Review: Ten Candles

[Introducing RPG columnist Cynthia Hornbeck! As a former Utahn, temporary Minnesotan, PhD dropout and current public school teacher she is radically overqualified for a job with SU&SD. Please, nobody tell her.]

Cynthia: Hello, dear readers! I’d like to invite you all to accompany me to the end of the world, and to your death. Don’t worry! I assure you that you’re perfectly capable and prepared for the end – as it manifests in the phenomenal indie storytelling game Ten Candles, that is.

Ten Candles is a flexible, firelit game of “tragic horror” designed by Stephen Dewey and published by Cavalry Games. And I’m so totally in love with it. It’s many scenarios take place in a variety of apocalypses where thick darkness blankets the earth and an evil force known as “Them” threatens humanity. Oh I know, there are plenty of post-apocalyptic games out there, and I imagine you’re all raising your hands to ask what’s so special about this one. Well, let me show you. Because what’s special about Ten Candles is pretty much everything.

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Double Review: Blood Bowl and Guild Ball

Eric Tonjes, our esteemed miniatures game correspondent, has returned and the CROWDS HAVE GONE WILD! Vendors are sobbing into their hot dogs! Babies are being tossed in the air by baby-tossing machines! Everybody, let the man speak…

Eric: Ladies and gentlemen, boys and girls, we’re here to talk about sports! Sports are perhaps the ur-games. Probably organizing alongside early militaries as tools for training and proving of skill, they have grown to eclipse armed conflict for many, serving as a sort of proxy for violent aggression. But what happens when sport seems unnecessarily violent, and we need a proxy for that?

Today we’re looking at two possible solutions. Blood Bowl is the grandparent of sports miniatures games. It’s a rollicking high fantasy version of North American football in which you can violently maim opposing players. Guild Ball, meanwhile, is a newcomer to the scene which has quickly gained a following. It is a gritty low fantasy version of soccer (or “actual football”) in which you can violently maim opposing players. While there are nuances to the themes, both games are clearly competing for similar space. So, in true sports fashion, let’s put them in a ring and see which one scores the most points. Or violently maims the other player.

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Presenting QUINNS’ CORNER AWARDS, 2016!

Quinns: Ladies and gentlemen! Take a seat. Get comfy. Buy some ice-cream from the attendant I had sent to your place of work (yes, YOUR place of work, so keep an eye out for her). It’s time for Quinns’ Corner Awards ‘16.

In other words we’re one year on from 2015’s Corner Awards and I still haven’t figured out a better solution for review copies than letting them pile up in the corner of my flat. I bet Tom Vasel doesn’t have this problem. Not to worry! Once again I’m dispensing awards to all those games that didn’t suit a full review, but were too weird to eject from the corner.

I’ve heard the rumours. “Quinns is getting too old to review seven games in one article! They already use CG for any scenes where he has to bend his knees.”

To which I say: Ha! Watch and learn, kids.

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Review: Not Alone

Quinns: You and I need to talk about Not Alone. There are more exciting card games out there, and funnier ones, and ones that are sharp as a tack, but Not Alone is the most deliciously playable little game we’ve encountered since Crossing. This box might as well be full of popcorn.

Between 1 and 6 players are the survivors of a crash-landing on a wild alien world. This team (possibly made up of just one nervy player) is opposed by one final player controlling the beast that lives there. A long, thin board measures the progress of each team: The humans win if they can survive until help arrives, the beast wins if it can wear down the humans and absorb them into the ecosystem like beer into a shag carpet.

Each turn, each human player plays a card face-down showing where they’re going, and the beast has to second-guess their movements and slap fat poker chips onto those locations, invalidating your turn or worse. If the beast itself catches you then it devours a precious “Will” cube.

Do I have your interest? Of course I do. You’re a weak-willed human, and this game is a seductive new land. Let’s go exploring.

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Review: Vinhos Deluxe Edition

Quinns: Alright ladies and gents. Today we’re tackling a box of unparallelled size and charisma. The publishers tell me that there are less than 3500 copies of Vinhos Deluxe Edition (the Kickstarted re-imaging of 2010 wine-making classic Vinhos) left, and I want to make sure that you guys have the chance to buy one.

It takes a lot to excite me these days, but Vinhos Deluxe Edition managed it. Contained in this box is nothing less than a torrent of beautifully-illustrated tokens, a board that’s positively threatening in scale, and a fat, clean manual written with wit. It even has nice fonts! In a board game!

But it takes very little to make me nervous, and Vinhos Deluxe did that too. The rules that make sense, like buying vineyards or aging wines, contrast fiercely with the more arcane regions of the board, where players claim score multipliers or manoeuvre their action-selectors.

Any inference you want to draw from the header image of this article is correct. This game’s a beast to play, it’s tougher to teach, and it’s even harder to review.

Obviously, I couldn’t be more excited.

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Review: Both of Cash ‘n Guns’ expansions!

Pip: In order to assess the two Cash ‘n Guns expansions I’ve spent a couple of evenings luring friends to my house with the promise of nachos, homemade chilli and foam guns. One time there was even banana bread. That was the tastiest heist. ANYWAY! I am now in a position to tell you all of my opinions on More Cash ‘n More Guns, and Cash ‘n Guns: Team Spirit. Also I have a terrifying foam arsenal which makes me look like I’ve joined the foamy NRA.

And so! Here’s a brief explanation of the base game in case you’re unfamiliar: Cash ‘n Guns is a party game about dividing the loot from a heist. You all play one of the ne’er-do-wells involved in the heist, each armed with a foam weapon, and you’re trying to end up with the most loot. Every round loot cards are dealt onto the table, the players pick a live or fake bullet which they play face down, and then point their foam gun at another player. They then have the choice to duck out of the round, avoiding injury but missing out on loot or staying in and risking injury but also potentially being part of the loot-sharing. There’s also a godfather role which can move around between players and does things like giving that player the ability to tell someone to shoot at someone else.

You can imagine that the foam guns help with the role-play and people get really into the theatricality, pretending they’re in Reservoir Dogs or attempting accents. (I don’t do accents because I know my limits. Cockney ends up somewhere in the West Country, Welsh is somewhere between Indian and Northern Irish, and Russian is some kind of pan-European road trip as the sentence goes along.)

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Review: Alchemists

Quinns: Paul, I did a crime.

Paul: Quinns, it’s okay. You can confess and be absolved. Our world is one that still has room for forgiveness. Come and tell-

Quinns: I might have accidentally fed my student a pint of poison.

Paul: Ah. It’s all right. You’re not the first person-

Quinns: Also I misled an adventurer and sold them a flask of soup instead of a healing potion, then I published an academic theory that I knew was a lie.

Paul: Right yes well. The thing is-

Quinns: But worst of all, I forgot how funny Czech Games’ board games can be.

Paul: Quinns, I am so excited to write this review that I have got cracker crumbs all over my keyboard. Let’s go.

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Review: Sushi Go Party!

Quinns: Ever since I first squeaked about Sushi Go in my 2015 Corner Awards (and dust off your tux, because I’ll be publishing the 2016 Corner Awards any week now) this little game has become loved by my friends. Throughout this year, at the end of a game night when everyone has the happy-sleepy feeling that comes from digesting a two drinks and a big game, and I can’t be bothered teaching Mundus Novus, Sushi Go makes a natural end point for the evening.

More specifically, it’s Sushi Go Party! that we play. This is the enlargened, deluxe-ified version of Sushi Go! that offers all sorts of new takeout boxes, rueful rolls and playful puddings for you to experiment with, as well adding a board and little soy sauce score-trackers. The original Sushi Go was a delicious-looking package, but Party is positively mouthwatering.

But here’s the thing. I’m not sure Sushi Go Party! is as good as other simple, small-box classics you might end a night with, games like Welcome to the Dungeon, Incan Gold or Parade. So why do I keep playing it… ?

It’s a frosty Wednesday, I have a hot cup of coffee and I’m feeling optimistic. Let’s go deep on this one.

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Review: Mechs vs. Minions

Disclaimer: Quinns, of this site, was a paid consultant on this game. Originally we weren’t planning to cover it, but ultimately decided to send it to Pip for an impartial review.

Pip: Summary for the super spoiler-conscious: League of Legends – a videogame with a frankly enormous player base – has made a first foray into board gaming with Mechs vs Minions.

Mechs vs Minions is REALLY good! The developers bill it as Robo Rally meets Descent to give you an idea of how it plays. I’ve been playing through the campaign with Chris Thursten. We’re having a blast and I’ll get into the more detailed explanations in a moment BUT!

I wanted to say how much we’re enjoying it up here because the game is an episodic campaign with each mission coming in its own envelope so as to deliver a few surprises as you play. With that in mind I figured it would be best to say “It’s so good!” up front in case you wanted to go in with as close to zero knowledge of the contents of the game.

Everybody else? Come stomping this way.

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Almost a Review: Lancaster

Quinns: One leathery fruit borne from the article on my board game collection was a lot of people telling me to finally play Lancaster. “It’s a classic,” they said. “I’d never turn down a game of Lancaster,” they said.

We’ll get to what I thought of it, but first I owe this game an apology. I realise now that I’d mentally compartmentalised Lancaster in the same place as Alhambra- a weird box that was continually being printed by Queen Games long before Shut Up & Sit Down began, that would be printed long after we’re gone.

I remember finding a copy of Alhambra Big Box in my friendly local game store in 2013. “What is that game?” I asked a staff member, and we both gawped at it as if it were the monolith from 2001: A Space Odyssey.

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