Sleuth of a Seuthe: An Investigative Review on Games

As a long time avid game player, and lover, I come before you to tell you my complete honest and forward opinion on games. I will bring out the things I like in the game. Point out the things I dislike. And consider who this game would be best targeted at. All of this while also assigning a completely random biased number on a scale of 1-8. Why 8? Because I can!

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Review of "Going, Going, GONE!"

Eric Bryan Seuthe II
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My friend came over last week and we decided to play a little gem called, Going, Going, GONE!. What happened afterward will blow... no.. no it's exactly what you would expect. It was still fun though.

Game is simple, you have 25 bucks in the form of cubes. there are five auction cups, and per every round an auctioneer counts to ten, while holding a large auction paddle (the thing they use to get attention). Players attempt to place their bets in the cups with the intent to get specific cards, but once the time is up the paddle thing slaps down on the cups.

Players are trying to get multiples of origin (country) or types (toys, comics, or cars), the more in a group you have the more you can resell them for later throughout the game.

The game is over when there is no more cards in the deck, and all players automatically must sell their collections. The person with the most money wins.

WHAT DID I LIKE ABOUT THE GAME:

I liked the simplicity, while at the same time increasing the speed at which you must act. there is a lot of strategy to this game though that I have still not learned all of it. I would definitely play it again.

WHAT DID I DISLIKE ABOUT THE GAME:

I didn't win, but that's not the games fault.

WHO IS THIS GAME DESIGNED FOR?

Families, and friends, people who have always wanted to be auctioneers, and people who hate buying things with non cube-like money.

RATING!
6.3 out of 8. I gave this a lower score, but not an incredibly low score. I liked it, I would play it again. Just give me a couple days to catch my breath from speaking to fast.



Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Fri Aug 1, 2014 6:00 am
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Review of "The Red Dragon Inn 3"

Eric Bryan Seuthe II
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So I was very happy to pick up The Red Dragon Inn 3, after being sent several copies of the expansions, I couldn't help but check out the third expansion, especially since Uncle Phrenk was in it, after all I had gotten to know his niece so well.

What I played, was nothing like I had seen in the first version. This game was very different.

We had pixies, wolves, paladins, tinkerers and a brew master. Yikes.

Now must of the game play is exactly like the other sets but the characters are the difference. So if you want a game play break down, here it is from my prior review:

Players set up their play space, take their gold, and draw seven cards from their personal deck. All players start at 0 alcohol, and 20 fortitude. Place a drink on every body's board.

Players, on their turn, can choose to discard any cards from their hand, and then draw up to their hand limit. Then players play an action card, and then players buy another player a drink.

All the drinks in the deck are free, in so much that in theory you paid for them before the game started. If the drink deck runs out, you have to pay one gold from all players for another round (reshuffling the deck) before you get anymore drinks.

Players then at the end of their turn drink their next drink, which can effect both your fortitude, or your alcohol level.

Action cards is where the meat of the game lies, and each player has their own balance of cards in their deck. You can gamble, you can buy more drinks for more people, or you can effect players money and fortitude.

When you surpass your fortitude in alcohol, or run out of money, you are out of the game. Win by surviving the longest!


Now to the players. Each of these character's have special abiities.

The Paladin has a piaty chart, that is effected by the cards she plays, and sometimes effects the cards (a lot more then sometimes).

The Brewmaster has potions, and brews one each turn, he can hold one of those potions at a time, use them, or sell them to other players, if they want them. Also the Brewmaster has a lot of fun with the drinks.

The Pixie, besides being awesome and tricky, comes with a companion a wolf. Every turn the wolf's personality changes and the Pixie is either benefited, or hindered by it.

The Tinkerer has some super powerful cards, but because she tinkers, not all of them work. So she has a second deck that could increase, decrease or deactivate the cards that she plays.

Sounds cool you say, well there is more. In the game there are some awesome and even more interesting drinks to increase the fun of your game.

That being said this is worth your time and attention.

WHAT DID I LIKE ABOUT THE GAME:

I love the new characters, but I love Phrenk. His potions, and tossing of drinks made this game a lot of fun for me. I've played a lot of Red Dragon Inn recently, but Phrenk make the game feel like it was fresh and new!

WHAT DID I DISLIKE ABOUT THE GAME:

I felt that when the Tinkerer's cards were doubled by the gear deck, they became monsterous! But I guess it is very rare that it would occur, but it still hurt... a lot.

WHO IS THIS GAME DESIGNED FOR?

This is a fun game for almost any gamer, it's calm card management, and in game decisions entertain without polarizing. Unfortunately, due to the alcohol consumption though, I can not support this game for use with young children, but you can probably play it with your Tweens, if you have a serious talk before and after. You know, your job as a parent anyway...

RATING!
7.6 out of 8. When I played this game, I played it with 6 players, and added in two of the set one characters. It played awesomely, and was well balanced and fun. In the end it came down to Wizard Zot, and Wizgille the Tinkerer. Tinkerer though got lucky with her gear cards haha.



Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Wed Jul 30, 2014 6:00 am
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Review of "Red Dragon Inn Allies Cormac the Mighty"

Eric Bryan Seuthe II
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The designers of The The Red Dragon Inn sent me another one of the the mini-expansion for their awesome game, this time it's Cormac the Mighty.

This expansion can extend the game by one player, and comes with a micro game board. So adventurers like before it's important to keep in mind that this comes with a complete set of player deck, and board, but you will still need the core set for the drink deck, and well.... a competitor.

From the review of the main game, the game-play is summarized as follows:

Players take their gold, draw seven cards, place a drink on their board, and start at 0 alcohol, and 20 fortitude. On their turn, Players can discard any cards from their hand, and then draw up to their hand limit, players then play an action card, buy another player a drink, and drink their drink. When you surpass your fortitude in alcohol, or run out of money, you are out of the game. Win by surviving the longest!

Like our prior review of Erin the Ever-Changing and Witchdoctor Natyli, our new Allie to review has his own cards, while causing the normal ruckus of actions, also though Cormac is not your average adventurer, he is a barbarian. That comes with all the pluses and minuses that attach to that lifestyle .. er breeding?

Cormac has levels of rage that he uses while challenging his... Friends? to drinking contests. The rage markers are organized by their levels, and you walk through them in a very specific order.

In addition, Cormac has special cards in his deck that allow him to effect his "Rage Pool". Certain cards when used automatically go into the rage pool, others allow you to place another card on top of the mandatory card. Once you have met the markers requirements you flip over that level of unbridled RAGE!

The levels of rage give you bonuses, and some negatives, but it's worth it. Be careful though, some cards when used can clear out your rage pool. So it's up to you if it's worth it to play the card.

WHAT DID I LIKE ABOUT THE GAME:

I like the change to the basic game-play. I realized there was more searching for rage in my deck, more playing the game to hurt players with fortitude loss, then any of the other players. Also, while my fiance hates my Gerki impression, she really hates my Cormac persona when I play.

WHAT DID I DISLIKE ABOUT THE GAME:

Again I dislike the size of the board. Which is nitpicking since as said before I actually am very impressed that they included it with the game. If anyone else fells that way again, just put Cormac on the Core set boards.

This character did feel more powerful then the others (when it came to attacking fortitude only). I highly recommend this expansion for a ton of fun.

WHO IS THIS GAME DESIGNED FOR?

Just like before this game reaches a wide and varied group of people but make sure to have a core set, for the drink cards at least. Playing with this deck alone isn't much fun. We tried.

RATING!
7.1 out of 8. This Mini-Expansion, like the last ones we have reviewed, truly delivers. (This one even more so in my opinion.) It changes the game play, creates fun new strategies, and forces you to get a little more aggressive, CORMAC SMASH! While trying not to be repetitive, I must repeat that if you like this expansion you should also pick up the other three Mini-Expansions.
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Wed May 14, 2014 6:00 am
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Review of "Red Dragon Inn" (Tabletop Day ROUNDUP!)

Eric Bryan Seuthe II
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One of the creators of this game saw me over on Reddit and graciously decided to send me a couple games to help out with my review. The first one I am looking at? The Red Dragon Inn!

When I first saw the game, I have to admit, while it peaked my interest, I didn't know what to make of it. The D&D style world, mixed with the pub games styled ideal was a bit complicated looking. Boy was I wrong.

I decided to take this game to a friend's house for a Tabletop Day celebration, and it became the talk of the party.

The game tops out at four players, four boards, and a lot of fun.

Players set up their play space, take their gold, and draw seven cards from their personal deck. All players start at 0 alcohol, and 20 fortitude. Place a drink on every body's board.

Players, on their turn, can choose to discard any cards from their hand, and then draw up to their hand limit. Then players play an action card, and then players buy another player a drink.

All the drinks in the deck are free, in so much that in theory you paid for them before the game started. If the drink deck runs out, you have to pay one gold from all players for another round (reshuffling the deck) before you get anymore drinks.

Players then at the end of their turn drink their next drink, which can effect both your fortitude, or your alcohol level.

Action cards is where the meat of the game lies, and each player has their own balance of cards in their deck. You can gamble, you can buy more drinks for more people, or you can effect players money and fortitude.

When you surpass your fortitude in alcohol, or run out of money, you are out of the game. Win by surviving the longest!

WHAT DID I LIKE ABOUT THE GAME:

I liked the choice of who I want to kick out of the game. It turned out a couple of us ganged up on Gerki the sneak, because he kept cheating during gambling. I also liked that sometimes the drinks aren't bad, and sometimes, if they come with a chaser, they are horrible!

WHAT DID I DISLIKE ABOUT THE GAME:

I didn't have much to dislike, since the game is so much fun, however what I wanted was more players. Four might be a little too few to play this game. That being said, just buy the other sets of the game and integrate them to play with more!

WHO IS THIS GAME DESIGNED FOR?

This is a fun game for almost any gamer, it's calm card management, and in game decisions entertain without polarizing. Unfortunately, due to the alcohol consumption though, I can not support this game for use with young children, but you can probably play it with your Tweens, if you have a serious talk before and after. You know, your job as a parent anyway...

RATING!
7.1 out of 8. I had to tell people after a couple plays that we couldn't play it anymore, because we needed to try out other games as well, but it was very well liked!
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Fri Apr 11, 2014 6:00 am
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Independent Game Review of "Schrödinger's Wager"

Eric Bryan Seuthe II
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Game play in SchWag: Schrödinger's Wager is fun and simple in this two to four player game! Players have a ten card deck. These cards are identical to decks, but each round players shuffle their deck and draw the top five. This represents the players betting hand. 3-4 kittens are then drawn (depending on how many players). Some have powers and some don't. Box cards are then placed on the kittens. Each kitten has a 1/3 chance for the kitten to have been tranquillized in the boxes.

Starting with the first player, people will play one card from their hand. Cards can give you at least one of three ways to play them.

You can play the face down option, which is almost always a bet or tranquilizers/catnip (to negate a tranquilizer).

You can place the card face up, these are usually long game concepts, boasts, or effects that take hold to that cat.

Or you can discard, usually allowing you to effect the game. These include removing peoples bets, seeing face down cards, or switching cards around on the board.

Once everyone has played all the cards in their hands, that round is over. Cats are revealed to be initially tranquilized or not. Then bet cards are flipped. If someone tranquilized or used catnip, it can effect if the cat is still in the game. If the cat was ultimately tranquilized, all of the bets played are wasted, and the cat is removed from future rounds.

Then you count up the bets that are on the cat, the player with the highest bet wins the wager, and a victory point.

After the round, refill the cats to four, and repeat until someone gains four victory points. First to four wins.

WHAT DID I LIKE ABOUT THE GAME:

This game is fun, and the Wager cards help change things up so the game play isn't identical each round.

One of the best parts about this game is the true dyed in the wool tit for tat, stab your friends in the back, double crosses that you can do with the action cards. I know a player who used "Cheat" to look at the box of a cat, then "Switch" to move the poison off of his high bet cat. The only thing I could think about doing at that point, was clearly to use my "Switch" to put the poison right back!

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike how the icons currently are for the face-up and face-down action indicators, but to be honest it's not enough to distract from the fun of the game. In addition, I believe there "might" be a change in the indicators down the line, but no guarantees.

I do wish the game was a little more true to Schrödinger's hypothesis, but at the same time I understand the requirement to make this game amicable for children.

WHO IS THIS GAME DESIGNED FOR?

This is a game that is just as fun for kids, as it is for adults. I think it will even be a fun game for kids to play with adults and vice versa.

If you are looking for a family game, or something that a casual or regular gamer would like, and can play together, then this is the game!

PRICE POINT?

$14.99 (Shipping not included.)

WORTHY OF PICKING UP?

Definitely. This is a cheap price game, without the cheap game play.

So check out Sarcastic Robot at their site.
Pick up a copy of the game here.
Or show up to Strategicon-Orccon and pick up a copy of the game at the General Nonsense Games booth, February 14-16, 2014!
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Mon Jan 27, 2014 6:00 am
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Review of "Livingstone"

Eric Bryan Seuthe II
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I found Livingstone at a Tuesday Morning near my house, and I thought it was worth the 15 dollars to give it a try. Lets gloss over the fact that I know where a Tuesday Morning is, went into a Tuesday Morning, and purchased something from Tuesday Morning, shall we?

The game itself looked interesting if not a little bland, but I was willing to put all that aside to give it a try, after all it came from the creators Playdom.

The game starts with each player taking 3 coins, one donation box, placing the steamboat on the left most space, and placing the games in the bag "Mine".

Roll dice equal to one plus the number of players. The rolling player takes one, and then grabs of dice are continued clockwise. Once all the way around, the player can only take a second die if it is higher then his current dice.

On a players turn, they can take one of four actions.

1. They can draw a card. There is no hand limit, but be warned, while most of the cards in the deck are good for you, there is a "Mine Collapse" card that makes everyone, including you, place all gems back in the mine.

2. You can take money equal to your die roll.

3. You can take gems from the mine equal to your die roll. The white stone, if mined forces you to put all of your gems, just mined, back into the bag, and ends your mine. While this is bad, it is the only way sold gems return to the bag, so it has a good effect for other players.

4. Or put up a tent, in the area of the steam boat, that corresponds with the dice that you drew. The cost to put up the tent is characterized by the shore near the steam boat.

During a player's turn they can play as many cards as they please, sell gems (This nets you money and victory points), or donate money to the Queen. You must tell people you are donating, but do not have to tell them how much.

After all dice are used, the scores for the tents (next to the collumn) are tallied, and the steam boat moves to the next shore and the the starting player who rolls moves clockwise.

When the steam boat leaves the last shore, the game is over. Tally the tents in each row, the player with the most in the row gets that bonus. Unsold clear or colored gems are with one victory points. Some cards in your hand may be worth victory points.

After you know who has the highest victory points, empty and count the donation box of the players. The person with the least donated money to the queen is illiminated regardless of their victory points. The winner after this is the one with the most victory points still in the game. If there is a tie, donation amount breaks the tie.

WHAT DID I LIKE ABOUT THE GAME:

One if the things I like about this game, is that there are so many different facets. Things to pay attention to. I like that you must pay some sort of tithe or you are automatically out of the game.

WHAT DID I DISLIKE ABOUT THE GAME:

One of the things that makes this game so great is also one of the things that tugs at the amazing playability of this game. There are so many things going on, so much control you have to watch. While the game doesn't extend to long, it just feels like it plays a bit longer then it needs to.

WHO IS THIS GAME DESIGNED FOR?

This would probably be, I know an insult, similar to a basic version of Catan, or 7 Wonders. Games where you have to keep your eye on many prizes, and then at the end of the game things get counted up and the highest player wins.

RATING!
5.8 out of 8. I'd recommend this game to others, but I'd warn them first.
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Wed Jan 15, 2014 6:00 am
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Review of "Wizard"

Eric Bryan Seuthe II
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When I first saw Wizard, it was a gift given from one friend to another. After that the game disappeared from my radar. Then the receiving friend brought it over. It had become a staple (for the time being) of a good quick card game to play with guests. Something simple but something fun.

The game is a hearts styled game, with tricks. However unlike hearts where you want none or all he tricks, in this game you play the game as only Babe Ruth would. You call out the number of tricks you are going to take. The last player to call out their bet, can't pick a number that would make the total of tricks bet equal the number of possible tricks. (this rotates around the board as does the dealer). For instance in a one card round with three players. Player one says they will take 0 tricks. Player two says they will take one trick. Player three, the last player, can not say they will take 0 tricks, since it would make the total number of tricks bet, equal the total number of tricks possible. Player three would have to bet one trick.

Then a trump card is dealt from the deck. This card represents the highest value card suit for the round. The first player then picks a card from their hand. This card becomes the second highest suit possible. The following players would have to play a suit matching the suit of the card played by the first player. If the player doesn't have that suit, they can play what ever suit they want. The highest of the trump suit wins, if there is no card from that suit, the highest from the suit played by the first player wins.

Seems simple. Lets throw some Wizards and Jesters in there. A jester is an automatic loss for the trick, that is unless everyone else throws a Jester down. Wizards are automatic wins, unless someone played a Wizard before you.

If you met your trick, you automatically get 20 points. For every trick you took while meeting your bet, you get 10 points. For instance if you bet two tricks, and then met your bet, you would get 40 points. 20 for your bet, and 10 each trick.

If you fail your trick, you automatically lose 20 points. For every trick away from your bet, you lose 10 additional points. For instance if you bet two tricks, and get only one trick, you lose 30 points. 20 for not making your bet, and 10 for the one trick you missed.

The game is over one you deal out enough cards n one round that no cards are left in the deck.

Highest score wins.

WHAT DID I LIKE ABOUT THE GAME:

It's a card game. It starts out complex to learn, but it becomes easier as you play the game. Unless you are forgetful, you shouldn't have to be told how to play a second time.

WHAT DID I DISLIKE ABOUT THE GAME:

I think it's just a hard to explain game, to start with. It's simple, but I haven't found a way to describe it effectively.

WHO IS THIS GAME DESIGNED FOR?

People looking for a new variation of Hearts. People who like card games, and people who generally buy games with Wizard in the title.

RATING!
5.4 out of 8. It's a good game, it can hold a little attention. I just don't really ever think, hey lets play that game. Someone else always suggests it and I say fine.
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Fri Dec 13, 2013 10:45 am
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Review of "Cards Against Humanity"

Eric Bryan Seuthe II
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Cards Against Humanity is a (somewhat) clone of Apples to Apples. Not in the cards specifically but in the turn base, and play dynamics. I think it's fair to say that when Apples to Apples created their game, they didn't expect this or the dozens of other games that have latched on to their game dynamics.

When I heard about this game though, the tag line stuck in my head. "It's Apples to Apples for terrible people." I was sold. I do not care, as most others don't that it was a clone of Apples to Apples. All the cards are well thought out and designed specifically to make you feel like a bad person, no matter what you play. But in the end you don't care, you're to busy laughing.

I'm sure Apples to Apples cares, however they have gone the other route, while maybe a couple of their cards games are themed a bit inappropriately, they have sought out the more, high class groups for games. Apples to Apples Bible Edition, or Apples to Apples Jewish Edition (I specifically did not tag them in this because I don't want to "specifically" offend anyone).

This game might have borrowed their dynamics from a successful, borrowed many times over previously, juggernaut, but in doing so they designed something that feels new. Sure their suggested optional rules, and raunchy cards may not be the whole game, but it's what makes the game.

Similar to Apples to Apples, Players draw a hand of cards. Then a rotating judge takes a Victory card. Players select a card from their hand which they think will result in a win. Judges can pick a winner due to what ever reason they want. So don't forget to pander to the judge. However, usually the most inappropriate, offensive, or disgusting answer wins. Winner is the one with the suggested amount of collected judge cards (decided before hand by the players).

Cards Against Humanity comes with a slew of additional rules that are optional, and fun. A couple such ones, are Rando Cardrisian and the final Haiku.

With Rando, every round the top card off the deck is blindly played on the submitted answers (this can really add to a small game so that it's more fun/fair). If Rando is chosen, the victory cards go in a pile. At the end of the game, if Rando has the most victory points, Rando wins and everyone else in the game is shamed.

The final Haiku is one of my favorite rules, when you reach the specified amount, or are done playing, the last victory card played is the Haiku card. All players, select three cards from their hand, and while it does not have to fit the Haiku rhythm you have to read it as such. Just a fun way to end the game.

WHAT DID I LIKE ABOUT THE GAME:

There seems to be the ability for almost any card to match the victory card. It's probably why the Rando Cardrisian is so devastating. It also makes the game a lot easier, as you are playing you usually feel like you have a chance, even though someone always plays something much more offensive.

One of my favorite plays, was when someone got the "Modern medicine has recently accepted the alternative medicine, _______ for it's healing properties." and I played "The Care Bear Stare".

WHAT DID I DISLIKE ABOUT THE GAME:

While it doesn't get boring as quickly as Apples to Apples, this game depends on the people playing it. If the people aren't enjoying themselves, or are monsters, the game is dry and falls apart.

I also hate when I get the "Sean Penn brought ______ to the people of Haiti." victory card, and I don't have the "Sean Penn" hand card to play on it.

WHO IS THIS GAME DESIGNED FOR?

Monsters, @$$holes, people who sound like the word that is Latin for generosity. If you laugh at people getting hurt, or anything in South Park, then this game is for you.

If you attend bible studies 5 nights a week, seriously, steer away from this game.

RATING!
7.4 out of 8. Hours of FUN! So which of your friends is the worst person alive.
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Fri Nov 29, 2013 6:00 am
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Review of "Gauntlet of Fools"

Eric Bryan Seuthe II
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I wasn't one to jump on the Gauntlet of Fools Kickstarter. Apparently a bunch of people did. They thought it was going to be something amazing, and I guess a bunch of people were let down by it. I didn't sign on for it because it just didn't catch my eye. Having said that, I don't really feel upset I missed out, or think I would have been upset if I picked it up.

At the beginning of the game, players get to look at all the hero's and their assigned weapons. People get to then choose which character they want to be. This is where it gets a little mean. Players are then able to steal characters from other players, all they have to do is make a boast. Such as starting the game without eating breakfast, or with one hand tied behind their back. These boasts primarily make the character weaker and easier to defeat, so be weary of making to many boasts. If someone stole your character, you can steal it back, as long as you are willing to take on another boast.

Once the character selection is over, it's not about surviving, it's about how long til you die, and how much money can you make along the way.

Each round a monster is drawn, and players must roll their weapons to see if they defeat the monster. Then they have to check their defense. If they roll high enough they get the money, for defeating the monster. However if their defense isn't high enough, they will still take a hit regardless of the condition of the monster. Then the game continues all the same.

One by one (or possibly all at once) hero's will drop like flies. At the end of the game, when all hero's are dead, count your gold. The fool with the most gold clearly won. Probably because the creator of the game never heard the old phrase, "You can't take it with you..."

WHAT DID I LIKE ABOUT THE GAME:

I like the facets of boasting. It reminds me of the first Fable game on Xbox, where you could risk life and limb for more fame and money. I also like that you can hurt your opponents that way. I knew someone wanted a character, so I made them over do the boasting stage, and then abandoned the character for who I really wanted. The opponent only lasted one round.

It can be mean, but in this game, it's designed to allow players to steal each others characters in the selection phase.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike some of the monsters in the game. The game is about surviving, but if you fight a poison dealing monster early on, the game can be over quite quickly. Which I guess could be a plus or a minus for some people.

WHO IS THIS GAME DESIGNED FOR?

This game is designed for people who want characters pre-created for them, and want to jump right into combat with monsters. For people who don't care about the life of their avatars, and wants to just get down and dirty.

It can take a certain kind of person who can separate themselves from the character representing themselves, and it's possibly the reason most people are having such issues with this game.

RATING!
5.6 out of 8. The game is fun, but it lacks real heavy substance. I wouldn't own it, but I would play it with my friend from time to time who owns it.
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Mon Oct 21, 2013 6:00 am
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Review of "Revolution"

Eric Bryan Seuthe II
United States
Woodland Hills
California
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Guess what everyone, time for another review of a Steve Jackson Game, this time it's Revolution!.

The first time I played this game it was thanks to a friend of mine. Ever since then I have picked up the game, and the two player expansion. I've played the game quite a bit.

I've even played the game with my Fiance's six year old son. He plays the game a bit differently then most. Instead of trying to influence the people of the town, he watches other players bid, and tries to match then exactly so NO ONE GETS IT! It makes him so happy when he succeeds. Personally, I love it, and think it's even more important to read people then win a game, so I don't stop him. He picks up good skills for life.

Everyone starts the game with one force, one blackmail and three gold. No amount of gold equals blackmail, and no amount of blackmail equals force. However a force and a blackmail is worth more then just one force.

Areas with black backgrounds (matching the color of the token) can not be blackmailed. Areas with a red background (again, matching the color of the token) can not be forced. If the area has both colors divided by a line, then only gold can be used to influence these spaces.

Players make their bids, and then reveal their bidding boards. people go through each spot and deal with each towns member individually. If a person has the highest score they gain the benefits of the person. Benefits can be influencing an area of the town with an influence cube, money, blackmail or someone to force people. One of the most unsung benefits though, is victory points.

The whole score is being tracked by the exterior of the board. Some people influenced net instant rewards, while most players must wait till the end of the game to get points for influenced sections of the town.

If the highest bid is tied with another player, no one gets the benefit of that person.

At the end of the round, if players have won no tokens, they are given five gold tokens to bid with in the next round. If they are given any blackmails or forces, then their hand is replenished with gold coins until they hold five tokens. If they have acquired more then five tokens in the prior round (completely possible) then they receive no additional gold tokens.

Once all squares are filled with influence cubes, the game is immediately over. Be warned though until that time, your influence around town can be effected by the spy (replacing your cube with the players cube), and apothecary (swapping two cubes on the board).

Players with the most influence cubes add the areas score to their victory points. If they completely control the area, they get an extra ten points. However, if players tie for influence cubes in an area, neither get the victory points for the area.

Additional force or blackmail earned in the last round give minor points to your victory count.

WHAT DID I LIKE ABOUT THE GAME:

I love the simplicity of this game. One of my favorite things though is an optional rule, that I wish wasn't optional.

The optional rule is that once a person has complete control of an area, it can not be effected by the spy or the apothecary. For me this make the game more concrete. You start to effect people's control on areas of the town a lot faster. It's rather enjoyable.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike the length the game can sometimes take. Not that it's specifically a horrible length, but sometimes it feels like it can go on for a bit to long.

WHO IS THIS GAME DESIGNED FOR?

Do you like risk, but hate having to roll all those dice? Do you like roulette, and aren't Russian? Cause I want play roulette with a Russian again... This game is fun, simple and easy to teach. I highly suggest it.

RATING!
7.0 out of 8. The game is fun, but can on occasion go long. Especially if people just keep waring over the printer. Stupid printer.
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Mon Oct 14, 2013 6:00 am
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