Yesterday I covered Eurogames, full of indirect competition and family-friendly subject matters. So today I tackle a trio of sci-fi and horror games, complete with rampant infighting and backstabbing!
Betrayal was published by Avalon Hill (now owned by Wizards of the Coast) several years ago, and I consider myself lucky to have played it. This is because it's been out of print for a while and now routinely sells for $150-200 online. Fortunately, a second edition is planned to be released his October, which should be much more attainable.
The game begins with the players exploring the house, flipping over new room tiles each time they enter an unexplored area. They move around finding various eerie items, events, and omens until eventually the "Haunt" occurs, moving the game into its second phase. When the Haunt takes place, one of the characters turns traitor and any one of 50 scenarios occur, including horror classics like zombie attacks, werewolves, zombies, or even the house itself coming to life. Often the traitor and other players receive different information about the situation, and they rarely know eachother's victory conditions.
Betrayal is practically proof that if you have an awesome enough concept, you can throw everything else out the window. Many of the scenarios are wildly imbalanced or luck-dependent, the rules can be frustratingly ambiguous, and the finite number of options may limit playability, but the game is just too damn awesome for any of that to matter very much.
My other gripe about the game is the packaging - it came with literally hundreds of little cardboard tokens indicating various items, opponents, and hazards. It was ridiculously excessive and largely unnecessary - it could have just come with three colors of tokens and specified what each was for various scenarios. Hopefully the new edition will reduce extraneous cardboard and improve the wording of the rules.
Verdict: If' you're looking for an in-depth strategy game to test your mettle, look elsewhere. If you're looking for an absolutely awesome casual game to play with a bunch of friends late at night, check this out next October.
RoboRally
Also by Avalon Hill, RoboRally is a game Richard Garfield pitched to Wizards of the Coast back in 1993. They turned it down for being too expensive to produce, instead opting to try out some idea of his called Magic. It worked out pretty well for them, so years later they had more than enough cash to make RoboRally.
The game mechanics are fairly simple. The players are racing towards a series of flags, and the first person's robot to touch them all in order wins. Each round, you program your robot with a series of five actions they will take over the course of the next five turns. Then, you watch as they happen to get pushed a square to the left by another player's robot, and continue following your now-deadly orders as they drive over conveyor-belts, industrial lazers, and gaping pit traps. As you take damage, you have increasingly limited movement options to program your hapless robot.
The game doesn't have a lot of deep strategy, but it can be surprisingly difficult and convoluted to maneuver around simple obstacles with limited commands. The wacky dark humor and simple gameplay make RoboRally a very good game for parties, families, and other casual circles.
My biggest complaint about the basic game is that the robot upgrades (things like "Mini-Howitzer" and "Breaks") are one of the more fun and versatile aspects of the game, but are very difficult to acquire in-game. We were very happy playing with the house rule that each robot starts the game with one free upgrade chosen at random.
Verdict: If you're looking for a fun and easy strategy game to play with friends and family, RoboRally is a great option. It's more checkers than chess, though, and not a game for competitive players.
Battlestar Gallactica: The Board Game
I don't normally pay too much attention to tie-in games, but this one seemed thematically appropriate as involves both insane robots and betraying your so-called friends. The game is published by Fantasy Flight Games and is based on the 2003 Battlestar Gallactica tv series.
The game centers around the human side facing various challenges while trying to maintain four gauges - Fuel, Food, Morale, and Population. If any of these fall below zero, they lose the game. Meanwhile, the cylon players try to subvert and sabotage the humans.
The game's most impressive aspect is how well it captures the feel of the series. The humans have to deal with so many different ways to lose, and argue about strategies and acceptable losses even when they actually are on the same side. And then there's the brilliant mechanic where half the loyalty cards are dealt out initially, and then half are dealt out later in the game, meaning that you often don't know how many traitors (if any) are actually among you, and players can turn out to be cylons without initially realizing it.
The sacrifice for this is that the game seems like it would be pretty impenetrable to people unfamiliar with the tv show. The mechanics could be understood, but they wouldn't feel very resonant without the background to understand them. The game also suffers somewhat from overcomplication, with dozens of different mechanics competing for time and attention.
Verdict: A great game for fans of the series which really manages to capture the feel. Other people should probably stick to more other political games.
I'll take a break from reviews for now, but feel free to contact me with your angry rebuttals and fervent disagreements.
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