Mascarade

Mascarade

When “unmasked”- who will you be?

Attend a Masquerade of the renaissance and try to discover the identity of your opponents. Who is telling the truth? Who is bluffing? Reveal the truth all while hiding your own true identity!

The goal of the game is for players to gain the most gold pieces that they will amass either by telling the truth, or alternatively, bluffing. Players each receive a Character card, that they will switch, or not, with their opponents throughout the game play. At each turn, players have the option to either announce who there are, and therefore are able to activate the power of that Character, as long as none of the other players challenge them; to secretly look at their card; or to swap their card with another player.

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Risk Legacy

Risk Legacy

Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of “red stars”, otherwise known as victory points (VPs).

What’s different is that Risk Legacy’ changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.

What makes this game unique is that when powers are chosen, players must choose one of their faction’s two powers, affix that power’s sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: “If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash.” This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older “match three symbols” style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.

The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.

The winner of each of the first 15 games receives a “major bonus,” such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.

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Podcast #8: Pointy Masks & Huge Beetles

The SU&SD podcast has once again arrived like a great big board gaming burrito: Fiery, fresh and surprisingly dense*. In our eighth instalment Paul and Quinns are joined by Matt Lees as they thoroughly deconstruct Egypt simulator Kemet, senile dementia simulator Mascarade, and Police Precinct! Which simulates literally no policemen or women who have ever … Read more

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The Guns of Gettysburg

The Guns of Gettysburg

In the aftermath of his stunning triumph at Chancellorsville, Robert E. Lee decided to carry the war to the North in the hopes that a victory on Northern soil would win the war for the Confederacy. Lee’s Army of Northern Virginia was as close in numbers to its antagonist, the Army of the Potomac, as it had ever been, and that army was in a leadership crisis that would result in a new commander, George Meade, being appointed in the middle of the campaign.

Only two days after Meade’s taking command, a Union cavalry division outside of the town of Gettysburg came under attack by Confederate infantry. The engaged commanders of both sides called for reinforcements, and without orders from either Lee or Meade, more and more units from both armies rushed to the scene. Without anyone having planned or intended it, the decisive battle of the campaign, and perhaps the war, was underway.

The Guns of Gettysburg recreates that historic battle. Derived from the system used in the acclaimed Bonaparte at Marengo and Napoleon’s Triumph, the game, still in development, will retain the striking appearance, simple rules, and fast play of its predecessors. The system will, however, have numerous changes to reflect differences between the Napoleonic and American Civil War periods and also the special characteristics of the battle of Gettysburg.

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Review: The Guns of Gettysburg

Review: The Guns of Gettysburg

[As of 2018 we’ve updated this article to include Rachel “Bowen” Simmons’ correct pronoun.]

Brendan: Hi Matt! So nice of you to invite me to your summer garden party! You know, I literally can’t remember the last time we saw each other– OH GOD WHAT’S THAT ON YOUR FACE

Thrower: Ow. Ouch! Unhand me, you oaf! That’s my authentic American Civil War facial hair.

Brendan: Sorry, I thought it was a badger.

Thrower: This month sees the 150th anniversary of the Battle of Gettysburg, often cited as the turning point of the civil war. To celebrate, I’m participating in an ultrarealistic re-enactment, playing the part of Confederate General Robert E. Lee. You missed the first two days. I’m whiling away this third morning while my troops assemble playing this new wargame on the battle, The Guns of Gettysburg.

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Games News! 05/08/13

Eldritch Horror

Quinns: A few months ago we caught word that Fantasy Flight had a Lovecraft board game coming later this year. Something big that they were expecting to do VERY well. So Paul boiled the kettle and we held an emergency council of team SU&SD, where we all swore that it had to be a new edition of Arkham Horror, an immensely popular co-op game of struggle against Lovecraftian horrors.

It isn’t. It’s something much more evil.

Eldritch Horror is a new game “inspired” by Arkham Horror, allowing Fantasy Flight to sell the two games side-by-side. Arkham Horror, that hardcore horror with its nine (count ’em!) expansions, will soon be joined by Eldritch Horror, a more accessible game of otherworldly apocalypses.

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Sentinels of the Multiverse

Sentinels of the Multiverse

Welcome to the fictional comic book world of Sentinel Comics, where powerful heroes fight dastardly villains to protect the entire Multiverse!

Sentinels of the Multiverse is a cooperative game in which players control heroes with powers and abilities in the form of cards. Two to five players control three to five heroes who must work together to defeat the villains and survive the dangerous environments in which the battles take place.

Ultimately, either the heroes will successfully defeat the villains and foil their plans, or the villains will triumph, and the heroes will be forced to regroup to fight another day.

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Review: Sentinels of the Multiverse

We probably shouldn't go into space.

Reviewers? ASSEMBLE!

It’s time to do battle with the increasingly popular Sentinels of the Multiverse! A co-operative, customisable, and increasingly collectible game of excitingly litigious superheroes fighting stinky villains. This game’s getting more and more popular, so it’s only natural we should see if you guys should get in on the action.

(Besides, it’s the best excuse we’ve had to dress up in AGES.)

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Android: Netrunner – Creation and Control

Android: Netrunner - Creation and Control

Who will write the future? Creation and Control pits a new wave of enigmatic Shapers against the latest and greatest of Haas-Bioroid’s developments in artificial intelligence, efficiency, and security. The first deluxe expansion for Android: Netrunner The Card Game, Creation and Control introduces 165 new cards (three copies each of fifty-five individual cards), that will instigate dramatic new strategies and high-stakes battles for the control of valuable files and the futures outlined within them.

Creation and Control focuses on the struggles between the executives at Haas-Bioroid and those Shapers who are driven to tinker with their programs and hardware by an almost-religious compulsion, but fans of every Android: Netrunner faction will find plenty of great uses for their influence, as well as twenty-seven neutral cards (three copies each of nine individual cards) that can sharpen the focus of any deck.

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Review: Netrunner – Creation and Control

Review: Netrunner - Creation and Control

Quinns: It’s no secret that we think Android: Netrunner is the collectible game right now. When I started playing it, I was seduced by the asymmetrical concept- one player as the glittering corporation, the other as a tiny hacker with cards as mundane as energy drinks and quality time with your partner. Since then, it’s the comedic tension of the game that’s kept me involved. Each new datapack of cards is filled not just with possibility, but comedy. I laugh as I leaf through these things. “Oh no,” I whisper, grinning. “Oh, no.

So you can imagine how excited I was yesterday! The release of the first “deluxe” expansion, Creation and Control, containing 3 copies each of 55 new cards. The same evening I ended up taking two sets to the safehouse of my Netrunner nemesis for a good debugging. Here’s what we found out.

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