The Space Hulk: Death Angel card game scales from 1-6 and gives a decent representation of the full game. Throw in a copy of Claustrophobia to play with the 15-year-old and you get all the fun of Space Hulk in two games for much less than you’d pay for the real Space Hulk.

Arkham is not simple. It’s not difficult, once you follow through a few turns and attend to some player aids, but it’s a somewhat messy game that is mostly liked by people that have a strong affinity for Lovecraft or will otherwise enjoy the theme. I expect it could be fantastic in the right family, disastrous in another. The main thing that keeps it from hitting the table is the length of the average session and the setup/takedown time, which takes a lot less if you just keep to the base set. It was my first real boardgame, and my wife and I got quite a few quality Sundays out of the two player version. Never play it with more than 5, or more than 4 if you can help it.

Space Hulk is fantastic. Straightforward rules with a lot of depth, and a lot of interesting scenarios. Setup time can be significant, but in this case a simple parts manifest for each scenario (available in BGG) and a little organization of your box can make it a piece of cake, relatively. I love the asymmetry of the two sides, and I think it works well in the intended round robin format. However, it is expensive and/or relatively hard to find, and that’s unlikely to improve for the near future or ever, if Games Workshop is to be believed. But playing Space Hulk after watching Aliens is sublime.

I second Tracy’s recommendation of Space Hulk:Death Angel and Claustrophobia. The latter is a fantastic 1v1 game, very polished and filled with details that are interesting and little unnecessary complexity. The makers have supported it extensively including a wide variety of online scenarios that can be downloaded for free. Death Angel is fun coop card game that plays quickly once you set it up the first time and walk through a few turns. Lots of theme.

Arkham Horror broke my girlfriend. For the average games player it’s quite complex and time consuming I’d say.

I finally got to sit down and play Monsterpocalypse last night, after taking a gaming break over Thanksgiving week.

There’s no getting around it, the game is a bear to teach. It isn’t any one mechanic or rule that is difficult, in fact many of the rules are wonderfully simple, but explaining them all at once is daunting. Teaching the game breaks down into two parts: how the dice pools work is the first, and then the countless abilities of the monsters is the second.

My friend grasped the dice pools right away. Without attempting to explain the whole game, I’ll just say that the heart of the game is learning how to most efficiently balance your action points (called action dice in the game) between your monster’s turn, who does most of the real damage, and your units, who support your monster and irritate your enemy. A monster is only allowed one attack per monster turn, but if you can get in position and make an attack using only a few of your action dice, then you can attack again using what you have left of your action dice on the following turn. That works doubly well if your opponent is stuck with all his action dice allocated to his units in his turn in between your back to back monster turns.

I turned to Universal Head and his player aids to help with the second teaching problem. Each monster has two completely different versions of itself, a regular version and a hyper version (the pissed off version basically). And each version has a host of different attacks, triggers, skills, and abilities. Digesting that is tough. On top of that, you have your units, and each of those has a set of attacks, abilities, and triggers. Out of the box, all the units have very small icons on their bases that you can decipher by using this enormous cheat sheet with itsy-bitsy text, for every power in the game. And buildings too! The game comes with 15+ buildings that each has its own set of abilities. Using the Universal Head aids greatly helps with this by creating cards for each monster that explains in detail what all the icons mean.

The quickest analogy I can think of is that playing Monsterpocalypse for the first time is like playing WoW for the first time, but instead of a 1st level character with 3 abilities, you start at 60th level, with 25 skills and 40 talent points. There are a lot of options. It isn’t a game you can play the first night and really grasp all the things you can do.

But, even on the first night, it can be fun. My friend figured out the basics by the end of the first turn, and on the third turn we had our monsters punching each other in the face. I played a martian tripod named Deimos-9, and he played an enormous Planet Destroyer named Gorghadra. I rolled atrociously and missed on every attack, while he went into hyper mode and turned my fine piece of martian machinery into scrap metal. By the end of the game my opponent had figured out how to use some of the more advanced power attacks, such as plucking my flying saucers out of the air and flinging them into my lumbering tripod. He seemed to like the game and we’re planning on playing it again next week, although I with one change: I’m going to bench Deimos-9 and use the Ares Mothership, which is like going from a Ford to a Ferrari. I can’t wait.

The last thing I have to say about Monsterpocalypse is that it looks great. Even a simple battle like ours has a cinematic quality to it. The buildings, maps, and figures look great to me and always seem to tell a story.


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That is a fine looking game.

I hope Monsterpocalypse flops big time, but only so I can buy cases of the stuff cheap. Looks like fun, but I’ll never buy into a collectible miniatures game at full price again.

Oh, it’s collectible. No wonder it was so far off my radar.

Thanks for the suggestions. What do y’all think about “Shadows Over Camelot”? I like that it’s collaborative, and I think the traitor dynamic sounds fun. Plus we really like Days of Wonder games. Would this be a good choice?

The consensus I’ve heard is that Battlestar is generally regarded as the superior traitor game of the two, but apparently Dark Ages evenly splits people into camps of those that enjoy the relatively noninteractive quest portion as a feature and those that view it as a defect in terms of game pacing. If you haven’t considered Galactica, take a look at it if the traitor/cooperative dynamic is what you are after; it’s second only to Citadels in my experience of drawing in non-gamers and gamers alike to a light-medium boardgame with FFG-caliber bits. The theme is a bonus if your family is already familiar with it, but lack of interest in the theme can be easily fixed with a 2 minute summary of the main idea.

I haaaaaate Shadows Over Camelot. If you want a coop game with a traitor mechanism, go with LK’s suggestion. If you want a coop game that’s cheap and fun, get Forbidden Island.

I’m really keen on those Monsterpocalypse buildings for use in Crimson Skies. How does the collectible aspect work out, i.e. how much is it per building?

Shadows over Camelot is a terrible, barely interactive game with few if any redeeming values. Battlestar Galactica is a better exploration of the traitor mechanic, though still not a favorite of mine.

Don’t forget Saboteurs! Ok, totally different game weight, but still a filler worth considering especially if playing with family and kids.

Rob, outstanding stuff. Thanks a lot, I appreciate it. Love the pics, too.

Once you’re up to speed, how long does a single game take, and can it be more than 2-player?

I read a Board Game Geek review after reading Rob’s post, and sure enough, it’s a blind collectible game. You pay $8 for a box which contains and unknown monster and its pumped-up Ultra version, or $8.50 for a box with 4 units and a building, again random. The positive aspect is that for series 1-4, you shell out $100 for a case of 12 monsters and $100 for a case of 12 unit/building boxes, and you get everything. Of course, you’ve just paid $200 for a game if you want to avoid the blind aspect, and that’s just 1 series. And apparently the distribution is not even in series 5.

I hate the whole blind-collectible mechanic. I understand miniatures are going to be pricey, but it’s an offense against the player when you can’t tell what the heck you’re buying.

I’m considering buying another round of games before Christmas and after doing a little research have found some candidates:

Merchants & Marauders - A great looking game about pirates searching for treasure, doing missions, and other “piratey” things. Whoever gets 10 glory points first from doing those “piratey” things wins. Yeeargh!

Labyrinth: War on Terror - Pretty much a modern-themed Twilight Struggle (which I haven’t played). I know there are many differences from TS, but the main difference is that I can identify more with the War on Terror than I can with the Cold War since that was well before my time. I’m hoping this game will be right for me since I love games that really make you think.

Cyclades - Beautiful game of mythology with a blend of euro mechanics. This is one I’m the least sure about as a 2 player game and as a game in general. It’s gotten stellar reviews for the most part, however.

I wish either Alien Frontiers or Dominant Species were still available, but it looks like at least March or April before they’ll be in stores again. :(

I hate collectible generally. It’s just not a business model that works for me as a customer or as a gamer, since it tends to exacerbate the worst aspects of game design. Blind collectible, though, is right up there with Monopoly victory conditions in terms of catastrophes for boardgaming.

I should be getting my hands on this soon, as it sounds irresistible in terms of theme. It doesn’t hurt that the BGGers have put together such a classy bunch of reviews and playthroughs, though. Very hard to skip thanks to them.

Cyclades - Beautiful game of mythology with a blend of euro mechanics. This is one I’m the least sure about as a 2 player game and as a game in general. It’s gotten stellar reviews for the most part, however.

I haven’t had the chance to play it as 2p, but it seems very scaleable. There’s nothing earthshaking about the bidding or the terrain control, but once you add in the miniatures and the creature cards you have a pretty special combination. I’ve thoroughly enjoyed it every time it’s hit the table, and it lends itself well to “Learn as you play” even the first time thanks to its clean design and good instructions (when the graphic instructions “click” for you on the player screens, the whole game instantly makes sense, more or less).

I wish either Alien Frontiers or Dominant Species were still available, but it looks like at least March or April before they’ll be in stores again. :(

The word on AF that I’ve heard is closer to January for the reprint. If you look around at smaller vendors you should be able to find DS, but they seem to be going right up to MSRP and beyond compared to the relatively reasonable 48$ I paid for it. Look on the bright side, though: maybe they’ll get rid of the Comic Sans in the game before it gets reprinted.

Maybe try Dominion or Elfenland? Ticket to Ride or Pirate’s Cove might also be good. Then there’s BattleLore, which plays very much along the lines of Memoir '44. Oh, and there’s also supposed to be a reprinting of Betrayal at the House on the Hill coming out soon.

  • Alan

does anyone have the new Dungeonquest who can explain the combat to me? I was given this game as an early Xmas gift and I’ve looked over the rules and the cards and I just don’t get it.

I’m having an easier time finding the various variants, but nothing which helps me understand the rules as intended.

I’m going with Ticket To RIde. It’s far simpler than Battlelore, Pirate’s Cove or Dominion. And I still enjoy it. The route cards at the beginning give you direction, and everyone basically plays the same way, so there’s no left-field plays to worry about. After that I’d go with Pirates Cove, as the rules and theme are quite tightly linked, and what you’re doing makes sense.