Designer: Rodrigo Rego
Artist: Louis Durrant
"Relax," said the night man. "We are programmed to receive, you can check out any time you like, but you can never leave." The Eagles, Hotel California
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It's behind you!!![/caption]Your eyelids are heavy, you've been driving all night, and because you went left when you really shouldn't have, and then because the battery died on your phone you lost your way. Behind schedule, in the middle of nowhere, you stop to rest for the night at a delightful, ivy-covered bed and breakfast. The warm yellow glow of lights in the window, the cheerful and friendly blue door invite you in. And yet, your skin crawls, something screams inside you to run, hide, tear away from this place and never look back. But...but you’re just so tired.
Welcome, to Dead & Breakfast. If that introduction sounds all too heavy and morbid just take one quick glance at this delightful artwork from Louis Durrant and you'll realise I'm simply been melodramatic. In this game of tile placement you'll be building up the most horrible and frightening of hotels, by ensuring you have the most elaborate and cohesive array of ghouls, ghosts, witches, and cursed dolls to scare even the hardiest of lone travellers, but at the same time trying to ensure the outside of your hotel looks as inviting as possible, with long, continuous vines of flowering ivy.
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BCareful placement to get these flowers and creatures into just the right spot. I hope[/caption]Dead & Breakfast is wonderfully simple to teach, and equally quick to get started, turning devilishly taxing. You’ll build a hotel in a grid of five by five, selecting double window tiles from a central pool, placing them next to an existing tile to create your hotel tableau. Once a row is completed you’ll select one of the four available guests waiting for a room, and you’ll cover one of your windows with this guest, each of which is terrified by one of your creatures in either the row or column in which they’re placed.
You'll score points in two (three, if using the bonus cards) ways, the ‘biggest’ and most obvious method is your ill-fated guests. By aligning your guests in a row and/or column that has those beasties you'll score points, potentially lots of points. However, equally, as important though is your second source of points: flowers (obviously these are scary flowers as is fitting of a haunted hotel). Each hotel lobby (the brightly coloured front door) needs to be offset in the most delightfully twee way with flowers of the right colour, so by placing tiles with that colour flower that connect back to your lobby/door, you'll score points. Bonus points, ah well, they’re bonuses for doing stuff aren’t they, like aligning your guest orthogonally, or having your vines spread off the edges of your hotel. These bonuses add an extra layer of strategy and complexity to the game that some may want to help elevate to a more serious game, but there is enough going on without to enjoy the game for most.
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A gallery of creatures[/caption]The scoring of both the guests and flowers come to a rather lovely juxtaposition. You can't win by solely focusing on one method over the other, although ivy is lower scoring, it is a steady "revenue" of points you can't simply ignore. This scoring balance hangs perpetually in front of you like some malicious spirit, taunting you with good choices, but rarely the perfect collaboration of orientation, creature, vines and flowers, and when it does appear another player, of course, wants it. It is within this delicate balance that this game really shines.
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Your awaiting guests[/caption]Don’t be lulled into thinking just because it’s cute, and uses a simple tile placement mechanic, and because it’s easy to teach that these things combined make a simple game. With each turn you must make the best decision from those options available, it’s a game or careful, calculated loss, of forward planning, of keeping your options open, but succinct enough that you can close those literal and metaphorical holes in your plan later and maximise your scoring. After a quick rules explanation, I’ve seen players jump straight in, with a clear-cut defined plan of action, only to come stumbling to a halt as by the time it's their turn again the landscape has changed, their plan has to adapt, and much like the ivy that creeps along the walls, it has to grow and change.
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The ghost, making its way around the available windows[/caption]The ghost that mournfully meanders around the central pool of visible window tiles will dash your hopes of picking up that which you need. The bonuses demand you sacrifice your optimal placement of guests or creatures with the sweet promises of extra points at the end. The bright, pretty flowers will twist and turn, fighting every attempt to tame them and simply get them where you want. This game wants you to be tricked (or treated) Dead & Breakfast is far more than it seems, it is possessed of a game greater than the mere sum of its components, yet remains ectoplasmically-slick in terms of its rules. You will be beguiled by its charm and its appearance, not noticing its hidden depths until you are a couple of turns in, and by which point it will be too late to escape.
Dead & Breakfast is live on Kickstarter from the 23rd Feb, and you'll even be able to try the game out yourself via Tabletopia.

This review and pictures are based on a review copy of the game, as such the game and components may look different from the final product.
This is a quick-play wargame, bringing you all the deep strategy you would expect from a wargame, but with far less set-up and far less faff, with the game being started almost immediately out of the box. Common attributes, such as hit points, movement and unit differences have been stripped down to their essentials so there are no charts or tables of figures, all the information you need is on each troop card.
The Specialist phase is where this game really starts shaking things up and the big “Unique Feature” stamp is applied refreshingly, interestingly, and liberally. These units don’t appear on the board, instead, they are deployed on the enigmatically named Shadow Map – a dry-erase mini version of the battlefield. Specialists Units have, as their name suggests; special abilities: Spies are used to neutralise the “Fog of War”, forcing an opponent to reveal their otherwise hidden unit and Saboteurs sabotage units as they come in range. To combat these there are Assassins – guess what they do? They hunt out opposing Specialists and, well, they assassinate them. Obviously. This phase is perhaps the most exciting aspect of the game, watching as an Assassin slowly closes in on your lone Saboteur and the cool, smug satisfaction that comes with chalking up another “kill” is grimly fulfilling.
The Battlefield Phase is where all the movement and action takes place and this is where the streamlined warfare mechanic in Farsight really shows off. All units are deployed as cards, face down – to represent the fact the enemy doesn’t know what type of unit it is. Whilst in this hidden state a unit may move up to three squares – once revealed this become two squares. Units can’t move diagonally and one unit per square. Easy. Simple. Elegant. Combat is dealt with in an equally efficient manner. Number of dice equal to Attack strength against number of dice equal to Defence Strength are rolled with applicable modifiers. Each hit is a wound. After three wounds/hits the unit is destroyed.
diceless rules is a big ol’ tick in the win column, placing Farsight very securely away in the strategy corner of the chance vs. strategy showdown. It also has a semi-co-op play mode, playable as
This simplification of war gaming I think is one step too far, with the reduction in asymmetry meaning a fundamental aspect of war gaming: my orcs versus your elves, isn’t there. This does mean that each and every win, will be down to your ability to manage select and coordinate your troops, as opposed to any army or racial traits. It is the player that wins rather than the army, as all information is universal it arguably achieves Jolly’s goal of finely blending the big rolling battles of war gaming, with the stripped back, open, and game of chess.
Each pairing gives a particular effect; so when I Fire a Corporate and an Investment employee, I take two Returns cards; which is very good. Instead, I might want to Fire a Corporate and a Legal employee, which will enable me to also fire that really annoying chap from HR at the same time. The game ends when either all of the Return cards are gone (any players left with employees at this point will have to pay them off, losing valuable Returns), or, all players have Downsized, and have no Employees (no cards). The winner then is the player with the most money. Easy!
All the pairing combinations and their effects are on a handy reference card (and on the reverse of this you have the rules and game end information. On a card!) Function and form meet splendidly in this game in a way that would make all but the most austere
Literally playing on my lunch break[/caption]