Holy shit, rebuilding your games collection is expensive!
Phelanpt Feb 11, 2:15 PM: evils have mostly stood by and watch goods fall. except for emme. she's spinning them round and round.
Review by mmazala
For this review and more, visit http://todayinboardgames.com/
Bigfootses, The Card Game, created by Wilbur Massie, is a Dungeon Crawl-esque game similar to Steve Jackson’s mega-hit Munchkin. Players first choose professions, then arm themselves with equipment cards drawn from the Thingies Deck, then battle Bigfoot and Creature cards drawn from the Woods deck. Bigfootses are worth a set number of Victory Points (the more formidable the Bigfootses, the more Victory Points it is worth), while Creatures are not worth anything (however, if you lose a battle to a Creature you lose an Equipment card). The first player to reach a set number of Victory Points (ranging from 7 to 10, depending on the number of players) wins.
Luck does play a role in the game. Players might draw advanced Bigfootses at the beginning of the game when they are unprepared to battle them and lose the opportunity to capture Victory Points. Alternatively, a player could go rounds without drawing a Bigfootses from the Woods deck. Also, after you declare your intent to battle Bigfoot or a Creature, you must roll a die. If you roll a 1, you automatically lose the battle. If you roll a 6, you automatically win the battle. If you roll a 2, 3, 4, or 5, the value of the roll is added to your skill, which can help you defeat a Bigfootses or a Creature.
I'm not sure who this game was meant to target. The Bigfoot theme doesn’t seem to cater to any particular niche of player, unlike Munchkin, which found its audience by providing a parody of RPGs. On the one hand, the Bigfoot theme and the cartoonlike artwork seemed to target kids, but on the other hand, this is a text-heavy game with a long run time. The box advertises 30 to 60 minutes, but all of my plays took over an hour, and most of the 55 Thingies cards and 70 Woods cards were unique, featuring new text that had to be read and understood with each card. Bigfootses also doesn’t seem like a family-friendly game – unlike Munchkin, where players can make deals and work together to obtain treasure, Bigfootses doesn’t offer a mechanic for asking other players for help. Modifiers are meant to be used against other players, and the rules mention nothing about allowing players to make deals, exchange cards, offer bribes, or use any other “let’s work together” tactic. That’s pretty cutthroat.
The game scales from 2 to 6 players.
The card titles and text were occasionally funny, and the theme is light-hearted.
There is room for expansions, with more cards and new mechanics.
Cards generally don’t present exceptions to rules – what you see is what you get.
Unlike Munchkin, where class and race are assigned to you during the course of the game, your profession in Bigfootses is known to you from the start (if roleplaying during Dungeon Crawl card games is your thing).
The gameplay is not intuitive to grasp. For example, the "good luck/bad luck" concept was confusing.
Card design is not as clear as it could be. For example, some cards require the player to make decisions, and a "Decision" label would make this more obvious. Or, cards could have a label stating when they could be used "ex: "Can be played during X phase" or "Can be played anytime"). Or cards involving luck could be easily denoted with a Luck icon.
Equipment cards are not sorted into types (unlike Munchkin, which has items for Heads, Feet, Hands, etc.) so you could not tell by a glance at your hand what options were available to you. Lots of reading and rereading the text was involved.
It was annoying to keep track of the equipment cards plus the the Bigfootses modifiers plus the corral values plus profession bonuses during each and every encounter.
The modifier cards do not provide a satisfactory sense of "I totally just messed you over - have fun with that!" sense, in the way that Munchkin does.
There doesn't seem to be a significant amount of strategy involved. Important choices were limited to finding ideal equipment cards at the start of the game (since only 3 may be played and equipment cards may not be swapped out) and selecting an action card or modifier to be used to stop an opponent from capturing a Bigfootses.
The runtime is too long - the game seems drawn out and repetitive instead of tense and engaging at the end.
At $25 USD, the game is relatively expensive for a card game (though shipping is included).
Overall, I was not a fan of Bigfootses. I think the game is too repetitive, the theme did not appeal to me, and there simply wasn't enough strategy to keep me engaged. But perhaps families with children between ages 12 and 16 will find this game more interesting than my friends and I did.
Kickstarter link: http://www.kickstarter.com/projects/bigfootses/bigfootses-th...
(The campaign ends Monday January 6, 2014, 12:59 a.m. EST)