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particular
weapon. Obviously, weapons such as knives have no such
restriction. Movement is the maximum number of inches that a
character can move each turn. Special ability represents a
powerful ability that can be used only once per game by a
character. Some characters have ranged weapons, such as pistols
and rifles, while others can only make close combat attacks. In
addition, each character has various modifiers to melee and
ranged attacks, both when attacking and when defending.
The
game comes with various scenarios. After a scenario is chosen,
each player picks a faction from the following: Marsh Clan,
Whatley Clan, Deghoule Clan, and Cult of Ezekial. Each faction
has different strengths and weaknesses, but no faction is
stronger than any other. The map is then constructed from the
tiles. The locations of some tiles are fixed, but the players
alternate turns placing the remaining tiles. The mystery cards
are shuffled and are placed face down on various locations on
the mapboard. Mystery cards represent items or events that are
revealed when a character enters that area of the board. Many
cards are helpful, some are harmful, and some are vital to
winning the game. After the cards are placed, players place
their characters on their starting tile. Characters can begin
out in the open or take cover in buildings or behind bushes,
etc.
The
turn sequence is quite simple. The active player moves any or
all of his characters. Each character can move a number of
inches equal to his movement factor. Some partial obstacles,
such as fences, slow a character down. After a player has moved
all of his characters, he may conduct combat. A character may
only attack other characters within his line of sight. Next,
determine if the victim is close enough to attack. Then
determine all the applicable modifiers. Total the numbers
together to get a final modifier. Roll a d20 die and add the
final modifier to the roll. A modified roll of 20 or greater is
a critical hit. A modified roll of 12 or higher is a normal hit.
A modified roll less than 12 is a miss. If there is a hit, roll
the die again and look up the result on either the damage table
for a normal hit, or the brutal damage table for a critical hit.
The results range from the defender is stunned to the defender
is killed. The damage tables are vicious and characters will die
quickly. After the results of all combats are applied, play
proceeds to the next player.
In
the basic scenario, the Necronomicon is located within the
Mansion of the now departed Old Wizard Whatley. The players must
search the shacks and buildings outside the mansion, revealing
mystery cards until the Whatley Seal is found. The Whatley seal
allows entrance into the Mansion. Once inside the Mansion, the
player must discover the Necronomicon. A character must then
transport the book back to the home base and successfully summon
his god. If a character successfully summons his god, that
player wins immediately. If a character fails the summoning
roll, the god may kill the character. If not, that character may
try again on the following turn. At the same time, a player is
also trying to kill off characters of the opposing factions.
And, of course, while all of this is going on, the other
factions are trying to do the same. In one 3-player game I was
involved in, 2 entire factions were killed and the remaining
faction had 2 living characters. The player then retrieved the
Necronomicon and attmpted to summon the god. The first character
failed miserably and was destroyed, leaving one character. After
a couple of failed attempts, he finally summoned the god and won
the game. Had the last character failed, the game would have
ended without a winner.
This
is a simple game but it rewards good tactics. The player who can
make good use of covering terrain and provide fire support for
his characters will have the best chance of success. But there
is enough luck involved on the damage tables that desperation
moves can often pay off. Although definitely not for the
politically correct crowd, I can highly recommend this game for
those looking for a fun evening of blood and gore. The game
moves quickly and, although not as short as most Eurogames, can
be played in 2 to 3 hours.
Larry
Welborn lives in South Carolina with his wife Melissa.
GAMES
THAT TELL A STORY
an article by Richard Grant
By
now we've grown accustomed to thinking of games as either
"thematic" or "abstract," or as existing on
a scale between these two extremes. We've made up our minds
whether we prefer abstract games like TWIXT and CHESS, or
"strongly themed" games like BATTLE CRY and
MISSISSIPPI QUEEN. Much of the suspense surrounding the new LORD
OF THE RINGS game focused on whether Reiner Knizia (noted for
wrapping abstract gaming mechanisms in thematic clothing, as
with SAMURAI and LOST CITIES) would do justice to Tolkien's
story, surely one of the most gripping themes imaginable.
This
abstract/thematic scale has become an indispensible critical
tool, a handy way of evaluating games and describing them to
other players. But it's not the only tool in the box. I'd like
to suggest that we add another descriptive measure, another
sliding scale, to our critical inventory. This is a scale that
runs from Dramatic to Episodic.
Here is a shorthand way of understanding these terms,
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which
come from literary criticism: Star Wars is dramatic. Seinfeld
is episodic.
To
put it another way, drama is all-of-a-piece. Episodes are
separate pieces strung together.
Games
that are Dramatic have the feeling a traditional story.
They follow a unified "plot" with this recognizable
pattern:
* a Beginning in
which the seeds of conflict are sown.
* a Middle
characterized by Steadily Rising Tension as the conflict plays
out.
* a Climax in
which the tension is released and the conflict is conclusively
resolved. (In a dramatic game, you don't need a complicated
scoring system to tell you who won.)
By
contrast, games that are Episodic consist of one discrete
event after another. These events are not bound up in a
"plot"; they do not convey the feeling of steadily
rising tension that characterizes all dramatic works, whether
games or books or ballads.
One
simple test of whether a game is dramatic or not is whether,
after it's over, you can recount it in the form of an
interesting story. For instance, "Callie got a monopoly on
those damned light blue properties and kept bleeding everybody
to death" - as opposed to "Oh, I went to the
conservatory and picked up some clues, and then I went to the
library and picked up some clues, and then I went to the kitchen
and picked up some clues, and then I went to the ballroom ...
but by then, Tristan had solved the mystery." The former
feels like a story and is therefore dramatic; the latter feels
like a chain of separate events and is therefore episodic.
An
example of an Episodic game is TIKAL, by Kramer and
Kiesling. (As a rule, tile-laying and block-placing games tend
to be more episodic than dramatic.) Each turn in TIKAL is, in
effect, a discrete little episode. You explore the jungle; you
spend 10 points performing a handful of possible actions. There
is rivalry among the "expeditions," but no central
plot in the storytelling sense; nor is there much opportunity
for rising tension, because each of the 4 scoring rounds is an
independent event, essentially terminating that chapter of play.
This
is not to say that TIKAL is not an excellent game. Nor does it
tell us anything about whether TIKAL is thematic or not. The
scales are entirely separate (though a strong theme May
contribute to a game's dramatic or storylike feeling).
Abstract
games can be highly dramatic. For instance, many games of CHESS
feature a sharp struggle for control of the center of the board.
The conflict begins early. Tension builds steadily as each
player throws more resources into the fray, complicating the
"plot" to an almost unbearable degree. Finally, the
tension is resolved in a furious exchange of pieces, often
leaving one player mortally wounded, materially or positionally.
The rest of the game feels anticlimactic (as indeed it is, in
the classical sense).
An
example of a Dramatic game is Knizia's LORD OF THE RINGS.
When this was released and the first players got their hands on
it, many felt an irresistible urge to recount their gaming
sessions in storylike narratives: "We made it to Mt. Doom,
but then Sam died trying to destroy the Ring, and on the next
die roll Sauron overcame the surviving members of the
Fellowship."
Such
narratives are generally taken to mean that the game has a
strong thematic quality, convincingly evoking the spirit of
Tolkien. But I suggest that the dramatic element is equally
crucial. An over-complicated wargame can be thematically
compelling yet dramatically sluggish. So can an RPG among
dedicated but, for the moment, weary and uninspired players.
(The latter, in fact, probably constitutes the definitive case
of high-theme, low-drama.)
In
contrast, even a lightly themed game - say, OHNE FURCHT UND
ADEL, or CITADELLES, by Bruno Faidutti - can unfold with high
drama, the tension rising steeply as competing
"cities" (which are nothing but color-coded playing
cards) take visible shape around the board. Adroitly timed moves
and countermoves can evoke gasps (or worse), and the climax can
arrive with the sudden finality of a lightning-strike. Compare
this with a game like CAESAR & CLEOPATRA or LOST CITIES, in
which you sometimes can't tell the winner without a score card.
Personally,
I enjoy every game I've mentioned here. But clearly, they are of
very different character. Thematic/abstract tells us something
about what a game feels like, but it is not the whole story -
nor is "interactive," "luck-driven,"
"low-complexity," or any other familiar yardstick. In
particular, these measures fall short when it comes to
predicting whether a game will appeal to your non-gaming
friends. In this respect, I think the dramatic/episodic scale is
a neglected factor in game criticism.
An
engaging theme helps attract new gamers, for sure. So do pretty
boxes, clear rules, "good bits." But I believe that
the single factor that makes something click with a broad
audience - the quality that separates Titanic from Waterworld,
or BUFFY THE VAMPIRE SLAYER (a hit) from VINO (a miss) -- is
whether it tells a ripping good story.
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