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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Strategicon Wrap Up: Ars Victor

Eric Bryan Seuthe II
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Ars Victor is a great game, you get to have a different board, or a different load out each time, but.... you can only have a total of 80 points of glory to spend and what ever you don't spend is how much points the opponent has to lower you by to win the game.

When you place your initial four troops on the board, you pick the boards that go under them. You have two different colors, and two logos per color. if you don't choose wisely you could drastically reduce the effectiveness of your cards.

Your cards effect how much actions you do per turn, in the form of order points, only one order per troop per turn. You can use only matching colors to order a troop, but if it is not the matching icon, it will cost one more additional point.

To put an additional troop on the board it costs one point, but the troop will be assigned to that icon's board if you place it with that card.

Troops on the board, have range attacks, melee attack, move icons, run icons, and abilities.

The range and melee attacks show you what dice you roll when you are attacking. These have varying faces, and abilities. The move icons are what you can move when just simply moving, or moving and attacking. Run icons are moves you can make, only when you are moving. If you attack, you can not run. Abilities effect how the troop is attacked or attacks.

When you move/run it costs one order point, and when you move/attack it costs two order points.

When a troop is reduced to or below it's health, the troop is destroyed and the player controlling it is reduced by the number of glory required to purchase it in the beginning.

Also at the beginning of your turn, you can make the opponent lower it's glory, by having a HQ on the board when the opponent does not, or by holding control points.

All in all the game is fast paced, and to help it be specifically an hour, it is over when there are no more cards available to the players.

WHAT DID I LIKE ABOUT THE GAME:

The game has a lot in the box. Every piece or part that you might need is in there. The double sided troops to allow multiple options is awesome, and you really feel like you got what you paid for.
Past the value, the game has a ton of versatility. You can really feel it out. Play the game with many different strategies, and try out different troop selections every time.

For people who might be daunted with that, or less likely to want to do such a thing, you have the rule book with many different selections of of scenarios so they don't have to think to much.

WHAT DID I DISLIKE ABOUT THE GAME:

I want to start by saying I appreciate the quick reference sheet. I would have liked a better quick start guide. the game suggest, and appropriately so, that players start with scenario one, which would have been a great place to maybe put a quick set up reference, or maybe a better one in the beginning of the book.

I felt like I had to jump around to see what pieces were for, and it added to a huge hold up to get up and go playing.

Many people these days point to youtube and outside guides, but when you are at a convention in a basement trying to play a game with no wifi, no reception, you need the box to be clear with what you need to know ASAP.

(However, for people who want a youtube video to help you see how it works, I got it for you right here from the company themselves.)

That being said I was able to limp forward, and it only bothered my initial set up, once I got the hang of it, nothing held me back from liking the game.

WHO IS THIS GAME DESIGNED FOR?

This game is great for people who love a game like Ogre, but might want a simpler design. People who love risk, but want more luck and strategy. People who want a two player game that allows strategy, but at the same time less likely to cause skull crushing depression from game play.

RATING!
7.1 out of 8. I'm really wondering why I even have a rating system here anymore, since I usually give the games a range of 6.5 to 7.5.

Missed picking up the game on Kickstarter? Don't fret, pick it up here!



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 Sep 5, 2014 6:00 am
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Strategicon Wrap Up: Review of StarCade

Eric Bryan Seuthe II
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During Strategicon I had a chance to meet up with Starcade's creator Derak Morrell, who some might remember from his awesome game We Are Dead: Zombie Mall Massacre, and soon to be relaunching Dead@17: The Battle for Darlington Hills Deck Builder.

When sitting down with him at the convention, he showed off his new game, which he will be kickstarting, and was selling copies early to some people.

StarCade is a true Micro Game. When the Kickstarter launches, you will be able to get the cards for 4 dollars, and the cards and dice for 6 dollars (get the dice, it all fits in the bag, and it's easier then pulling them out of other places and watching people argue about your home dice's balances).

The game has three different modes. One for friends, two for solo play.

Players when playing multiplayer can hold three players. If you want more players, buy more sets.

Players then roll two dice, and pick which one they want. The dice is the bonus you get when you use the points. The higher the bonus you choose, the less you will be able to use the bonus. Then players select if they are using the bonus in secret, revealing it, and then roll the dice. The higher roller picks who takes the hit of the players. If their is a tie, the lowest player takes the hit.

Players can take 6 hits before they are out of the game.

In the solo play, people can attempt high score mode, or campaign mode.

In high score mode, players just attempt to destroy as many alien ships as they can before they are destroyed. Players roll two dice, and choose which one will be the shield and which will be the engineering. Engineering is basically your health, while shield affects what hits if at all.

In campaign mode you must defeat the pawn ships five times, each wave harder to destroy, and then must fight against the main enemy ship.

WHAT DID I LIKE ABOUT THE GAME:

The game is a lot of fun. It's quick, easy to pick up and a simple and fast game to play. This would be a great game to take to conventions, and it doesn't take up to much space in your con bag!

WHAT DID I DISLIKE ABOUT THE GAME:

My only concern is the multi-play is a little simple. It doesn't detract from the fun, but I would like a little more, maybe a cooperative play version of solo play. But that would possibly be an expansion? The idea is yours Derak if you want it!

WHO IS THIS GAME DESIGNED FOR?

This game fits anyone. It can be played by kids. Very well actually, and they love the attack style of multi-play. It's also a great game for conventions, parks, any place where you have a surface, and time to kill.

RATING!
6.9 out of 8. Keep in mind, this is a high rating for a micro game! Seriously. It has everything you want from a small bag in your hand game!

Keep an eye out for their Kickstarter when it launches! Totally worth it!
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Wed Sep 3, 2014 5:37 pm
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Strategicon Wrap Up: Review of "Worlds War One"

Eric Bryan Seuthe II
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During Strategicon, as I will say for everyone to hear, I didn't get to do many things. Trying to push a many of my games, it makes it a little difficult to be able to play a lot of other people's games. Then add in trying to record some things, and pushing my tournament, running my tournament... Lets just say I was lucky to be able to eat.

That aside, my absolute favorite thing about this convention was my interactions with Jubilee Games, and their gem Worlds War One. Not only did I get a hands on demonstration with the game designer himself (a thing I think I love more then anything else in the world when it comes to gaming), but I got to participate in a huge multi-player version of the game with team play.

I think this review might be a little hard to sum up because I feel like a giddy school girl about this game, but I am going to do the best that I can.

Worlds War One is an amazing story about an alternative universe then ours, where prior to World War I, an alien event destroys the planet of Earth. From the shards of our planet, the survivors of a desolated world are forced to scrounge up as much alien technology as possible and re-purpose it for survival. In the process they take science fiction based technology and merge it with the only technology of the era. Steam.

The most powerful sects break apart from one another and rebuild their societies within our galaxy. United States of America, Germany, Asia, Russia, and Brittany. Though the strife they faced, and near death experiences have not stifled the feuds and turmoil that besieged these nations prior to the destruction of Earth. With tempers flared we, the players, enter into this galaxy, in charge of our factions. We sit on the precipice of a great war that will test our very resolve. But who will start the war, who was be destroyed, and who will win.

You like that flavor text above? I sure as hell love this world, and the game that exists in it. If I were Nicholas Timinskas I would be talking to a developer to make this universe into an immerse RPG world as well as his game. I don't like RPGs, but I would play it.

In the game players start the game with a faction (complete with their unique ability), a new home world (that produces a specific resource type), and a hand of cards. On a players turn, they discard down to ten cards, draw two, and collect their resources. After they have their resources and cards, they can attempt to trade for certain cards or resources with as many opponents as possible. If they don't want to trade, they can attack anyone, or do nothing for this phase. If they attack, then they will not be allowed to trade with that faction ever again.

After this phase players may build in their development phase. They can build ships, capture planets, recruit troops, or build developments. Ships and troops help protect planets, planets give resources, and developments allow you to effect what you can do on your turn, how you do things on your turn, and what other players can do. They are the bread and butter of messing with other players.

Players goal is to get to ten victory points, after it's accomplished all other nations will be in awe of your accomplishments, that they will fall in line.

You gain victory points, by producing ten resources in on turn, having three planets of different resource bases (per turn), trading with another player (both get a point), destroying a planet, or defending another players planet (Sometimes it pays to be a nice guy). I may have missed one thing, but I think you get the point. You can only gain the last victory point by attacking, or defending a planet from destruction.

WHAT DID I LIKE ABOUT THE GAME:

I do not know where to start. I was unlucky in the group play. I did not get the planets I could place, or the resources to place what I had. I was completely at a weakness compared to my other players. However I did get some cards that readily corrected my problems by taking away the costs for placing troops, and developments. This amazingly balanced this game for me, and helped me decide my strategy. I love a game where a person can adjust strategy based on the luck of the draw, have the worst draw and still succeed where others have failed.

I'd like to point out that I not only won that game but it became a very close conclusion with two other countries vying for the last point and me narrowly winning. SUCCESS!

WHAT DID I DISLIKE ABOUT THE GAME:

I don't feel like there anything for me to complain about this game. I tried to go through my memory for a part that I did not like, but after running through my mind, I can honestly not think about one.

WHO IS THIS GAME DESIGNED FOR?

People who want a well designed war game that has more skill, and luck then Risk or a Hex Based game. People who want to play in a well designed and produced setting. The game is really good for everyone. Hell the designer's own young daughter loves the game, and if I could get my son to be able to read the cards properly before throwing them down I know he would to!

RATING!
7.4 out of 8. It's an amazing game. I frankly don't know if this is the highest ranking I have given a game, but it deserves it. This game allowed me plenty of venues to be a jerk when ever I wanted it, but I was still able to piss off all the players and win. This game was my favorite game of Strategicon, and I am not kidding it is amazing.

If you haven't backed it yet on Kickstarter, and I have, you NEED TO DO IT NOW! (Only $40 for the game plus shipping, and you wont be disappointed!)
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Tue Sep 2, 2014 1:32 am
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Review of "Alpha Bandits"

Eric Bryan Seuthe II
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I was at San Diego Comic-Con in the Game Room, and ran into an independent company running a very interesting game, Alpha Bandits. Me and my fiance sit down and ran through the game with one of the game's creators.

Game is simple. Players have a screen, and draw 7 tiles out of a bag and place them behind their screen. Tiles have two colors, and two sides. Each side has a different color, and a different letter.

Players combine tiles to make a word. Each letter adds up in the word to make the score of the word. Opposing colors, in a one after another pattern double the score. Words of the same color doubles the points.

Players then can use tiles to effect other players words, by swapping, flipping, or removing tiles from other players.

Players then refill their hand, and place new words. Other words can be effected by future work, but it adds value to hold onto your prior words.

Players have four turns to score points.

WHAT DID I LIKE ABOUT THE GAME:

The game makes players find words and also causes a lot of back and forth attacking one another. I loved the form of the tit for tat in the way of back and forth. Well, except for one thing...

WHAT DID I DISLIKE ABOUT THE GAME:

I personally only disliked one of the attack tiles, it was the tile that forced the round to end. There are tiles that can block it though.

WHO IS THIS GAME DESIGNED FOR?

This game is perfect for helping players get better acquainted with spotting words, and would be good for players who can't seem to master Scrabble, so it would make a great family game for kids.

PRICE POINT?

$5 for a Digital Copy
$30 for a copy of the game.

WORTHY OF PICKING UP?

Five dollars is totally reasonable for a print and play. Considering the material of the tile, and the bag, I would totally pick up this game for $30 dollars as well.

But here is the most important thing. If you are at Comic-Con, and back this Kickstarter, you need to head over to their demonstration at the Tabletop Game room in Comic-Con or Gam3rCon, and show it to the designers.

Doing this will net you one of their prior games, for free! Make this happen!


WORDS TO THE DESIGNER:

I love this game, and don't forget my suggestions to check out Marbles game stores!

Check out the Kickstarter here:
https://www.kickstarter.com/projects/1787415616/alpha-bandit...
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Fri Jul 25, 2014 6:00 am
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Preview of "12 Realms: Ancestors Legacy"

Eric Bryan Seuthe II
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We've been in talks with the great people at MAGE Company about their new Kickstarter for 12 Realms: Ancestors Legacy.

And while I haven't yet got a chance to play it, I can honestly say that it looks awesome!

If you might remember, these guys were nice enough to allow us a preview of Höyük before it released.

Looking over the game, and it's components, much like Hoyuk, you wont be disappointed.

So what is 12 Realms Ancestors Legacy? Well lets hear it from them:

"...12 Realms returns with an expansion entitled Ancestors Legacy! Four exciting new Realms lie hidden in the Fairy world and you must prepare yourself to explore them so as to defeat all of their enemies."

New lands are in the game to explore: Kievan Empire, Golden Caliphate, Olympia, and Nile Valley.

You will be able to ally with Ruslan, Prince Ivan, Sinbad, Andromeda, and the rest of the heroes against Marid, Sobek, Anubis and the rest of the Dark Lords.

One of the big differences with Ancestors Legacy, as opposed to the Realms games that have come before, is that Legacy will provide a much different game through its new designed game mechanic, "Plots".

There are now three different Plots for both the first edition and the new one, which will include a background story and will significantly increase the difficulty and excitement of the game.

This change will allow the player more decisions then existed in the prior games.

As the designers put it, Ancestors Legacy "...will take you to another world where your actions will determine the future of the Fairy lands and all the known Heroes."

This Kickstarter will not only publish the next edition of 12 Realms but also reprint the basic game with some changes and improvements.

So, I know I am excited, and I hope you guys are too.

Check out their Kickstarter here:
https://www.kickstarter.com/projects/magecompany/12-realms-a...
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Mon May 12, 2014 8:00 am
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Independent Game Review of "Drawing (Blanks)" (Tabletop Day ROUNDUP!)

Eric Bryan Seuthe II
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So Drawing Blanks is unfortunately a failed Kickstarter from earlier this year. The game's tagline is "an absurd, outright offensive drawing game that will make you question your moral fiber" and to be honest it does deliver.

There are tons of cards relating to genitals, and we were all surprised when someone drew the Holocaust, but even more surprised that someone got the answer from a swastika.

So onto how the game works. You make teams, you use a large board to draw on, members from a team picks a card, and then tries to draw the phrase or word, while people guess it. It's pretty simple, but also due to the phrases not so much.

I had to draw "losing your shit" I literally draw a pile a shit, and a person next to it with question marks over his head. Took a while but someone got it.

WHAT DID I LIKE ABOUT THE GAME:

When we played the game, we had set up a ipad to a tv, and the artist's work got transmitted to a television in the room. That was pretty awesome. All though it was probably all the insane art, and ridiculous subjects that made the game the most fun.

WHAT DID I DISLIKE ABOUT THE GAME:

I would have liked more variety to the game, but to be honest we only played one form of the rules. There are multiple options in the rules to play by.

WHO IS THIS GAME DESIGNED FOR?

Parties, depraved people. People who are dirty dirty horrible people.

PRICE POINT?

Currently nothing, and not in the way you'd like. The game isn't available. But maybe you can change that.

WORTHY OF PICKING UP?

If you can, definitely. Head to the company's web page Here and ask them how you can get your copy.

WORDS TO THE DESIGNER:

Get this game out there, the audience will come!
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Wed Apr 16, 2014 6:00 am
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Independent Game Review of "Pirates! Card Game"

Eric Bryan Seuthe II
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You are a pirate! Seriously, why wouldn't you be in this game? Pirates! Card Game is pretty straight forward, and straight into the action.

There are two decks: Pirate Deck & Adventure Deck.

Players start the game with One sloop, 10 crew, and three cards from each deck. On their turn players attempt missions, steal ships from the deck or other players, and try to meet the requirement of goals. All of which is to gain the goal of earning 7 coins!

On a players turn they collect crew for every cargo icon they have on their ships, and draw three new pirate cards. Players then lay down their adventure cards at the center of the table. For every ship you have, is a ship you can attack, or an adventure you can undertake.

Here is where the fun really starts. When you attack a ship, you first must make sure you can catch it! Roll the dice and see if you have enough wind to overtake the defending ship. If not, it stops there. Once you've caught the ship it's time to deal with the long game. CANNONS! Attacking player, and defending player (any player can roll for the adventure card ships) roll dice equal to their cannon on the ship engaged in combat. If the cannon shows up on the dice, then the receiving player removes that number of crew off the ship.

Now it's boarding time! Players roll dice equal to their crew. For every sword show, the opponent loses a crew member. Does one party still have crew? Roll again. The player with crew left on their ship wins the combat and takes the ship as a prize, plus a bonus of a crew member for every cargo symbol on the ship.

Discard down to five cards in your hand, and that's a player's turn.

Ships, missions, and goal achievements in the game net coins, holding 7 coins means you win!

WHAT DID I LIKE ABOUT THE GAME:

I like the concept of the combat, the running, cannons, and then eventually an all out deck battle. See the next section to see why I merely say concept.

I loved the art, while maybe not what everyone is leaning towards with games like COUP and others like it, I think the art of this game fits perfectly to the style.

WHAT DID I DISLIKE ABOUT THE GAME:

I feel like the combat, while functional, could be a bit more involved. I wanted more then just die rolls. Maybe I wanted something similar to risk so there was more of a challenge to defeating someone.

I feel like selling ships is a bit bonkers, unless you've really lost a lot of crew.

WHO IS THIS GAME DESIGNED FOR?

Pirate fans, and fanatics. The game's art reminds me of my old copy of Treasure Island, and the black line art nostalgia within.

Family can play this game, but the wee little deck hands are going to have to be helped through their turns.

PRICE POINT?

£2 for a print and play.

£20 With the early bird special.

£23 Without the early bird special.

WORTHY OF PICKING UP?

For £20 - £23 ($33.50 - $38.53 USD if you are in the USA), this might seem like a bit of an investment, but the game is lots of fun. For those not interested in dropping so large of a plink in the bucket, then I'd definitely recommend picking up a print and play copy for £2 (or $3.35 USD).

The game is tons of fun, easy to grasp, and very worthy of a play through, so at the least put up the £2, and if you don't want to have to cut everything out, put in the £20-23 for the whole thing.

WORDS TO THE DESIGNER:

You don't have to just make (1) and (5) number counters for crew, (3) would work well also, and cut down on how many tokens you need in the game.

Check out their Kickstarter here: https://www.kickstarter.com/projects/1487901731/pirates-card...
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Mon Apr 14, 2014 6:00 am
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Review of "Killer Bunnies and the Quest for the Magic Carrot Deluxe Limited Edition"

Eric Bryan Seuthe II
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Killer Bunnies and the Quest for the Magic Carrot: Deluxe Limited Edition is again another Kickstarter that I pledged, one of many. As you can see I back a lot of them. I picked up this game because my Fiance loves Killer Bunnies, and who can blame her. We don't play it that often because it's a long game, but when we do, we play the deluxe.

Game play is pretty straight forward... Well for the most part, until it isn't.

Players start the game with a handful of cards, if they were dealt any money, zodiacs, mysterious places, or unfortunate events, they get played down in front of the player. Then the player's hand refills, rinse and repeat till no more drawing is neccessary.

At the beginning of the turn, players place face down two cards. These represent the players next two moves. So plan your moves wisely.

Action cards and super action cards, once run through, can be placed in front of you face up and saved for later.

Bunnies are run through, and place in front of you in the "Bunny Circle".

To be able to play any red box card, which includes weapons, you must have at least one bunny in your circle. If you do not the card is simply discarded. When a weapon is successfully played, you pick a bunny in the circle to be the target and the effects are played. Usually the attack is based on die rolls. Usually, but not always.

In the center of the table are the shops. You can buy dead bunnies, weapons, cabbage and water for your bunnies, defense to protect against weapons, and pawns. All of which are smart to purchase while you can, because markets can be closed, prices can be raised, and some jerk can go and play a card that takes all of one of cabbage or water from the shop.

This game is insane!

The most important thing to purchase is Carrots, Carrots make the game go round. To win the game you need to have the right carrot, the winning Carrot, but you wont know until the end of the game. Oh, and even if you have the winning carrot, you wont win unless you have at least one Bunny in your circle. Seriously, insane, but in a good way.

So what makes the delux stand out here? I mean that's the reason that I am reviewing it, isn't it? Well for one, all of the cards are in one box! ONE BOX! Thats insane. I'm not being sarcastic here, there are a lot of expansions for Killer Bunnies and the Quest for the Magic Carrot.

The quality is great the items are nice, and the bonuses I got for the game really make this a win win. I love the chip boards for the shops, and I appreciate the pins, and one shot rule book. If you bought every expansion, when a rule issue came up, you'd have to remember which expansion the card comes from, find that rule book, and then find the rule. One book makes it a little easier.

WHAT DID I LIKE ABOUT THE GAME:

The off the wall antics, the constant backstabbing. BUNNY DEATH EVERYWHERE. Seriously though the unpredictability of this game, makes it as fun as it is!

WHAT DID I DISLIKE ABOUT THE GAME:

The length of time really prevents you from mutliple plays, and even in the span of a month.

WHO IS THIS GAME DESIGNED FOR?

This game is designed for people who have large tables, huge blocks of time, and a serious desire to launch a missle at a bunny that looks an awful lot like a british pop star.

RATING!
7.7 out of 8. Dangerously close to 8. While the game is a chore to play, the game itself is never boring. So while I might not bring this game out often, when I do, it's a guaranteed interesting time!
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Fri Mar 21, 2014 6:00 am
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Independent Game Review of "Mice And Dice"

Eric Bryan Seuthe II
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I got a chance to play Mice & Dice before the Kickstarter started at Gateway Con, part of Strategicon, with the creators.

Personally I think that's the best people to first play a game with.

Let me start off by saying, if you are a kid or an adult, there is something to this game.

Players are assigned numbers, either by random or die roll. The player then places his token on the first spot of the game board.

Players start rolling one die. If a player rolls their number on their turn, player gets two points. If any player rolls another player's number, the player whose number is rolled gets one point.

Every five points, the player gets an additional dice until they reach 25, and then they don't gain any additional dice.

If at any time a player (clearly when rolling more then one die) rolls your number twice, on top of the points for the roll, you gain either a Mice or Rats card. Mice cards are positive cards that help you. Rats cards are negative cards you can use to hurt other players. For every additional dice roll above two with you number, you get another card of your choice. If you have a rat card effecting you, you can choose to not draw a card, to discard the negative card.

Once a player has received over 25 points, they are in the "Cheese Phase". During this phase players can draw cards from the cheese deck in place of the Mice an Rats card that they could draw. Cheese cards have numbers on them. For instance if a cheese card says +3 on the card. A player must roll two threes on their turn to use the cheese card. Once they roll two threes, the cheese card is discarded, and the player gains three points. For a +4 card, players must roll two fours on their turn, and then would discard the card to gain four points.

The winner is the first to the end of the board.

WHAT DID I LIKE ABOUT THE GAME:

I love the simplicity to the game. I love that the game progresses in a steady fashion. If I wasn't successful on my turn rolling my number, other players could still roll my number.

WHAT DID I DISLIKE ABOUT THE GAME:

The pieces in the original game are a bit light, but I've been assured that the Kickstarter edition will be higher grade material.

WHO IS THIS GAME DESIGNED FOR?

Children, families, and just regular people. This aren't super young designers, or even old designers. These guys just love games, and your family will love it to. My future father in law, two other adults and the designers played the game (no children) the first time, and it was a blast.

PRICE POINT?

They took their own money at Gateway Con 2013, and constructed the games. They have them available for purchase on their site for $30 last year, and were selling them there for $25 at the convention.

However, If you act through their Kickstarter though, the price is $22.

This price includes the game, plain and simple.

However they have two options for $16 and $18 right now at a limited time. However to obtain these price quotes, for the $16 you have to pick it up at a location. For the $18, you have to be quick. Hurry before they sell out of the limited cheaper early bird special

WORTHY OF PICKING UP?

I loved the game, you might think the price is a bit steep, but you have to realize, this is a game company who is just starting out. They don't have the contacts, and the deals that the big boys have. This game costs them a lot to build.

Purchasing this game through there Kickstarter gets them the ability to make this game at a lower cost point for them, and lets you help out a truly independent game designer, which is always worth it.

WORDS TO THE DESIGNER:

Any words I had, I gave directly to the designer at Gateway, but to be honest the only suggestions I had was to change some of the words on the Rat and Mice cards to imagery (where possible) to make it a bit easier for smaller children.

Check out their Kickstarter here:
https://www.kickstarter.com/projects/miceanddice/mice-and-di...
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Fri Mar 14, 2014 2:43 pm
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Review of "Dungeon Roll" (Strategicon Round-Up)

Eric Bryan Seuthe II
United States
Woodland Hills
California
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This is a fun little neat game. When I first saw Dungeon Roll on Kickstarter, I was intrigued, but I'm not a huge fan of dice games. Recently while at Strategicon I got a chance to play it.

Game starts with players being randomly assigned players (they can also just choose their player if they want). Character's players have specialties, that can be used any time, as many times as they want, and powers that can only be used once per dungeon crawl.

At the beginning of the crawl, adventurers roll all their party dice. These represent people in their group. Per the level of the dungeon, the dungeon master rolls a die, with a cap of 7. Players sacrifice their party dice to resolve dungeon dice.

Once the dungeon is resolved, players can increase the level of dice in the dungeon, or retire. If a player retires they gain the experience for that dungeon level. If the player can not resolve the dungeon, they flee without any experience.

All players get three delves total. In the end, winner is the player with the most experience.

WHAT DID I LIKE ABOUT THE GAME:

The game is fun, and pretty simple. You get the dungeon crawl feel without having to play a large D&D game.

WHAT DID I DISLIKE ABOUT THE GAME:

The rule book needs some work. Several things are left unexplained, with not a lot of explanation.

WHO IS THIS GAME DESIGNED FOR?

This game can't replace your role playing games, but it can give you something to do on a smaller scale, when time is an issue.

RATING!
6.7 out of 8. It was fun, but not exactly my complete cup of tea.

I don't like to do this often, but if you like our reviews here at SoaS, then check out our new print and play game: Rough! it's free to download and worth your time! If you are looking for a good active party game, look no futher!
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Wed Mar 5, 2014 6:00 am
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