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: 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 "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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Comic-Con Game A Day (2014): Review of "Mai-Star"

Eric Bryan Seuthe II
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Day Three, my legs are killing me, but I love this place and all the excitement! Did anyone else stop by Geek & Sundry's amazing set up? If you didn't you surely missed out on Loot Crate setting up there as well!

Day Three: Mai-Star

When I first heard that I was going to be playing Mai-Star, I was a bit dis-interested. I didn't want to play it, but that being said I was willing to give it a try at least.

Game play is simple, players start with one of six possible geisha, each with special abilities, and when the special abilities are applied. In addition geisha have three different skill styles to help them attract their guests.

Players start their turn with five cards in their hands. These cards are potential clients, or advertisers of your services. If you place a card down as a guest, you must have the required skill points, and you do not draw up.

If you put a card down as an advertiser, you gain the benefits of the advertiser, but you draw a card to replace the card.

Customers have a value to them, and once any player's hand is empty customer values are added up and assigned to the players.

After three rounds the player with the most points wins!

WHAT DID I LIKE ABOUT THE GAME:

I really liked the art of the cards. Real simple, but beautiful!

WHAT DID I DISLIKE ABOUT THE GAME:

To be honest there was a bit of confusion (with me only) about what abilities the advertisers had over what was granted from customers.

A little more design on the cards could have solved this, but it would not have been as streamlined.

WHO IS THIS GAME DESIGNED FOR?

People who know what a geisha is, and for people not worried about explaining to their child what a geisha is.

RATING!
5.9 out of 8. Not a great rating, but I would definitely recommend this game for a quick moment of fun while waiting for a panel to start!


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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Sat Jul 26, 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 "Chez Cthulhu"

Eric Bryan Seuthe II
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I picked Chez Cthulhu, because I thought it might be interesting. I have to again say I am biased by Steve Jackson Games for many reasons, and they are definitely the reason I picked up this game.

That being said, this game sat on my shelf for about 7 months before I finally played it at the behest of my cousin.

The game is simple, you have a job. This job defines your life! It denotes how much income you receive, and how much free time you are left with. Your roommates also have a job. But who cares about them.

In the game you are trying to gain the required amount of slack to truly feel right in your life. You want to have the perfect life, and in consumerism America, it's all about stuff and the things you do.

However, this isn't your ordinary world. No while trying to get lazy, the world around you is falling prey to Elder Gods. You need to hurry and gain your desired slack before your succumb to madness, or do you? The more mad you are, the more you don't care... It just might be the ticket!

In the game you draw up your hand, call visitors to help you or hinder your roommates, you purchase items, and do activities, with your free time, and you gain slack or madness in response.

You win by reaching your required slack goal first.

WHAT DID I LIKE ABOUT THE GAME:

I loved the Cthulhu themed items of the game. Now I haven't played the the original game, but the tv shows alone are hilarious. It's well designed and highly humorous.

WHAT DID I DISLIKE ABOUT THE GAME:

I have to say, I feel like the jobs and hands can somewhat negatively effect your game play, if your income is low, and your items in your hands are all above what you can have, you basically have a horrible hand and it's not worth playing any of them. Luckily this is "somewhat" combated by the discard phase of your turn.

WHO IS THIS GAME DESIGNED FOR?

This game has a lot of drug references, and even if you happen to have the seven year old that loves Cthulhu (either you are doing an amazing job as a parent, or a horrible job) you probably shouldn't let them play this game. Or you could let them play it, but then you'll have to have a talk with them regarding what "weed" is, and why would you want that.

RATING!
6.4 out of 8. It's fun, but the damage of the low income staggered the score a bit. One of our players was basically stunted the whole game by it, and if all my players don't have fun, I don't have fun.
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Mon May 5, 2014 6:00 am
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Review of "Red Dragon Inn Allies Witchdoctor Natyli"

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

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, our new Allie to review has her own cards, while causing the normal ruckus of actions, also allows her a devious new set of abilities in the form of hexes.

She usually uses these dolls of her friends to help, but hey, it's party time, and she wants to win the drinking/gambling contest.

She comes with three hexes, and two tokens for each.

Mind Hex, which causes the receiving player to take an additional alcohol point the next time they take any alcohol points (the token stays with them until they do, no getting out of that one). Pain Curse, which causes the receiving player to take an additional point of fortitude reduction, when ever his fortitude is lowered (the token stays with them until they do, no getting out of that one). Power Jynx, which causes the receiving player's next action card to be reduced by one to every numerical value on the card, however if you choose to not play an action card, it is just discarded.

These hexes are triggered by cards withing Natyli's deck, and can be stacked for maximum pain.

In addition to these amazingly fun/painful bonuses, Natyli has an action card that allows her to redirect a fortitude loss to another player instead (provided the player isn't the original one that caused the pain). She brings a lot of pain to the game, I'm pretty sure you are going to want to play as her!

WHAT DID I LIKE ABOUT THE GAME:

I like the change to the basic game-play. The debuff tokens are hard to miss, and easy to chuck at the player effected. While it isn't an actual voodoo doll, it's still a pretty fun and simple way to incorporate the idea into the game!

I found myself trying to get to the cards that allowed debuff tokens. However I still worked hard to keep my alcohol content down. I am proud to say I wont this game with Natyli as my avatar!

WHAT DID I DISLIKE ABOUT THE GAME:

Like last time, 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 Natyli on the Core set boards.

This character doesn't specifically have the same feeling of being more powerful then the others (but she definitely feels a lot more fun!). If you get this expansion, and I think you should, I recommend claiming Natyli!

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!
6.8 out of 8. This Mini-Expansion, like the last one reviewed, truly delivers. It changes the game play, creates fun new strategies, and forces you to get a little more aggressive, if you weren't already so inclined. 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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Fri May 2, 2014 6:00 am
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Review of "Slasher: The Final Cut"

Eric Bryan Seuthe II
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When I first played Slasher: The Final Cut, I was very excited to jump into the dynamics.

The game works very simply. You have a rooms, players and a slasher. Your goal is to survive, or kill the Slasher. You have clues to defeating the slasher, or health. You play cards as if it was a scene. Cards allow you to move, make the slasher move, or force the slasher to attack other players.

The whole goal being total destruction of the competition, while trying to defeat the slasher.

On your turn, you play a scene card, and players can play plot twists to your scene. It's always best to describe your scene as it unfolds.

WHAT DID I LIKE ABOUT THE GAME:

I loved the theme of the game, every turn feels like a scene from the movie, it's designed that way. Think about Gloom, with the story design, but in a horror movie feel. That's the perfect way to play this game!

WHAT DID I DISLIKE ABOUT THE GAME:

To be honest, I only wish this game could be re-drafted today. It could stand a little polish, but it was a great game. The art of the time (pictures of their friends) was ridiculously campy. Which in some ways are good and bad, but it could be better.

Also, the rules need a lot of polish. There have been to many fights about to many wordings of the cards within this game.

WHO IS THIS GAME DESIGNED FOR?

People who love horror movies. It's hard to find, but if you can snag a copy, I highly suggest you pick it up!

RATING!
5.9 out of 8. The rules kills the rating. It would be so much higher, even with the art as it is, if the rules didn't defeat itself.
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Mon Apr 28, 2014 6:00 am
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Review of "Red Dragon Inn Allies Erin the Ever-Changing"

Eric Bryan Seuthe II
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One of the amazing things send to me by the designers of The Red Dragon Inn is the mini-expansion Erin the Ever-Changing.

This expansion can extend the game by one player, and comes with a micro game board. If you are still playing with a four player game, I would recommend just using one of the other player boards from the core set.

Keep in mind, 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!

One of the really cool rules of the Allie Erin the Ever-Changing, is her cards, while causing the normal ruckus of actions, also changes her form in response to the cards you play.

She shifts between a bear, a raven, and a tree. Yes a tree.

Bears do much more damage, but have to wager more in gambling. Ravens steal their money from the inn, but are more susceptible to Alcohol. Trees, well they are trees. If Erin turns into a tree, she can't finish her turn, and everything stops for Erin, until her next turn. However if anyone tries to hurt Erin while she is a tree, she only takes half of the effects due to her wooden personality.

WHAT DID I LIKE ABOUT THE GAME:

I like the change to the basic game-play. The marker was a simple and easy way to keep in mind which transformation you are at that moment, while allowing you to see all the abilities on the card, so you can make the proper choice from your hand.

I found myself caring less about the gambling though, and dropping cards in the discard phase, so I could get more of my cool special ability cards to shape-shift, as opposed to holding onto gambling cards, just... in... case. I now realized I gave out a bit to much of my strategy, but luckily my Fiance doesn't read my blog posts, haha.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike the size of the board. Which is nitpicking. I actually am very impressed that they included it with the game, and am happy that they took the time. Most companies would not. If the board bothers you too much, just make sure you put Erin on one of the Core set boards, and toss the Erin board on someone else.

In addition this character might be a bit more powerful then the others (it is carefully balanced by the game designers though) and some friends might complain (which they totally will) if this is the case, just buy the other Allies, and then they will have super awesome abilities as well. Until then, purchase this one if you like it's extra abilities, and tell them nananana you bought it, you get to play as it.

WHO IS THIS GAME DESIGNED FOR?

People who love the original game. While in the original review, I said that this game is for everyone, I wouldn't recommend picking this up, unless you have one of the core sets, or at least one of your friends does.

RATING!
6.9 out of 8. As far as expansions go, this Mini-Expansion truly delivers, it changes up the game play of the original, and forces you to want more. Luckily there are three more other Mini-Expansions for you to pick up.
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Wed Apr 23, 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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Review of "Dungeons & Dragons: Castle Ravenloft Board Game"

Eric Bryan Seuthe II
United States
Woodland Hills
California
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So, when I got Dungeons & Dragons: Castle Ravenloft Board Game, I got it for a birthday gift. I didn't know what to think. It looked interesting, and was a large box.

I've never really been into Dungeons and Dragons, or role playing. Not since the "Incident"... Total party wipe out. Kidding aside.

It just never was my venue, but this game put it into a board, and frankly I was intrigued.

When I opened the board though, I was taken aback. Miniatures?! Two Guide books. Maybe I'll play it later.

However I finally mustered the courage to break the tokens out of their boards, and play the game.

What I found was an amazingly multi-playable game.

You pick your adventure in the adventure book, and then venture around the board performing your directive as a team for the most part.

Players on their turn can move and attack, or move twice. You discover monsters when you explore, and have to roll over simplified d20 AC rolls. That is nice.

WHAT DID I LIKE ABOUT THE GAME:

I liked the choice of characters you have, and the board slats slide together and lock pretty easy and simply.

The items are pretty interesting, but most of the treasure cards are "Use immediately", I wish there was more actual items in the deck.

The miniatures are fun and small, even if the rats look like feces!

You got to love a game that literally comes with a book to tell you all the different ways you can play the game.

WHAT DID I DISLIKE ABOUT THE GAME:

The rule book is actually horribly written, things could have been clarified, and they seemed to make the way they express tiles and squares horribly.

WHO IS THIS GAME DESIGNED FOR?

This game is designed for people who want a role playing adventure, without the role playing, without the multiple dice, and without the extra energy.

Also it wouldn't hurt to have a larger table.

This would be a good game to play with some friends that haven't played D&D before.

RATING!
7.1 out of 8. It would have got a much higher rating. I really want to give it to it, but the rule book needs more work for it to get a better score.
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Fri Jan 17, 2014 6:00 am
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