If I were to list my favourite games of all times Warmachine, a miniature war game from Privateer Press would certainly make the top-five.
Warmachine was actually one of the first games I reviewed, years ago for a toy collecting magazine here in Saskatchewan. The review included material from an interview with designer Matt Wilson. I have since played the ever expanding game for years, and have come to respect the job Wilson did in designing my favoured game.
So when Infernal Contraption (second edition) from Privateer Press and designed by Wilson, was released I was immediately intrigued.
Infernal Contraption has virtually nothing to do with Wilson's other game, being a light, fun-filled card game, a far cry from the heavier theme of vast battles between steam-spewing 'warjacks'.
The game first hit shelves back in 2007, and an expansion followed.
The new edition combines both into a single box, so that is a nice aspect of the release.
"This edition also includes cards from the Infernal Contraption: Sabotage! Expansion, so throw a wrench in your opponent’s plans and watch the resulting madness," explains the box.
The cards here are good quality, with whimsical, but game-appropriate art. That said if you play regularly card sleeves are recommended since these are not as heavy a material as say a good poker or bridge deck.
In terms of play, "where goblin bodgers race to assemble their nigh-uncontrollable machines of mass consumption," details the box.
What that means is simple enough, you play with a sort of dual goal. On one hand you want to build your contraption, but you also need to stay alert to opportunities to thwart the plans of your opponents. Yes this game is really about sabotaging other players, so make sure you play with those who can take being picked on, since that will happen.
If you like putting a monkey wrench into the works of your gaming friends, you will love Infernal Contraption.
As is the case with most card games, the box is small enough to store and transport well.
In terms of games card games are also on the lower end of the price scale, so you can add it to your collection without a second mortgage.
The 'fun' theme, and lighter play, makes this a nice filler, although it can play out at close to an hour with four.
The rule set is pretty straight forward so introducing new players won't be a barrier to play, so haul this one out when you want something to play amid relaxed conversation.
-- This review originally appeared in Yorkton This Week newspaper Aug. 8, 2012
I found this game to be OK when played 2 player. Not the best game ever, due to it getting more and more complex and requiring more think time the more cards came out.
"this card effects all of that kind over here but not this other kind if its hooked up this way instead of that way ...check over all your cards, make adjustments, etc."
However because of the complexity - not of the rules, but of making all the necessary calculations and adjustments to the various places, it took wayyy too long and way too much time in between turns when played with more than 2 players.
I threw this on the trade stack because I rarely get to play 2 player games and this would not be in the top 10 of 2 player games I would put on the table if I had a chance to play.
I am not saying this game is brain surgery, just that its fiddly and a lot of work which multiplies times the number of players and has a fair amount of downtime between turns.
Trencher for Life
I used to love this game but, after several plays under the belt, it became... well, boring. And clincher to trade this away came after a four way play of it. We ran out of table and once one player was knocked out, it got boring. All three players had their primo contraptions set up and it just became a game of Death by a Thousand Grinds.
I wouldn't turn down a game in the future, but I shed no tears on trading it away.
- Last edited Sun Aug 26, 2012 4:35 pm (Total Number of Edits: 1)
- Posted Sun Aug 26, 2012 4:35 pm