I took a break from the soccer match I was watching and went to go get my daily mail. What did I find? Was it a horse’s head? A bunch of junk mail from political candidates? Utility bills?
No — it was the free Sheep deck from AEG for Smash Up!
The deck has plenty of minions: Flock, Ram, Little Bo Peep….and some nice action cards, including the sure-to-be infamous Wood for Sheep!
Aren’t ewe jealous that you didn’t get one too? I just couldn’t resist the shear hilarity of that last pun! Look, I made another! Hahaha!
Lee gifted me Forbidden Island from Gamewright for Christmas.
The game is cooperative in which 2-4 players race across a sinking island to secure four treasures and get to the helicopter before everything descends into the murky, watery abyss. It plays similar to Pandemic in that players get to take actions, collect sets of cards, and slowly reveal what sections of the island sink each turn. As the water rises, the pace increases, and the players must try to stay one step ahead.
As a veteran of Pandemic (and Pandemic Legacy) as well as Ghost Stories and similar games, I felt I had a good handle on these sort of cooperative race games. Boy was I pleasantly surprised at how wrong I was! After two games, here is what I learned:
1 – The Island Sinks Fast
Compared to Pandemic, the pace in Forbidden Island is much quicker. The game plays in under 30 minutes….easily. I found that what I thought were reasonable actions (like shoring up some tiles–in other words, flipping a tile from flooded to unflooded) were completely wrong. I realized after two defeats that I would have to optimize my turn much more than I originally thought.
2 – Hand Management is Tough
To get a treasure, a player needs a set of 4 matching cards. There are two big issues: 1) there are only 5 of each treasure card available in the Treasure Deck and 2) a player’s hand limit is 5 cards. Unlike the higher hand limit and excess matching-color cards in Pandemic, the scarcity of cards in Forbidden Island and small hand size mean that players must trade cards more strategically.
3 – Protect Fools’ Landing
Fools’ Landing is the tile with a helicopter for the players to escape the sinking island after grabbing the treasures. If it sinks beneath the waves, game over Man! We lost a game because we chose to leave Fools’ Landing flooded while taking care of other tasks. We paid the ultimate price when a Waters Rise! card was drawn and the first Flood Card drawn was Fools’ Landing, sinking the tile.
4 – This Game is Fun!
Despite two losses (on Novice level, egads!) I am ready to try again. The gameplay is quick and enjoyable. I have a lot to learn, but the fun will be in the trying.
Today was my lucky day! Two new games that I can’t wait to play showed up in either my email inbox or on my front door.
Northern Enchantress — Expansion for Heart of Crown
I really like the new deck building game Heart of Crown from Japanime Games. And just in the time for the holidays the second expansion, Northern Enchantress, has arrived (along with my setup playmat)! Heart of Crown is quicker and simpler to play than Tanto Cuore. The new expansion adds magic and non-humans. I can’t wait to give it a try.
A while back I picked up the Fragged Empire RPG. The game has some really cool ideas in it, like attribute damage, an innovative combat system, a nice “Spare Time” character development system, and streamlined rules for dealing with items and resources. Fragged Empire is Sci-Fi while Fragged Kingdom is fantasy. It promises to have rules for PCs to have “Holdings” and rule over territory, plus simplified mass combat rules. One gripe I have always had about traditional fantasy RPGs is that they typically deal with holdings and mass combat quite poorly. From my quick perusal of the rules, I have a feeling that Fragged Empire is going to get it right. I gotta get a campaign started right away!