Review – Hungarian Nightmare from Against the Odds Magazine

Review – Hungarian Nightmare from Against the Odds Magazine

Designer – Mark Stille

Art – Joe Youst

note – Thanks to Against the Odds Magazine for providing a review copy of this game

2-players, ages 14+

 

The third in a set of games from Against the Odds Magazine that I’ve been able to play, Hungarian Nightmare certainly lives up to the “Against the odds” moniker in that it is I believe, the first game covering the brutal assault on the city of Budapest by the Soviet Juggernaut in December 1944. The German forces of mixed quality, are pressed on all sides and squeezed in a vice by 2 Soviet Fronts plus Romanian allies. Historically, it was a very tough, brutal city fight and so it is in this game.

The first thing that you notice is the quality of the artwork. The large map of the city is quite literally, stunning. Probably one of the best war game maps that I have ever seen. The city is marked by areas for movement purposes and this when the nicely designed unit counters are laid out, it is all pretty impressive.

Yet again, the production quality, especially for a magazine game, is top notch. The guys at Against the Odds are to be commended. Having a good visual appeal is one of the great things about war games and when done well, this adds to the enjoyment of the game. The counters, rules, charts, etc are all well laid out and accessible. The counters representing the combat units provide you with the information you need although I would have preferred larger counters for ease of reading and use.

Gameplay

As one would expect in a game about a fight for a city, Hungarian Nightmare is a hard, grinding slog and the mechanics bring this to life for the players. The process is as follows –

Joint Bombardment phase – The Soviets have loads of both Air and Artillery fire, the Germans, not so much…

Movement – Players take their turn moving units Strategically (call Administrative movement here) as long as they don’t enter areas with enemy units , and Operational movement where you move your forces into contact for combat purposes. The Danube Bridges are pivotal here as they can be interdicted and destroyed and this, of course will impact movement. The German player will need to think carefully about this and when it might be worthwhile to pull back across the bridges and blow them to delay the  Soviets.

Combat phase – This is where both players conduct Fire, Assault and local Bombardment in a series of rounds. Whoever has the initiative conducts combat. The initiative can switch back and forth through the rounds due to a die roll. This adds tension as your plans are subject to change. The players will decide how much to prolong each fight which makes for a very challenging decision/push your luck element. The Soviets have only so many turns to push hard. The question will be, how much attrition can they withstand from the fanatical Nazi forces before an assault becomes unsustainable. Combat is not an easy process, and the use of rounds means that each turn takes considerable time.

Joint Recovery Phase –  Players determine control of areas, Victory points are tabulated in later turns, Units that are disrupted may be able to recover enough to fight again, the Hungarians are checked for desertion and may lose strength or fall apart altogether.

There are many other considerations of course as this is a complex game. Special units, supply, reinforcements, etc.  Not horribly complex, but this is the kind of game that will appeal if you are interested in simulating events rather than glossing over in the name of playing. This is the kind of game that you will work at to play and understand and this can be very rewarding and much more of an experience than lighter fare. It is indeed interesting and you get a clear appreciation of the challenge and problems faced by both sides.

However, it is a hard slog and a grind. I would personally have preferred the artillery to have been handled in a more abstract way for instance as you need to keep an eye on the artillery allocation for each major formation. More realistic, I’m sure but the pace of the game is rather slow as a result. The combat rounds process is likewise, fairly ponderous. Challenging, yes, interesting, yes, but it is ponderous. But having said this, it is after all, a city fight and they are historically, slow and ponderous battles of attrition so all in all, it works and gives you an appreciation for the events.

 

Did it work for me?

Hungarian Nightmare is a very interesting game. It looks amazing and the topic unusual in war gaming. On that level, it is definitely worth a play. However, I did find it slow going and a grind. Maybe its just me. Worth it, yes, as it is interesting but it won’t see much table time again due to the commitment I would need to make in time and mental energy. It is definitely a simulation as opposed to a game played for fun and as a learning exercise it clearly is effective. The design intention of showing the chaos and disruption in large-scale urban combat is definitely achieved. And it is a very tough thing.

 

Boardgames in Blighty rating – 6 out of 10

 

Family friendly?

Nope. This is a war game/simulation

 

For further information – http://www.atomagazine.com/index.cfm

 

 

 

Advertisements

Review – Command & Colors Napoleonics from GMT Games

Review – Command & Colors Napoleonics from GMT Games

Designer – Richard Borg

Art – Pierre Benigni, Pascal Da Silva, Donal Hegarty, Rodger B. MacGowan, Mark Simonitch

note – Thanks to GMT Games for providing a review copy of this game

2 players ages 12+

Richard Borg has designed a series of games based on a similar system – Battle Cry, Memoir 44, Battlelore, Command & Colors Ancients and more latest incarnation of the system is Command & Colors Napoleonics.  I’ve played them all and have a pretty good sense of how the core system works. Now just a couple pf points…

First of all, for some reason, I suspect snobbery, some war gamers refuse to classify them as war games. In my view, they are games about battles so yes, they are war games. Box ticked…

Next, there seems to be a group who go out of their way to trash talk this series because of its simplicity and lack of realism and detail. You know what, these games are very accessible and are an introduction to the fun of war gaming. THAT IS A VERY GOOD THING. If you want deep detail and accuracy and simulation, look elsewhere. That’s not what these games are about. Box ticked…

Heavy game box!

First of all, you get a lot for your hard earned cash. The standard of production is pretty much top drawer. You get a whole bunch of wooden blocks that you will need to affix stickers representing different types of Napoleonic era infantry, cavalry and artillery to. The battles covered in the game are limited to the conflict between Napoleon and the Duke of Wellington so the armies are limited to the English and their Portuguese Allies and the French. I would have liked to see more scenarios to be honest or at least to have seen new scenarios available from GMT Games. There is a Spanish Army expansion planned which is good but why not other armies?

The artwork is very nice and with the blocks out on the game board, it all looks very nice indeed when the game is set up. You get the command cards and rules and scenario booklet which also are all very nice. My one physical gripe is about the cardboard terrain pieces. Although the artwork is fairly basic but nice, the terrain pieces are simply too thin and are easily knocked about during play. They should have been thicker and heavier.

Gameplay

So Command & Colors  Napoleonics, takes the system and changes things up a bit. The game process itself is pretty much the same as in previous games and should be easily understood by those new to war gaming. Orders are issued by the players to the left, center and right of their lines via the use of command cards. Yes, that does take a degree of comtrol away from the players but this replicates the nature of warfare that once the battle is started, it is very difficult to control your forces and you will be faced with some uncertainty and unintended events/options and have to make the best of things. This means that it will be difficult to have a perfect plan and for me, keeps you on your toes and means there is lots of replayability in the system.

Unlike, C&C Ancients, there is a lot of reliance on the impact of longer distance combat from rifle and musket fire as well as artillery. This can be pretty devastating and make it difficult to close with the enemy line. There are simple effects applied for different types of units and special rules for combined arms (artillery combined with infantry or cavalry attacks) as well as rules for infantry to form defensive squares when faced with enemy cavalry attacks and although simplifications, add a good feel for Napoleonic warfare. Add this to the various command card options available and terrain considerations and you have enough to keep you thinking.

The process all comes together very well and is really fun to play. You will move through the game reasonably quickly. This system is not meant to be a hard core simulation but rather a playable game which gives you a flavor of Napoleonic warfare without bogging down in the minute details. Will you learn a lot about Napoleon and Wellington and how they conducted warfare? Not really. Some hard war core gamers may not find this to be their cup of tea, preferring the deeper, more complex games that are out there and that’s fine. This system is at the simpler, more accessible end of the spectrum and I applaud Ricard Borg’s efforts as this level of complexity can only bring in more new gamers which is great for the hobby.

Did it work for me?

I like the Command & Colors system. I can play and have fun and have a lighter, less brain taxing and faster moving game experience. I don’t have to work at it as in more complex war games which I do like on occasion but have less time and tolerance for nowadays.  I would absolutely recommend C&C Napoleonics as a great game to introduce new gamers into the world of war gaming. It looks great with very nice artwork, plays simply with understandable and very playable rules and is just plain fun. This game will get a lot of table time in my house. The weaknesses for me are down to personal preferences – The terrain tiles are simply not thick and heavy enough and too easily knocked around. I would have preferred more scenarios, if not in the basic package, then freely available from GMT’s website. Also, I like the use of tiles but for me miniatures would have been even nicer. Having said this, C&C Napoleonics is easily one of my current favorite games to play.

EDIT – More scenarios can be found here – http://www.ccnapoleonics.net/

 

Boardgames in Blighty rating – 9 out of 10

Family friendly?

A great game for introducing youngsters ages 12+ to war gaming and military history

For more information go to – http://www.gmtgames.com/default.aspx

 

 

Victory Point Games Press Release – Berezina 20 now available

Victory Point Games Press Release – Berezina 20 now available

http://victorypointgames.com/details.php?prodId=178

Designer Kim Meints offers a fascinating Expansion Kit for Borodino 20Berezina 20. It examines Napoleon’s Russian campaign in 1812. When the Tsar refused to negotiate terms, the French Army retreated back to Poland in the dead of winter, forced to cross the Berezina River with the Russians in close pursuit. One player commands the French army of Napoleon, while the other leads the Russian armies under Kutusov, Tchichagov, and Wittgenstein..

Note, Berezina 20 is not a ‘stand alone’ game. You must own a copy of Borodino 20 to use this expansion kit.

Click here for all the details and to order Berezina 20.

– Victory Point Games

 

Preview – upcoming Essen release from White Goblin Games – Panic Station

Preview – upcoming Essen release from White Goblin Games – Panic Station

Game design and graphics: David Ausloos

Do you enjoy Sci-Fi Survival Horror films? Well here comes Panic Station, another new Essen release from from White Goblin Games. Designed by David Ausloos, Panic Station  is a paranoia-driven cooperative game in which you control 2 characters (a Trooper and and an Android), members of the Extermination Corps who are sent to investigate the presence of fiendish alien life forms. These life-forms are parasites which can and will infect players so they are not household pets!

 

I got a peek at the rules and here is an overview –

The not so simple object of the game is for the humans to find and destroy the Hive, using one of their surviving Troopers to torch it by playing 3 gas can cards to fuel his Flamethrower.

I say cooperative but there’s a catch. You see, one of the players becomes a parasitic Host and they will be doing their best to keep this a secret whilst infecting as many team members as possible to help stop the humans from winning! So a cutthroat, sneaky, game where you don’t know who to trust and time is running out on the survivors? Nice!

Components

The players use cards that represent their characters and keep a minimum hand of 5 cards which can include Check cards (for heat scans which detect infected characters), infection cards, and various other items which you will collect to help you in your quest to destroy the Hive. There are Exploration cards which represent rooms and these are played and explored as you search for the Hive whilst very likely, alerting parasites to your presence. The artwork is darkly thematic and looks pretty effective.

 

 

Turn structure

Each turn has 2 phases – the Parasite phase and the Team phase

The Parasite phase – simple – Check to see whether parasites move and attack characters in the same room.

Team phase – Each player uses their Action Points to do the following –

1- Explore – players lay down Exploration cards and search rooms

Icons identify different types of rooms –

Run – players gain an extra movement

Parasite Alert – triggered by entering certain rooms

Storage – You can find useful items

Team search – Players can search rooms together

2- Move

3- Fire Gun – Your Android (only) can fire a gun assuming they have found Ammo cards. Troopers need to survive by cunning until they get the chance to toast the Hive with their flamethrower.

4 – Search Location – find useful items, trigger Parasite Alerts

5- Activate computer terminals to –

Perform a Heat scan to identify infected team members – using the Heat Check cards, players will learn the number of infected players, but not necessarily who they are!

Open all security doors

Reveal Location – Hidden locations can be discovered

6- Heal in Sick Bay – players can heal wounds

7- Use Item – you will want/need to use items to help you survive

Trading – an interesting rule is that a player MUST trade an item with another player when in the same room – a good way to infect others… or gain something useful… who knows?

The way you can play the game outside of the core rule structure is pretty open subject to the following from the rules –

Players are free to play their roles as they see fit. They must carefully watch for suspicious behavior that might indicate that a player is infected. Infected players must be subtle, gaining the trust of others and making an infection attempt at the right time.

Players are free to accuse others during the game, even if these accusations are ill-founded or outright ploys to draw attention away from the infected player, but the infected players and the Host must never actually reveal themselves, even if accused correctly.

 

Panic Station certainly looks like a tense, devious game. It seems that a key to survival is TRUST NO ONE! And of course this worries me as I am rubbish at being sneaky and underhanded so I am sure I will be found out but you know what? It sounds like a lot of fun anyway.

 

 

 

 

 

 

News from Lost Battalion Games – It’s the “First Sergeants Program” for Sergeants Miniatures Game

It’s the “First Sergeants Program” for Sergeants Miniatures Game!

REQUEST – IF YOU SIGN UP FOR THIS PROGRAMME, PLEASE LET KEVIN DUKE AT LOST BATTALION GAMES KNOW YOU HEARD ABOUT THIS HERE ON BOARDGAMES IN BLIGHTY! His contact details are below… And yes, UK gamers, they ship to the UK.

As of August 20, we have about 50 pre-release copies of “Day of Days” left, and enough extra figures to get everyone started as actively as they want.

We plan on putting a temporary hold on “shipping” when these run out, as the factory and production lines are really tooled up. Come October, we’ll have a “General Release” and have several hundred copies of Day of Days ready to ship and hundreds of extra figures and will be able to handle heavy numbers of games sold and shipped after then.

But for right now–

We’re looking for folks who want to play Sergeants Miniatures Game and share the joy. And we’ll make it fun and special if you help us.

Sign up for “First Sergeants.” This applies to those who already have Day of Days and those who will get those 50 copies. What do you do? Play Sergeants Miniatures Game. Show it to your friends. Share it at the FLGS or game club meetings. And tell folks about it!

Post After-Action Reports, photos, and insider observations on BGG, ConSimworld, Facebook, and anywhere else you think is a good place to let the world know about this new and very different game system.  Notice that, on BGG for example, we have one “Review” (written during Historicon—a long time ago!) and zero “Session” entries.  Let’s fix that!

Register before you start—just your name, email, and mailing address at: kevin.duke@lostbattalion.com. If you use a ‘screen name” at BGG or someplace else that makes it hard to know who you are, please include that as well.

I’ll monitor the efforts and keep track of the cool ideas, and send out a newsletter updating what others are doing. Sharing ideas helps all of us. That’s the point of “registering” and also keeping in touch. I’ll be monitoring the 3 sites I’ve mentioned, but if you think of other sites to show off the game, USE THEM and tell me about it! Write to that address and tell me new sites you’ve posted. Feel free to ask about an idea you have. This is all about communication.

 

“What’s in it for me?”

Aside from the pleasure of showing new folks how to play, you can have some very cool additions.

Get a few AARs and photos published, you will get one of your Privates “promoted.” Yep. Send me his name and dog-tag number, you’ll get back a new Soldier card with him as a junior NCO and the 3 action cards to use if you want him wearing stripes in a scenario. He’ll get a “badge” too, included in his new art. (That’s the “Assault Badge” for Germans and the Combat Infantry Badge for US).

Get more stuff done, maybe the same private gets TWO promotions, or you get two privates promoted to junior NCO.  We have a lot of room for perks and thank yous and want to do it for folks who spread the joy.

Do great stuff? Here comes a great offer. Your own, personal Leader. You pick the name, which side, weapon type, send in a photo, and get a full “Leader” pack with the figure, that name in 3 different soldier cards, and all the Action cards that go with him.  He’ll be “badged” too, because he is the sign of a special effort.

We’ll also make sure the First Sergeants are “first in line” to get or hear about new products and other news. We may ask if you’d like to help with scenario playtesting.  When we can connect at a convention, it will be cool!  I believe there will be some “sweetheart deals offered as well. You’ll be seated at the front of the pipeline and helping us take SMG to the new places we have in mind.

How long does this last?

I’ll be checking registrations starting…now.  As I said, I’ll be monitoring BGG, ConSimworld (we have a thread there under “WWII GAME SERIES”) and the Facebook page. I’ll start a new album on FB for “demos from players” and post the pix you send me or place on BGG/CsW (or other sites) yourselves. Again, if you start threads in new places, let me know so I can monitor those too.

The effort will end October 3rd and I’ll get in touch with everyone who registered and stayed active and talk to you about what to do next.

Folks, the one thing I ask is not to think about this as a competition with each other.  It certainly is not.

This is a big game world and LBG is intentionally not putting some sort of “limit” on how many personalized Leaders we’ll give out.  If 80 of you do great, cool things, that’s how many we’ll give out. You’ll score points for originality, sure, but also for ideas that help others show off the game. The point here is taking a very new, very different system and getting player numbers ramped up so that, maybe as soon as next summer, we can be doing some cool things like competitions or tournaments at national conventions.  This really is a win-win system for everyone who gets involved.

 

So if you have Day of Days now—get playing! If you’d like to join First Sergeants but don’t have the game yet, get moving!

If you would like to be part of the First Sergeants Program and buy any of the Day of Days copies or the supporting Leaders or Teams listed below, please email sales@lostbattalion.com and we will send you an invoice and a PayPal request confirming your order. If PayPal is not your payment of choice and you would prefer to pay via credit card, you can call us at 443-986-1655 with your credit card information. (Please do not send credit card information via email as this is not a secure way of protecting your information)

Here is a list of items currently available:
$99.95 Sergeants Miniatures Game -1 Day of Days – (4) US Army Paratrooper Soldiers, (4) German Luftlande Soldiers, (2) Landmarks, (16) Terrain Tiles, Story Deck, Rules, Scenarios, Rulers and Borders

USA
All leaders include 16 cards.
$19.95 SMG-0006 US Army Paratrooper Leader Rifle (1) M1 Garand Rifle Soldier with three ranks
$19.95 SMG-0008 US Army Paratrooper Leader Thompson (1) 1 M1A1 Thompson Soldier with three ranks
$19.95 SMG-0007 US Army Paratrooper Leader M2 Carbine
(1) 1 M2 Carbine Soldier with three ranks

Each soldier includes 7 cards, so each team includes 28 cards.
$39.95 SMG-0002 US Army Paratroopers BAR Team (1) BAR, (3) M1 Garand Soldiers
$39.95 SMG-0003 US Army Paratroopers .30 CAL Team ( 1) .30 Caliber Machinegun, 1 M1 Garand Rifle (tripod bearer), 2 M1 Garand Rifle Soldiers
$39.95 SMG-0004 US Army Paratroopers – Assault Weapons Team (1) M1A1 Thompson, (1) M1 Garand Rifle Grenade, (2) M1 Garand Rifle Soldiers
$39.95 SMG-0005 US Army Paratroopers Rifle Team (4 )M1 Garand Rifle Soldiers

Germany
Each leader includes 16 cards
$19.95 SMG-0013 German Luftlande Leader Mauser 98 (1) Mauser98 Soldier with three ranks
$19.95 SMG-0012 German Luftlande Leader MP40 (1) MP40 Soldier with three ranks

Each Soldier includes 7 cards, so each team includes 28 cards
$39.95 SMG-0011 German Luftlande Rifle Team (4) Mauser 98 Rifle Soldiers
$39.95 SMG-0009 German Luftlande MG42 Team (1) MG42, (1) Mauser98 (ammo bearer), (2) Mauser98 Rifle Soldiers
$39.95 SMG-0010 German Luftlande Assault Weapons Team (1) MP40, (1) Mauser98 (with Panzerfaust), (2) Mauser98 Rifle Soldiers

 

Review – The Pocket at Falaise from Against the Odds Magazine

Review – The Pocket at Falaise from Against the Odds Magazine

Designer – Ted Raicer

Graphics – Greg Grando

Thanks to Against the Odds Magazine for providing a copy of this game for review purposes

Ted Raicer is a well-known designer of a number of popular and respected war games, mostly set in WWI and I was very pleased to receive a copy of his game, The Pocket at Falaise, which looks at the allies’ attempt to cut off and destroy the German forces in Normandy. Historically, much destruction rained down upon Hitler’s forces from the Allied armies but enough of the German forces escaped through the unclosed pocket to fight on and prolong the war. Could things have been different?

A 2 player game, The Pocket at Falaise gives you the chance to find out.

As with all of the Against the Odds Magazine games, you get a well produced magazine with a main article about the historical events portrayed in the game and and number of other articles which will be of interest to the war gamer. The standard is top notch with a glossy production, excellent artwork and well-written material. The game comes with rules, a 22″ by 34″ game map which is simply gorgeous to look at and gives you a good sense of the terrain problems face in Normandy. You also 198 cardboard counters representing the forces engaged in the battle and other informational counters. The artwork is mostly well done on the counters.

 

I had 2 visual problems. The unit designations on the counters are very important for set-up and on some of the counters, it is very difficult to read. The size of the counters and amount of information along with the colors used seems to be too much for some of the counters. I understand that the colors are used to make it easier to spot units from the same formations but this can cause problems. Larger counters and a larger map would have been better but I understand that there are limitations in a magazine game format. Added to this, is the difficulty and confusion caused by the initial unit placement information on the map. In some cases, it isn’t totally clear which units the brief information is referring to. This meant that it took me quite a while to set the game up. Someone has created an easy set-up sheet indicating the hex-grid numbers for each unit. This should have been included in the original rules.

Visual challenges aside, the game does look great when set up.

Edit – There is a downloadable easy to set up PDF available on ATO’s website here:

http://www.atomagazine.com/extras/PaF_Set_Up_Listing.pdf

Gameplay

The sequence of play is clear and works well allowing you to get into playing, not getting bogged down with loads of technicalities. The game plays out in 10 turns as follows:

German Special Counterattack Initiative – This game is all about the Germans trying to escape the Allied pocket before it closes and once per game, the Germans have a chance to launch a special counterattack to try and rescue the situation to some degree.

Allied Airstrike Availability and Bombardment – during day turns, the Allies can cause problems for exposed German units

Corps Command Pool, Activation and Action Rounds – The core mechanic of the game is a chit-pull mechanism where Corps chits are randomly pulled and Corps are activated for movement and combat. The first 2 turns allow the Germans to have the first 2 activations.

This process works very well and provides the players with some tricky decisions. On the one hand, the Germans need to bug out as soon as they can, but need to do so in a managed way as there are few roads to quickly retreat and it will be important to stall the Allies where possible, particularly in that threatened gap between Falaise and Argentan. Not an easy feat at all. There is some punch left in the German units and they need to be used thoughtfully making the most of defensible terrain, but not get overly committed to combat and enemy contact or risk getting caught in the closing trap.  The Allies, on the other hand have tough terrain to deal with, enemy units with some bite, and thinner forces at the Falaise gap. Very interesting and challenging. The turn process works very well and the chit-pull mechanic makes this a game of uncertainty even in the face of eventual certainty that the Germans will retreat and a fair amount of their forces will get cut off. The question of the game is, can the German minimize destruction or the Allies maximize it?

Did it work for me?

I found The Pocket at Falaise relatively easy to learn with clear rules and the design and gameplay strong and effective. Most importantly, its fun and interesting to play. I actually think that it may work best as a solitaire game, basically as a puzzle to solve and it works very well this way. There are solitaire play guidelines included with the package. I’m not convinced that it is as much fun for the German player. Perhaps a 2 game match with players exchanging sides to see who can do better. In any case, this is a solid design with no real problems in how it works. There is a strong story which meets my expectations and the chit-pull mechanic absolutely keeps you on your toes as you have to react to the activation circumstances as they are presented to you. Very nice. The visual problems are issues but otherwise, a fine addition to the collection of anyone interested in the Normandy campaign.

Boardgames in Blighty rating – 7 out of 10

Family friendly?

No – this game is aimed at war gamers

For more information go to – http://www.atomagazine.com/

Preview – upcoming Essen release from White Goblin Games – Revolver, a Wild West non-collectible card game

Preview – Revolver, an upcoming Essen release from White Goblin Games

Designer – Mark Chaplin

Artist – Chechu Nieto

Yee-haw! Saddle-up pardner for the next in a series of games to be released at Essen Spiel this year from White Goblin Games!

Revolver, is a non-collectible card game for 2 players, playing Colonel Ned McReady or bandito Jack Colty, set in the wild west. Not the glamorized and pretty sanitized wild west of John Ford/John Wayne films (of which I am a big fan), but more like the gritty, nasty wild west of Sergio Leone/Clint Eastwood films with unsavory characters on both sides of the law.

Fyi, this is a reboot of Mark Chaplin’s previous game, Aliens: This Time It’s War so if you like that game, purchase of Revolver should be a no-brainer.

Having read the rules, Revolver seems to be a no-holds-barred game where the players battle it out in a series of gunfights across 5 locations or “battlefields” which are arranged in columns, where cards are played as each gunfight takes place. Each player has a deck of 62 cards which include Firepower, Row-blocking and One-shot effect cards. Other cards are also included for other things such as characters, the 5 battlefields, etc. as well as tokens for tracking effects and information.

The rules and cards are clearly laid out but of course, you will need to learn the card effects which is helped with use of icons. The artwork is quite evocative and very nicely done by Checho Nieto

 

and there is a nice amount of flavour text in the rules which fleshes a thematic storyline that the players will follow as they try to effectively use their cards to take each other out. The backgrounds of McReady, Colty and his gang members should bring the game to life. There is a variety of cards with various thematic events and special rules to be played for each player and it certainly appears that there will be a real challenge for the players in terms of which cards to play and when to play them to best effect. I do like the sound of progressing through the 5 battlefields which I suspect will give Revolver the sense of playing through a western film.

It’s basically kill or be killed to win the game. Or at least, stopping the Colty gang from crossing the border into Mexico. No mystical, magical missions here. No elves, dwarves, aliens or whatnot. Its all about how hard you are and how good you are with your six-shooter. This is a straightforward, in your face confrontation.

Each player seems to have different dynamics of strengths and limitations in their cards to deal with. For instance, whilst the Colty gang has 16 gang characters, they have a limitation of 3 cards that can be used in any one battlefield, the Colonel Ned player has no such limitation on the other hand. It will be very interesting to see how the different decks can be used. I suspect that there should be loads of replayability here.

Revolver looks like a challenging and really fun game, especially if you are a fan of westerns, and a nice change from the usual fantasy/sci-fi card games out there. I look forward to playing it.

For more information go to – http://www.whitegoblingames.com/