A puzzle race game where you try to move a group of characters to freedom while avoiding being eaten by a roaming monster. If you are brave then use yourself as bait to lead the monster to your opponents but be careful it doesn't all come back to haunt you. Moveable blocks can be used to hide from the monster. First person to get most of their group to freedom wins.
Component quality is good. Nice colourful illustrations and good sized wooden disks for the players. The board is a good size and well made. Card used is of good thickness.
Black and white rule book is well written and has a good number of illustrations. A handy reference chart for situations is included on the back so it's easy to figure out what is supposed to be happening.
Superb. The idea of players trying to race for the exit while a shambling strong yet dim-witted monster chases them fits the game perfectly.
Suitability for Casual Gamers: High
Suitability for Medium Weight Game Fans: Good
Suitability for Heavy Game Fans: Low
The game plays 2 to 7 and does so well but at the low end the game is quite chess-like and as the number of players rises the chaos level increases until with 7 it is very hard to have any idea of how things will turn out for your first moves of the round.
Good. The game is varied enough in style with the change in numbers of players to keep it varied and a variety of optional pieces can be added to the game (crystal blocks, teleporters, blocks which turn the monster a certain direction).
Value for Money:
Good. It's a fun game, well polished but kept simple with nice components.
Cool theme with nice bits.
Simple design that hasn't been cluttered by adding too many rules to it.
It also has an element of balancing in that when someone moves a character off the board they have one less turn in a round to influence the monster movement. Get too far ahead and you'll find players are able to take advantage of this to set you up for some monster-style loving.
Very chaotic with lots of players which can put some people off.
Can be prone to analysis paralysis if players try to think too much. In order to maintain the sense of panic that fits the theme of the game I suggest putting a timer on moves if a player in your group suffers from AP. This will keep the game moving along and help cause some classic moments of hilarity as someone bungles their turn and ends up getting eaten by the monster.
Light gamers, gaming with kids or non-gamers.
Not recommended for:
The overly squeamish. Monsters and blood pools will put some folk off (not me though).
Aspects you might want to take into account:
Some parents might find the idea of the blood slicks in the game to be a bit icky. Would have been good if the reverse side of the slick was something less bloody.
Other random notes which might be useful: