Where enough experience leads to almost certain victory.
After numerous play throughs I'm finding that a few of my cooperative board games have reached a "solved" status - where repetitively using the right tactic often leads to victory. Spoilers / Tips ahead, depending on your point of view!
Police Precinct - never had a defeat in this, the team just to divide labour between keeping crime in check and finding the murderer / preferably focusing on what their character is good at but being fluid enough to adapt to the board. I still really like the "emergency" system. Score Adjustment: -1.
Pandemic / Pandemic: On the Brink - while defeat comes quickly if you go for the full epidemic card set having less than that almost makes for an easy game. The red ones of On the Brink are almost mandatory for us now as we can even win with the full green epidemic cards of the base game. Obviously the bio-terrorist option (which we haven't tried yet) might mix things up. Score Adjustment: -1.
Shadows Over Camelot - on full cooperative it is almost impossible to lose provided the team works together. Defeat only comes if everyone does their own thing and tries tackle the harder group quests solo, or keeps quest hopping. You don't have to win every quest, just be sure to win the important ones. I can see why the traitor mechanic is almost mandatory. Score Adjustment: -1.
Operation Flashpoint: Fire Rescue - while bad luck can ruin any game it can be mitigated a bit here simply through communication. Planning ahead pays well, as does not intentionally damaging the building more than necessary. Almost trivialized if you have the driver in the fire engine to provide cover. Score Adjustment: -1.
Zombicide Season 2: Prison Outbreak - knowing your perks and staying together (more HP to share around) is the main rule here, as well as sharing the XP so that the spawns don't become overpowered ahead of your team mates. Bad things usually happen when people wander off on their own, and most scenarios later on even force the players apart because they know a team together is near unstoppable. And that's even without equipment juggling. Hot potato chainsaw is fun. Score Adjustment: -1.
D&D Adventure Boardgame System - all the ones I currently have reviewed (Ravenloft, Ashardalon, Drizzt, ToEE) fall into this category. Victory lies in finding the quest tile fast, and that usually means splitting up to burn through the tile deck quicker. Yes, this puts more monsters on the board but they are usually more manageable than the dreaded encounter cards. Score Adjustment: -1.
Xenoshyft - though it delivers a few brutal losses at the start, once you know how to manage your card hand properly (don't buy garbage), and how to position troops (weakest dudes NEVER go at the end of the lane) loss becomes a thing of rarity in this game. Just don't expect any of your troops to live through the whole thing. Score Adjustment: -1.
Forbidden Desert - PSYCH! This is the true stand out in my current collection. Despite having such a simple premise each game requires active thinking from each participant to mitigate those deadly loss conditions. Such a treasure of a little game, and one I'm going to recommend again right here: if you haven't played Forbidden Desert yet, please go do so! Score Adjustment: +1, and is now the "best" game in my collection.
Showing posts with label Shadows Over Camelot. Show all posts
Showing posts with label Shadows Over Camelot. Show all posts
Thursday, 12 July 2018
The Solved Games
Labels:
Board game,
Drizzt,
Flashpoint,
Forbidden Desert,
Pandemic,
Police Precinct,
Ravenloft,
Review,
Shadows Over Camelot,
Temple of Elemental Evil,
Tomb of Annihilation,
Wrath of Ashardalon,
Xenoshyft,
Zombicide
Wednesday, 4 October 2017
Shadows Over Camelot
Join the Knights of the Round Table and save Camelot from doom!
With invaders all around and magic items slowly slipping from reach, Camelot is in need of 3 to 7 (8 with the Merlin's Company Expansion) brave knights of the round table to save it. The mechanics of this coop/semi-coop game are simple. On your turn you do something bad, then do something good - and complete quests by playing poker. Sounds odd but it's a pretty decent system.
The other fun thing is that the game encourages the lack of sharing information by hiding cards from your allies and speaking in character. So no "I am running out of cards to help here", instead its "My friends, I will soon need to travel elsewhere" or some other nonsense. It's silly, but one of the best things of the game is this silliness. The very first win my group had happened when on the brink of winning (or losing) a war, Guinevere tried to call all of us off the field so my brother controlling King Arthur killed her with Excalibur. "Silence thou unfaithful strumpet!"
The artwork is pretty cool and the game can feel oppressive at times but it seems to me that if the knights are really working as a team, the game is comparatively easy when compared to Arkham/Eldrich Horror or Xenoshyft. I guess that's why it has the traitor "feature" where one knight actually works for the bad guys (in secret) which I've not yet tried since my regular players prefer full co-op.
Currently I give this game three siege engines out of five (full co-op only). It's a fun two hour(ish) romp once people know how to play with quick setup and quick cleanup after. However if you are really looking for a full cooperative game, I'd recommend going for any of the D&D board games instead.
Score after re-review: Two siege engines out of five (full co-op only).
With invaders all around and magic items slowly slipping from reach, Camelot is in need of 3 to 7 (8 with the Merlin's Company Expansion) brave knights of the round table to save it. The mechanics of this coop/semi-coop game are simple. On your turn you do something bad, then do something good - and complete quests by playing poker. Sounds odd but it's a pretty decent system.
The other fun thing is that the game encourages the lack of sharing information by hiding cards from your allies and speaking in character. So no "I am running out of cards to help here", instead its "My friends, I will soon need to travel elsewhere" or some other nonsense. It's silly, but one of the best things of the game is this silliness. The very first win my group had happened when on the brink of winning (or losing) a war, Guinevere tried to call all of us off the field so my brother controlling King Arthur killed her with Excalibur. "Silence thou unfaithful strumpet!"
Other than everything trying to kill us, it's a pretty place!
The artwork is pretty cool and the game can feel oppressive at times but it seems to me that if the knights are really working as a team, the game is comparatively easy when compared to Arkham/Eldrich Horror or Xenoshyft. I guess that's why it has the traitor "feature" where one knight actually works for the bad guys (in secret) which I've not yet tried since my regular players prefer full co-op.
Currently I give this game three siege engines out of five (full co-op only). It's a fun two hour(ish) romp once people know how to play with quick setup and quick cleanup after. However if you are really looking for a full cooperative game, I'd recommend going for any of the D&D board games instead.
Score after re-review: Two siege engines out of five (full co-op only).
Labels:
Board game,
Camelot,
Cooperative,
Excalibur,
King Arthur,
Review,
Shadows Over Camelot
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