: Birmingham Deluxe under Board Game Atlas to write my review. Trent got his own copy as well and he and his wife have been enjoying it a lot. Really looking forward to getting to that one because everything about that game screams that I'll love it.
What are your recent acquisitions and what are you most excited about?
Finally, I got to try out Pendulum from Stonemaier Games! Here are my first impressions after a single play. Oh and by the way, I got crushed by Trent who had played once before. I'd honestly feel exactly the same about this game even if I had won though.
Aesthetics and Components
- Art is lovely but souless - The art style is sleek and stylish. I like this more than the painterly style that is common in board game fantasy games. But because the game is very low on theme, it suffers the same problem as all other themeless games. It's an afterthought. A covering that looks nice but ultimately, the gameplay and the art aren't in sync and enhancing each other.
- Components are just "okay" - The player "boards" have the grainy, rough sandpaper-like finish on them similar to the ones in #Tapestry. I believe this is to provide some amount of friction between the components and the "board" but I'm not sure honestly. And the plastic bits are ok. I don't really mind them but I prefer wood. To be honest, I always like the wooden bits from Stonemaier Games so this one's a bit of a surprise. Jamey did a write-up addressing exactly this here.
- Clear iconography - This is also quite typical for Stonemaier Games. Yes, this is a relatively light game (light-medium?) without much complications but it's an important part to nail since it's a real-time game with lots of fast decision-making involved.
Gameplay - I'll address this in two parts. The gameplay without consideration of real-time elements, and then with real-time
- Solid engine-building, worker placement game without any surprises - As Trent explained the rules, I kept nodding because it just checks off a lot of boxes of a very typical engine-building, worker placement game. Similar to #Lions of Lydia and many other types of engine-builders out there, you have four different engines and you can improve them by acquiring cards that will enhance the efficiency of one of your engines. It has a "race"-like feeling of gameplay that reminds me a litle bit of #Century: Golem Edition and #Architects of the West Kingdom. And it features Grande workers similar to #Viticulture: Essential Edition that makes you think about how to most efficiently manage the use of your regular workers vs. the Grande workers that can be placed at action spaces that are already occupied. This all combines to a game that feels like there really aren't any surprises, especially when you strip out the real-time aspect of the gameplay.
- It's like the motivation behind playing chess with a chess clock - The sole purpose of the sand timers is to test your mental/tactical skills. To think on your feet and push the pacing of the gameplay. This isn't necessarily a bad thing, but it's not what I expected. When I heard mentions of #Tzolk'in: The Mayan Calendar, I expected and wished for mechanisms that are deeply woven together with the dimension of time, instead of sand timers that are merely there to add pressure and make you quickly think how to most efficiently move around your workers. I love the idea of time elements in games such as Tzolk'in and #Anachrony so that was disappointing.
- This is a novelty game - I had fun playing, but I think it's mostly because it's an unusual game involving timers. It's not one that makes me want to bring out again for a solo session either. Maybe the solo mode is really good, but I'm not itching to get to it since it's a very themeless game where you're just getting XYZ resources to convert them into points in the best way possible. Again, that's completely fine and plenty of games I love are like that, but it feels like I'm playing a lower weight game that typically should play under 1 hour, but only takes longer and feels more difficult only because of the sand timers.
- I don't quite get who the target audience is - The engine-building and worker placement aspects of the game don't hold any surprises. There's no strong hook if you consider the mechanics without real-time. And for the real-time aspect of the game, I feel that it's a miss because rather than time being a thematic addition to the game (e.g. time ticking away as you're diffusing a bomb, or fulfilling orders at a restaurant) it feels mostly like a chess clock.
I had fun, but it's not for me. I hope others will enjoy it more than I did even after repeat plays, but I have a feeling that it won't have a long shelf life.
The time has come. Well, not really. I'm not planning on buying anything until 2021 but I do want to hear your thoughts.
First, what brought this up?
My wife and I watched the first hour of the latest Star Wars movie last night and we'll be watching the rest tonight. There are parts that made me go "hmmm interesting" and it's a sequel that makes me miss some of the elements of the older movies but overall, it's great entertainment. Anyway, my wife has never watched any of the originals or the prequels, so I got to introduce her to the world first through Rogue One, then the sequels 7 and 8, and now 9. And once again, I was surprised by her level of curiosity when it comes to learning about the Star Wars lore. I'd answer her questions about Kylo Ren's family background, mention things related to Darth Vader and his plunge into the Dark Side, Palpatine's manipulation, and other plot points with my limited knowledge. This made me wonder if I should get a Star Wars game in the future.
What I am looking for/our typical preferences:
- 2-2.5 hours max gameplay time. 2.5 Hours is our absolute limit
- We like midweight euros with thematic connections in the mechanics. If it's not too thematic, we're okay if the mechanics of the game has a strong hook. We're not too interested in lighter games and we also don't prefer games that are way too complex and have too much rules overhead
- We like player interaction and feeling of progression throughout gameplay. Because of this, a game with a common board/map tends to go well for us
- It'd be great if it has a solo mode because my wife and I don't game together very often. We used to, but nowadays we'll have a 2p session maybe once a month, or sometimes once in two months
- I'm looking for a game that is rich with Star Wars theme, one that actually makes you immersed in the lore
Thanks in advance for the help :)
Typical meeples in Architects
Example of a meeple in Scythe (picture by @trentellingsen)
So, how about you? Have you ever experienced getting that rare gem of a meeple or resource token that either has a misprint or a mishape? Either way, I think they make a fun addition to the game :)
A board game adaptation of Five Nights at Freddy's is coming soon!
Five Nights at Freddy's is an indie video game that was released in 2014. In the original game, you take on the role of a security guard who works at a variant of a Chuck E. Cheese's pizza restaurant. The twist? All of the animatronic characters comes alive during after hours and are homicidal. With limited power supply and tools at your disposal, you will have to manage the risks and choose when to turn off the lights in your security room and hide from the gaze of an approaching animatronic, or turn on the lights and take preventative measures against a breach.
While being a mostly stationary game, where you're stuck in a security room trying to survive until morning, Five Nights at Freddy's effectively delivers on jumps scares and claustrophoic fun (I say fun, but... that will largely depend on the player).
Is this worth a look?
With numerous sequels, prequels, spin-offs, merchandise, horror attractions, and even an upcoming film adaptation, Five Nights at Freddy's is no doubt a major commercial success. That doesn't mean that this board game adaptation will be a good one, but there's hope.
This game is coming from Propsero Hall, a group of designers who have been unmatched in their ability to take a popular intellectual property and create an approachable game with compelling gameplay that delivers on theme. If their success with games such as Villainous, Horrified, Jaws, and Back to the Future: Back in Time means anything to you, then you should definitely check this out and see if the mechanics will deliver on similar feelings as the video game.
Here's what's in the box:
- Game board
- 96 Camera cards
- 2 Reference cards
- 13 Clock cards
- 2 Power dials
- 2 Power dice
- 1-2 players
- 20 minute gameplay
Solo mode? That's surprising to see but makes a lot of sense actually.
As for the game, this isn't for me. While I like suspense, I actively avoid horror themes. But if you love the IP or have a friend who does, then this might make a fun present!
Yes. We're doing this :D
By the way, for this week's challenge, it will be a TRICK SHOT CHALLENGE! I will make a formal post tonight after the live stream.
With that out of the way,
- When's the last time you've played Monopoly?
- How many different Monopoly variants have you played?
- What's your "fondest" or most memorable moment playing Monopoly?
- This game will only end when someone owns all of the properties, or we'll end at 4pm PST and the winner will be the one who has more money
Not available for purchase I believe (yet?) but I just saw this shared by The Mico on his Facebook (Mihajlo is the artist behind the trilogies from Garphill Games)
[Viscounts of the West Kingdom]
[Gloomhaven: Jaws of the Lion, Gloomhaven, Frosthaven]
[Star Wars: Outer Rim, Star Wars: Rebellion, Star Wars Imperial Assault]
[Clans of Caledonia, Clans of Caledonia: Coin Set]
[Five Nights at Freddys: Survive the Night Game]
[Monopoly: Longest Game Ever]
$126,483 / $20,000
The highly anticipated stand alone expansion to our acclaimed 1-4 player cooperative game, Set a Watch. Set a Watch: Swords of the Coin is a 60-90 minute, cooperative adventure puzzle game for 1-4 players. Swords of the Coin is a stand-alone expansion featuring the same critically-acclaimed gameplay along with some new twists centered around collecting coin and buying items from the merchant. The expansion is fully compatible with the original game; creatures, locations and characters can all be mixed and matched together with the original Set a Watch.
Ends in 18 daysSee Kickstarter