Monday 25 June 2018

Gladiatores Review

The sword is heavy in your hand. Sweat and blood run in rivulets down your tired and aching body. And the sun, that wicked golden eye, it stares down at you, relentless, glaring and baking your flesh beneath the scant armour. Of your opponents there is only one left standing and you know he feels the same. You can only hope that his weapon is heavier, his body more drained and that his wounds are deeper.

Game: Gladiatores: Blood For Roses

Designer: Jason Maclean Jones

Publisher: Badcat Games

Artists: Ania Kryczkowska, Rodrigo Gonzalez Toledo

Runtime: 20 - 90 minutes

Player Count: 2 - 5

Gladiatores is a fast paced, hard hitting take-that game of arena combat, there’s a touch of deck building, a hint of memory, a smattering of betting and amidst all the Gladiator quotes there will be lots and lots of swearing at one another.  A game about fighting should always be accompanied by plenty of smack talk I say. After choosing which of the six different gladiators you’d like to play as and adding to the small deck of gladiator specific cards from the central supply you are more or less ready to say in a gruff Scottish accent “Gladiators, ready!” and start fighting.




[caption id="attachment_2791" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - In Play The Hoplomach is doing OK overall, maybe this fight he'll distinguish himself for a greater reward[/caption]

The combat in this game is very light and can be very fast, it’s based on a card trumping system, where one player will launch an attack by playing one of their attack cards, the defender has to play a card that repels the previous, which in turn can also be countered. And so this goes, back and forth until one player cannot play another card.  However, this isn’t just a case of playing one card after another; you’ll have to repel the previous card with specifically named cards. So, a Cleave, for example, can only be repelled by either a Parry or a Block, which in turn can only be repelled by a Disarms/Grab, or a Shove/Leap respectively.


This all means that players have to carefully manage and negotiate their hand of cards because this game isn’t really a deck builder, as you’ll be shedding cards far faster than you’ll be picking them up. You see, the cards don’t only represent what moves and actions you can take, but also your energy, use it up and your gladiator collapses to the sand. It’s important to note here that losing a bout of combat though isn’t necessarily a bad thing, in fact, it can be a good idea to let your opponent use up their defence cards where they don’t directly affect you.




[caption id="attachment_2789" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Card Stack It started with a Thrust and the same player ended up having to Dodge[/caption]

In Gladiatores players are trying to do two things, as you are essentially playing the game at two levels. One in the arena as the gladiator, where all you care about is dispatching the others. The second is as the owner and operator of a Gladiator Ludi (a school or troupe) where all you care about is the overall fame and glory. This ‘glory’ is collected in a variety of ways and is represented by these little rose petal tokens. You’ll win it for pulling off certain or special moves in the arena, dishing out damage and naturally, winning the fight.




[caption id="attachment_2794" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Rose Petal Glory Rose Petal Glory![/caption]

Another way to win glory is through the in-game gambling system. This mechanic overall is very much like a backup plan, a hedging-your-bets type of thing and in that function, it works well, but I find myself wanting a little more from it. I will state here that I personally dislike gambling generally, but here I dislike it because when I lose the bet (which Gladiator will win) all I’ve lost is the opportunity to win, there’s no weight or consequence to it. However, winning the bet is both a great catch up mechanic and always leaves me with a smug sense of satisfaction.




[caption id="attachment_2793" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Glory Wheel Glory Wheel, what it's all about![/caption]

It is with these considerations that Gladiatores is far more than a simple combat, card trumping game. Players will often have to plan and strategize about the whole fight, not just the combat they’re in because even when not in a fight the other players are watching what cards are going down on the table. If you see someone play more than two Blocks you can be fairly confident the attack on your turn will find its mark. This game has “active downtime” whereby a careful player will be watching and waiting for their perfect moment to strike. Add to this that in each fight at least one player will probably be trying to defend another to win the bet too and all of a sudden you have a dynamic and clever fighting game.


Now, Gladiatores can be played one of two ways, a single event and season mode. The former functions better as a tutorial/demo than a true reflection of the full game simply because it doesn’t show off what this game is capable of, it doesn’t really allow players to build relationships and vendettas, it makes the gambling, tactic and sponsorship cards almost redundant. Having played Season mode I would now, never play a one-off fight outside teaching someone else.




[caption id="attachment_2790" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Event Cards There's an array of Events to take part in, and these all add to the variability of the game[/caption]

In the “proper” game you’ll come to see and appreciate the nuances between each of the gladiators, knowing how valuable or dangerous particular cards are for certain fighters is part of the overarching strategies and joys of this game. With the highs of exciting and quick-fire card playing along with the often twisting combats, there is the ever-present risk of being knocked out of the game. With Gladiatores this pseudo player elimination; where your gladiator is killed and out for the remainder of the combat, it can be a little frustrating.  Yes, there is still the bet, but you have no way of influencing it, so you’re stuck in this kind of in-the-game-out-the-game limbo. Luckily, as more gladiators are knocked out of the fight, the rest of the match speeds up, but if you’re the type of gamer put off by things like this, it could still be a little too much like actual “player elimination” for you.




[caption id="attachment_2792" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - In Play Close Up Retiarius The Special Attack has been used, the player will have to wait another turn before it can be used again.[/caption]

The card trumping mechanic works really well, it's very quick and easy to explain and although it can feel a little random at times it also creates a more interesting and exciting twist to each fight, there is never a guaranteed winner. When a volley of cards are slapped down between two players this game triumphs at creating those “and take that” moments, while simultaneously having the other players grin like starving wolves watching their prey exhaust itself. This game manages to strike a good balance between being fun, fast and fighty, and also creating enough tactical and strategic moments to elevate it far above a simple card trumping game. As with any arena style combat game, the more the merrier and bloodier and with around five rounds of combat you’ll get bad luck, drama and a lot of variety each time you play.


Now would you look at that, a whole review of a game about gladiators without a Gladiator or Spartacus quote in sight...I must be getting professional or something.



Disclaimer:


This review was based on a prototype version of the game provided by the publisher, as such the final version may differ from what is seen here.

Friday 15 June 2018

5 Minute Chase

Michael: “English, Fitz or Percy? If we're gonna pull this off, we need to take one of them out.”
Abruzzi: “And you want us to tell you which one?”
Michael: “I just want you to help me get to them. I'll take it from there.”
Sucre: “You're crazy, you know that?”
Michael: “All I need is 5 minutes.”

Prison Break, Season One, Episode 5: English, Fitz or Percy written by Paul Scheuring and Zack Estrin, FOX

Game: 5 Minute Chase

Designer: David Neale & Antony Proietti

Publisher: Board & Dice

Artist: Paweł Niziołek

Runtime: 10 seconds - 5 minutes

Player Count: 2 - 4

[caption id="attachment_2783" align="alignnone" width="2048"]5 Minute Chase Display A pretty arty display of the game, good entit?[/caption]

5 Minute Chase is a tile-placement party game for two or more players. I’m just going to let that sink in for a second, but you read that right, Board & Dice have taken what is possibly the second most boring boardgame mechanic (behind roll and move obviously); tile placement and not only have they made it exciting, they’ve created a great party game for two.

This is a super simple game of chase, of cat and mouse, of cops and robbers. One player is on the run, the other has to chase them down all with simple, yet challenging, asymmetry. As a runner, you’ll shuffle all your tiles, create two stacks and you are ready to play. The chaser collects all their tokens and starts staring menacingly at the would–be runner and maybe does a little smack talking.

 

The aim for each player is simple, the runner must get from the prison to the hideaway without getting caught and along their route to freedom must collect a map, a key and of course the loot they hid before they went to sing-sing. Once you’ve collected, and by this, I mean used at least one of each of these tiles in your escape, you can place your hideaway tile and finally take a sigh of relief and sit down.

[caption id="attachment_2779" align="alignnone" width="1920"]5 Minute Chase Review on Board Meetings in Play with Prison Those police roadblocks will cause you so much trouble[/caption]

There are but a couple of rules governing the placement of tiles that can be summed up here easily (in the rulebook, not so much),:

  1. Roads and tiles must align.

  2. When placing a tile, it can only touch one other tile.

  3. When escaping along a road with a police roadblock, the roadblock must join up to a wood.


See, simple.

 

The chaser has a very different task. Each tile has a number of witnesses facing in different directions. What the chaser must do is very quickly count and work out which group of witnesses saw the runners go in the direction of the next tile, and place on that tile the corresponding token.

Should the chaser ever be able to place a token on the “current” tile, they have caught the runner. However, neither this nor the placement of the getaway ensures victory. In 5 Minute Chase, there is the necessity for a “check” before final scoring takes place, where all players review the route and tokens to make sure that all is correct. Although this isn’t strictly ‘in game’ it still has an air of anticipation, since so many choices and selections are made rapidly during the chase this evaluative step comes with a results-envelope-opening sense of trepidation…just a much more fun sense of this.

[caption id="attachment_2777" align="alignnone" width="1920"]5 Minute Chase Review on Board Meetings Getaway This is where you are trying to get to. Good luck, and Gods Speed[/caption]

First the runner’s route is assessed to make sure they connected all the roads correctly and included a key, map and loot tile. For the Chaser the process is a little different, the tiles themselves are flipped - where the edge connecting to the next tile remains touching and on the reverse of the tile the correct token symbols are shown - it really is quite an efficient way of doing it.

Now, it could very easily, and in my opinion, be correctly argued that the chaser has the much easier task, the rudimentary pattern recognition is a much quicker mental process, whereas the runner has to first recognise, assess and then orientate tiles to match what is down but also plan what is coming. However, where the runner's task does get easier with multiple plays the chaser’s doesn’t. In many instances the runner ‘always’ has a choice, often they may not be ideal choices but the runner can move the chase along, the chaser doesn’t get this option; they are always behind and the mercy of what the runner is putting down for them. In this regard there is actually very little one player can do to influence their opponent, each player is acting in response to time itself rather than one another.

Much like a child’s playground game of tig, the sole objective of the chaser is much simpler, whereas the runners must invent their escape on the fly. This pattern shifts somewhat in a 3 or 4 player game. I’ll admit, I was dubious as to how this game would work at the higher player count but I was pleasantly surprised. The runner gets a huge bonus here, communication, a moment, albeit a brief one, for consideration. Although the chaser also gains help in a 4 player game, the help gained isn’t quite enough to offset the runners, when this happens everyone knuckles down that little bit more.

5 Minute Chase Review on Board Meetings Close Up
It's all those do-gooder witnesses that cause the bother if they would only all just look away
Also, much like a game of tig, there can be a rising degree of frustration with this game, simply because some people will be naturally better at it, or one role within it, than others. 5 Minute Chase create a very level playing field for the game state, where neither player can bring inherited experience to bear. Again, like a game of tig, some people are just faster, more nimble and in this game that converts to some people being faster at recognising patterns, of being more mentally agile and can more deftly rotate and align the tiles to their need. My software engineer friend Mario is an expert runner whom I rarely manage to catch and I’m pretty flipping good at chasing people (obviously I mean in the game, I’m not like a bounty hunter or anything). For some, this frustration twinned with how lightning fast the game is could lead some players to...I don’t want to say sulk, but; well, sulk.

 

The game comes with a bunch of silver and gold star tokens, which you’re meant to use to work out who won and add up at the end of a game. To be honest, I’m not too sure how you win them or count them because for me 5 Minute Chase isn’t about collecting points, it’s about the sheer, unbridled joy of playing, of having that nervous-fun energy. It’s called 5 Minute Chase, but actually, I’ve found I don’t want to play this game for 5 minutes straight just because I fear I’d be a nervous wreck afterwards. A round can last literally seconds - seriously, I’ve caught someone within 3 tiles before, but even a full route with loot, key, map and all still comes in around the minute and a half mark at best.

 

5 Minute Chase Review on Board Meetings Close Up
Finally starting to get somewhere...I think

If you hold with the definition of a game being the abstract simulation of an event, then one could argue that 5 Minute Chase is “The Perfect Game”. It splendidly captures the excitement, anxiety and rush of a chase. Playing this game you’ll find yourself trembling with anticipation, you’ll feel your pulse rushing as you frantically search for the right tile. You’ll get that feeling of being hunted, of the chaser being hot on your heels, the exultation when you spot all the right witnesses almost instantaneously and have the right token ready in your hand and for these moments 5 Minute Chase is not only a stand-up, it’s a standout game too.


This game does what a party game should, it gives you a shot of cardboard fun. You’re not going to be overladen with difficult weighty decisions, you won’t agonise over how you engineer your escape, it is a straightforward, fun, family-friendly game of cops and robbers. It’s a small box, with a small price tag (£13.55 currently on a pre-order special) and although you won’t get hours and hours of play out of it you will get a lot of laughs.