Eldritch Horror: Misery, Doom, Tentacles. A normal Friday night in.

Brutus rating: 1/10 knives in the back
Pairs well with: some very strong whisky. Strong enough to forget the horrors you’ve seen.

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The Misery Farm’s friendly photographer-friend enjoys only three things: board games, cameras and suffering. This makes him a good misery photographer but a bad person. It has also adapted him to suit a game called Arkham Horror: a board game that brings nothing but relentless suffering. If you’ve not played it, then rest assured that it’s just hours and hours of trudging around dreary old Arkham before being eaten by a void-born tentacle-god.

When Eldritch Horror came out, Dr Photographer sold it to us as “It’s Arkham Horror, but fun.” Does being fun take the fun out of it? … No, it turns out!

Lizzy's tentacle.
Lizzy’s tentacle.

It’s big and it’s long and it’s tentacley. The board is a great chunky world map which you traverse, and there are lots and lots of extra cards and tokens and doodads which make setting it up annoying but playing it extremely satisfying. Like many ‘big’ games turns take a while and are divided into phases. They are, roughly, Doing Stuff, Stuff Getting Done To You, and Bad Stuff Happens (or ‘action’, ‘encounter’, and ‘mythos’ if you’re being fancy and accurate). The aim of the game is to solve mysteries and stop the hell-spawned Old Ones from rising up and devouring the universe. You will sometimes often fail at this.

10397047_10152420766204337_8447561979145296536_oEldritch is one of those games that gives you some excellent characters to work with if you want to get into the spirit of things with a little bit of the ol’ roleplaying. This makes it an immediate favourite for Lizzy already, and the rest of the team are just relieved that it’s a co-op and they can take a break from having to beat the crap out of her in case she gets ahead. Everyone each gets their own character (until they die, go insane, or the game ends) and a good group of friends will heavily encourage acting, an elaborately developed personality and a funny voice for the duration. The characters each have special abilities of some kind, their own set of stats and their own backstory.

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Of course, the game also doesn’t shy away from other classic Lovecraftian themes such as racial stereotyping. There’s an Asian lady who’s… really good at martial arts? Ok. And the Nigerian’s backstory is about wise village elders and spirits? Yup. Let’s just… yeah. And let’s not put on voices for those characters k? K.

And then there’s our own personal favourite: Silas Marsh. One for the ladies. His thing is that he’s better on sea-tiles. What’s his intricate and carefully woven backstory? He… quite likes the sea.

What?

Yep, that’s it. He just really likes the sea, you guys. He comes from a small seaport town, you won’t have heard of it. It’s in New England somewhere.

"I'm basically just producing slashfic now." -Dr Photographer
“I’m basically just producing slashfic now.” -Dr Photographer

Good.

So as mentioned above, Eldritch Horror is a co-op game, hence the small “knives-in-the-back” rating. It still gets one knife however, in case someone gets a death pact and has to kill one of their friends.

darkpact
You see this face? This is the face of ‘I just found out what a Dark Pact does.’

… Pardon?

Horrors?!
Horrors?!

Yup! That brings us right round to the main theme of the review, the game, and indeed life itself: never-ending horror. As with most good co-ops, at the end of every turn someone needs to trigger what’s known as Bad Stuff Happens (‘mythos phase’). For Eldritch Horror this means turning over a card and letting all hell break loose. Not got enough monsters on the board? Have some more. Not got enough terrifying gates to otherworldly and evil dimensions, floating around? Have some of those, too. Not feeling like there’s enough DOOM floating around? Better advance the DOOM track! Frankly if you’re not feeling overwhelmed and panicky once you’ve resolved all the conditions of the mythos card then you’re playing it wrong.

Big bag o'monsters
Big bag o’monsters

If the DOOM track reaches zero, or you’ve got too many inter-dimensional gates spitting monsters all over the board, or maybe just if great Cthulhu’s great alarm clock was set a little early, then congratulations, the Old Ones have woken up. When that happens you are more or less fucked, unless you can pull out some really fantastic dice rolls and co-operation. So yeah, pretty much fucked. Enjoy being devoured.

But of course, there are several other ways that things can go wrong for a plucky gang of adventurers during the ‘encounter’ phase. There’s that aforementioned “death pact” and other terrifying conditions (you don’t need all of your limbs for adventuring, right?) and there are monsters – those tend to want to attack you if you get too close. Sometimes you’re just on a lovely, optimistic quest for a ‘clue’ and instead you wind up beaten and imprisoned. There are really excellent cards that describe what happens in each situation and which skill-checks you need to pass, and you’ll always find yourself shouting at your character as you read it out.

When the horror gets too much, sometimes you have to turn into a starfish.
When the horror gets too much, sometimes you have to turn into a starfish.

You see a terrifying crypt… good, that’s ok so far… you head towards it to explore… NO I FUCKING DON’T WHY WOULD I DO THAT… and suddenly an arm grabs you… OF COURSE IT BLOODY DOES I’M IN A SHITTING CRYPT WHAT DID I EXPECT? …Make a strength check to escape…  OKAY COME ON ARMS OF STEEL… SON OF A BISCUIT HOW DID THAT FAIL?? …if you fail you get dragged underground where shoggoths pull off your arm and beat you with it.

Strength check you say?
Strength check you say?

The game has an exciting balance of making you firefight all of the things going wrong and actually trying to scrabble your way towards victory. You may want to hoover up all of the lovely clue-juice, for example, depending on the current victory goal that you need to achieve, but you also don’t want to leave open five portals which more terrifying goat-spawn can clop through at any point.

One thing that seemed a little less balanced is the discrepancies between different numbers of players. We left Bob unsupervised once or twice and she had a few solo runs of the game, which she tells us was possibly a little too easy. Obviously we can only explain this by the game being easier with only one player, and nothing at all to do with Briony, Lizzy and the Camera-Man holding her back the rest of the time. It’s also absolutely impossible that she was playing it wrong. She’s a known rules junkie, our Bob, who never takes the ‘eh, that’s probably right?’ approach to little things like numbers of dice or how DOOM tracks work.

Big board o' horrors
Big board o’ horrors

We also didn’t have too much of the “one person controls all” problem that seems pervasive through a lot of co-op board games, but that might just be the particular team of plucky adventurers / arseholes that we are.

“Get the clue, we need it for the next victory condition!”
“… Hmm but I really want to explore Tunguska.”
“But the victory condition?”
“TUNGUSKA!”

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It’s also got great replayability as you can choose from a variety of world-eating monsters to struggle vainly against, and which affect the gameplay quite strongly. If you fancy your misery Shub-Niggurath-flavoured, for example, you’re going to be spending a lot of time losing your sanity to suicidal cultists. If it’s Yig, you’re going to be poisoned by snakes at least twenty times. If you’re in a Cthulhu mood then I’m afraid you’re going to be spending some time in the sea. There are goat-spawn too, and hellhounds.

The expansion adds to this with a host of new monsters, crippling ailments, and a frozen wasteland. Hurray!

To enjoy Eldritch Horror, you do have to enjoy a bit of misery for your adventures. Luckily, this is right up the street of a group of board game reviewers who’ve called themselves ‘The Misery Farm’. We’d certainly recommend it to people who only hate themselves a little. Most of you, probably.

He really likes the sea.
He really likes the sea.

The real winner is Cthulhu. May the dark lord’s tentacles ever be long and terrifying.


Photos credited to Dr Photographer

The big bag o’ monsters was made during a game by the mighty-impressive Emma Field at JustAddCrochet, who is also featured in a photo as a starfish.

Libertalia: How to Pirate 101

Written by Briony, Bob, Lizzy.

Brutus Scale: 6/10
Pairs well with: white rum, dark rum, spiced rum. All of the rum!

This week, the team have decided to try their hand at pirating with Libertalia. More like Libert-arrr!-lia, am I right? No.

Spot the theme.
Spot the theme.

If there’s one thing the team have learned from the game, it’s that not one of them makes a good, or indeed effective, pirate. No sir. They did all the right things: dressed in pirate clothing gradually throughout the evening, drank for hours before attempting to win some loot, didn’t listen to the reading of the rules like any true badass pirate would, and yet the cards still did not fall in their favour.

Probably because they were continuously playing the wrong cards.

Is it a board because its a ship, or is it ship because its a board?
Is it a board because its a ship, or is it ship because its a board?

This has been the overriding theme of the game: you will never, ever play a decent card, but everyone around you will. And consistently at that. A majority of the game will be spent playing a card from a hand of 9 against your opponent’s selection much in the top trumps style of ‘highest card picks loot first’. The board has seven sections (representing days of the week), all of which feature a randomly drawn selection of loot.* Loot may include expensive shit like jewels and other shiny things classic pirates like, bad shit like curses, and the ability to murder another player’s card modelled on a particularly shiny scimitar. The player who placed the highest-rated card will pick whichever loot they find most appealing, and the rest will resolve in rank order. Whoever is left at the bottom rungs of the rank will find themselves lumbered with curses (worth negative points) or something else undesirable. Think, the captain’s old socks.

Furthermore, each player will have the same hand of cards as you, which brings out some great ‘will they/won’t they’ scenarios when considering who will play which card, and when. It also makes the fact that everyone always seems to have better cards than you somewhat baffling.

If pirates played cards this is almost certainly what it would look like.
If pirates played cards this is almost certainly what it would look like.

Certainly remembering who has already played which card is what the pros would do – but we are not pros. Instead of simple and logical prediction such as ‘Bob has played the ‘waitress’ card, that means she won’t play that card again this round’, whimsical drunken pirate logic quickly turns that into ‘Bob has played the particularly untrustworthy-looking spaniard** this round, and it’s a Thursday and she had brown rice for dinner last night, therefore she will plat the Captain next’. Lizzy and generic male gaming buddy Pete aren’t falling into this trap at all, leading to most of the loot being split between them.

Misery Pirates.
Misery Pirates.

Fortunately for the Misery Farm, they do know how to ruin a good strategy. Despite many players doing well, winning treasures, and reaping large amounts of doubloons, there are some good back-stabbing abilities present in the game (no, Lizzy, put the knife down.), earning it a decent 6/10 knives in the back for our Brutus Scale. Bob and Briony have quickly taken on board (hey-oh!) that conjuring a good strategy is not for them this evening, and so have been killing off other characters, drinking more, and generally trying to mangle everyone else’s plans. Pirates shouldn’t have plans anyway. But apparently they should have spoons, because that’s the closest thing to a knife lying around.

As the game has progressed the playing field has levelled. The game is played over 3 weeks, which means 3 rounds of working your way through the 7 piles of loot on the board. It must be the Pirate Easter Holiday or something. By week three, Bob and Briony are more or less level with the other more sober players, still somehow consistently playing the least effective cards possible. As the player’s hand of cards change at the beginning of each week new characters and cards are dredged up, making the game more diverse with many possible future variations.

We wonder is she has starfish on her nipples like the Trident's of Smallworld. Doubloon for anyone who can confirm.
We wonder is she has starfish on her nipples like the Trident’s of Smallworld. Doubloon for anyone who can confirm.

In week 3 we encounter ‘Granny Wata’ who is supposed to be some sort of mythical sea sprite, but that matters not, for at the Misery Farm table she will be referred to as what she is portrayed as – ‘watery tart’, ‘Lady of Sea Things’, or indeed ‘that naked blue one’. Now, this card is a tricky one as it requires understanding and predicting your opponent’s strategies – the Granny Wata card only gives a player points when that is the only copy of the card in someone’s den (this is where your pirates go after they’ve been played in the ship, they take their boots off and have a nice sit down and a cuppa). In the final few turns of the game, every single player has managed to think the exact same thing ‘Holy shit, I need to play the naked blue card, cos mega doubloons. Quick, quick, quick!’

This, ladies and gentlemen, has led to an entire ship populated only by watery tarts.

*Slow clapping* well done team, I thought we were good at this board game malarkey. Despite this final mishap every single player has thoroughly enjoyed this game. It’s fast-paced, well-themed, diverse, and really forces you to try and put your dick in other player’s ears***. It turns out if you make the stabbing-in-the-back of your friends pirate themed, it sort out cancels out a lot of the resentment someone would normally feel compared to in other games. In addition this game is excellent to dress up and drink throughout. We recommend a good few play-throughs to anyone. Unless you actually are or have been a pirate, in which case it might just trigger some intense nostalgia and you may need to go to bed early.

The lesser known pirates 'see no evil', 'swish no evil', and 'vegetable peel no evil'.
The lesser known pirates ‘see no evil’, ‘swish no evil’, and ‘vegetable peel no evil’.

*We’d like to point your attention to Shut Up and Sit Down’s review of this game, if you would actually like to know how to play it. We do however take issue with their use of a reference pear in this game, as thematically-speaking some sort of citrus fruit would make more appropriate loot in the context of pirate diseases.**** You can also checkout Tabletop’s play-through, where you actually see it being played. Who knew?

** It turns out that there’s actually quite a lot of ‘era-themed’ racism and sexism in this game. Untrustworthy French people, Spanish spies, serving wenches with their boobs out. As long as you embrace it with a laugh and think ‘oh back in those times…’ we guess that makes it alright?

*** In the fun ‘don’t question this’ sense.

**** Lemons would be best in terms of vitamin C content, but lime would make a tasty daiquiri with all that rum.

Cthulhu Gloom: The Clue is in the Name

By Bob and Briony

Brutus Rating: 8 out of 10 gruesome daggers in the back
Pairs well with: Port, red wine, some Edgar Allan Poetry.

Cast your minds back to bygone days of yore. Days when still had a deputy Prime Minister to rein in our cartoon-villain overlord, and the horseless carriage was just coming into vogue (wait, no, too far back). The year is 2012, and your misery farming friends have been invited to a wedding. Well, to the reception anyway. Some of us (Bob) arrive way, way too early and have to find creative ways to pass the time while the proper grown-ups do things like ‘say their vows’ and ‘give speeches’. Luckily the wedding is at one of those fancy hotel/castle/stately home affairs with lots of turrets and nooks for exploring. Bob also finds a similarly left-out comrade in the form of former Call of Cthulhu RPG buddy Joss. Joss has a copy of Gloom, and Bob has a bottle of port and a plan.

Image via Atlas Games

You see, here at the Misery Farm we are all about three things:

  1. Misery
  2. Blanket forts.
  3. Board games (obviously).
Just as nature intended.
Just as nature intended.

Therefore, it should be obvious that miserable board games in a pillow fort are the best things ever. And hotels, for those of you who don’t know, are prime pillow-fort territory. You simply call up reception and ask for extra pillows and blankets, and before you know it you have yourself a fabulous and comfy little nest – the ideal set-up for a two-player card game. With port.309431_10152381350750317_856648447_n

Gloom is simple, cheap, and portable. Cthulhu Gloom is slightly less simple, but just as cheap and portable.*

The card art is appropriately Gorey-esque.

Both games are based on the premise of winning at misery. Each player gets a uniquely melancholic and gloomy card family and the aim of the game is to make them as sad as possible before killing them off. More sad means more points.

Here’s where it gets interesting. To make your family members miserable (or make other players’ families happy) you play modifier cards on them (see-through plastic, so you can see the modifiers below!), but you must tell a story to explain what happens to make them sad. Luckily there are prompts on the modifier cards so you don’t have to come up with a complete story on your own:

6D-34-97Alas!** Poor Lavinia Whateley, she was travelling a dark forest path, driven in search of she-knew-not-what by dark, insane dreams beyond her comprehension. Suddenly there came before her a clearing, hideously illuminated by the moon, in which she saw mounds and mounds of misshapen mushrooms. And that is how she ‘found some funghi’.’

6D-34-102Then you play the miserable modifier card on poor mad Lavinia and she gets however many negative points it indicates. Once you have deemed a family member to be sad (and therefore point-rich) enough, you kill them off with a ‘sudden death’ card. As soon as a whole family is completely dead the game ends, and you tally your scores. Only dead family members count, so it’s a payoff system between killing them quickly and scoring high. Of course, you can also sabotage other players with some happy points:

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Happy little tentacles.

‘Joy be!*** Lavinia, after her squamous encounters in the dark forest walks through the night and, coming to the edge of the forest, finds before her the incredibly cheerful and fortifying sight of a family campsite. Yes indeed, it was in fact a completely harmless forest in Wales, and a whole host of achingly friendly North-English families are keen to welcome to her to their holiday party. There are breakfast bacon sandwiches and healthy nips of gin all round. And that is how Lavinia came to ‘forget the funghi’.’

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Also pictured: Cthulhu leggings

In Cthulhu Gloom all the family members are based on Lovecraft characters, and modifiers and deaths based on narratives from the stories. Your Whateley family might be minced by Mi-Go or discover a strange new colour. Asenath Waite might finally get revenge on her father, or maybe just show up on your doorstep in the dead of night, dead. Charles Dexter Ward’s infamous cat even makes an appearance, though thankfully with a new name.

When we finally get round to playing it as a blogging cohort it is completely the wrong atmosphere. Late morning on a Sunday and we’re still not quite sure whether what we’re feeling is hangover or just some sleepiness and stress-residue from a busy week of being adults in the competitive world of post-graduate research.****

This mug is inappropriately cheerful for Gloom.
This mug is inappropriately cheerful for Gloom.

We decide to skip some of the more awkward bits of the rules, mainly because Bob accidentally threw away the rule book and can’t be bothered to find them online. This is not recommended, as the Cthulhu version does have some extensions and changes which means that even seasoned Gloom-players would do well to re-read the rules. There are, for example, full game objectives which will, if fulfilled, add a big pile of misery to your final score. This adds a stealthy strategy element distinctly lacking in the original. Otherwise the expansion mostly just clears up some fuzziness in the original rules like when to play one-off event cards, and how long effects like increased hand-limits last.

Don’t play Gloom, Cthulhu or otherwise, with people who have no imagination. It’s a dire experience as they take so, so long to play the damn card and stop rambling on, and without the stories it can be kind of boring in its simplicity. Do play this game with people who are new to board (card?) games as it’s straightforward and fun but definitely falls into this whole quirky ‘modern age of board games’ era.  Despite the port, this actually doesn’t make a very good two-player game, so we recommend three to four players.

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‘And then they died.’

Bob appropriately wins this game, as she has the darkest lipstick and most morbid outlook. Death to some and misery to all the rest!


* OK it’s not actually that portable. It just looks portable because the cards are clear plastic so you think ‘wow, those are some durable cards, unlikely to suffer any water damage and therefore perfect for pub trips and long car journeys.’ But then you take them to a festival and try to play a game of Gloom in a leaky tent during a sudden rainstorm, but you’re a bit drunk and the tent is full of people and suddenly the cards are sliding around everywhere and you eventually give up on playing but by then you’ve lost a few in amongst the inebriated bodies and sleeping bags. Not that we’re speaking from experience or anything.

** We like shouting ‘alas’ when there’s some fresh woe. Makes the whole thing more dramatic.

*** See ‘alas!’ footnote, previous.

**** Ironically, Bob is actually the furthest-along in her PhD and has spent at least 15 hours this week playing Hearthstone. This was, obviously, a mistake.


Photos by Dr Photographer

Misery Farming on the Road: Misery at Marshals

By Bob, Briony, and Lizzy

Here at the Misery Farm feel like we should encourage our audience to spread your dice and try playing games in some new settings, or even (god forbid) with some new people. In this sporadic mini-series, we take to the wide open road to review board game events all over the world. But mostly in pubs in the south of England.

A sick Bob is not a happy Bob. There’s a lot of pissing and moaning and complaining and ignoring good advice. She firmly believes that all you need to get well quickly is a regime of Hot Toddies and vitamin C. So, predictably, when our generic white male gaming buddy Andy invited Bob to Marshals on a chilly Monday night for an evening of board games and Tex-Mex she jumped at the chance. We say ‘jumped’ we mean ‘agreed before really thinking about what this would require’ (leaving the house, dressing like a proper adult, putting on pants). Seeing her hesitation Andy sent Bob the picture on the right and, unable to refuse this level of peer pressure, she blew her nose and made him promise to buy her a beer. For its medicinal properties, obvi.

We’re excited.

Marshals is an American blues sports bar-type place in Southampton which Bob can’t decide if she loves or… eh. Big screen TVs are splashed around the restaurant constantly show worldwide sports channels, but this isn’t terribly annoying as they’re usually set to silent and occasionally show late-night WWF wrestling. The Misery Farm would like to say that they don’t get super excited when the Undertaker shows up, but that would be a lie. A complete and utter lie.

Come to mama!

Marshal’s selection of spirits is frankly, inspiring. Shelves upon shelves of very fine whiskies, bourbons, and rums. They’ve got about 8 flavours of bitters alone. And such cocktails. They’re even perfectly happy to go off-menu or invent you a cocktail based on what you like, though unfortunately they haven’t the cloves on hand to make the tequila Hot Toddy of Bob’s dreams.

As a bonus, most of the male bar staff can all be rated on a scale of Hipster to Pirate. Beards and earrings for all!

Medicine!
Medicine!

Board games and Tex-Mex is a strange thing to combine. In fact, in many ways it’s the worst-possible combination of food and game. There aren’t many foods that lend themselves to the clean fingers and lack of drip required to keep laminated cardboard in pristine condition (sushi, pretzels, and boiled sweets being notable exceptions). Luckily Bob isn’t particularly precious about the condition of her games and cheerfully gestures for the waitress to plunk enormous plates of nachos unceremoniously among the notes and maps of Sherlock Holmes: Consulting Detective.

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Nutrionally null but delicious.

Also on offer: medicinal margaritas. The bartender (approximately well-scrubbed Russell Brand on the Hipster-Pirate scale) espouses the virtues of both tequila and lime as cure-alls. Unfortunately he hasn’t factored in Bob’s staggering capabilities for encyclopaedic knowledge about random bullshit. He patiently listens while a twenty-something woman wrapped in a blanket adenoidally tells him about the massively-reduced Vitamin C content of limes compared to lemons, and how the nominative confusion between the two led to the re-emergence of scurvy among such prominent explorers as Scott of the Antarctic in the 19th.  Then he makes a lime margarita anyway because limes taste better than lemons. It’s delicious.

 

Thus fortified, they turn to the board games portion of the evening in earnest. There are two other groups of board gamers in the bar this evening, but it’s hardly packed to the rafters with nerds. Bob embarrasses the GWMs by bothering a large group to ask what they’re playing (this is something that the Misery Farm has become particularly used to – we enjoy simply appearing whenever a boardgame is being played, like those pretty but useless patterned D10s that everybody’s got at least one of). Eventually Bob is prised away for more Sherlock Holmes: Consulting Detective (our regular hit of addictive self-flagellation) and Shinobi WAT-AAH for its sheer joy.

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“Leave me alone I’m sick and solving mysteries.”

Sherlock is, as ever, deeply frustrating and intriguing in equal measure. It’s not really a ‘game’ as much as it is a murder mystery which punishes you for needing to read too much of it before figuring out the entire plot and who did the dirty deed. Mr Holmes is always several steps ahead of you and will drop condescending hints, but you can outshine him at detecting by solving side quests. This game has the power to annoy the crap out of you but you’ll still want to play the next case immediately. It is, unfortunately, hard to find, expensive, and translated from French, which leads to masses of typos which are severe enough to cause irritation, if not full in-game confusion (a notable exception being ‘spirit’ mis-spelled as ‘spirbt’ and causing terrible trouble in case five). A stuffy head and snotty nose do not make this game any easier, and we give up unusually early; allowing Sherlock to patronisingly explain the ‘simple’ case to us.

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Losing graciously to Sherlock.

Shinobi on the other hand is always fun. Contradictory to our official review, Shinobi actually pairs perfectly well with a heady single-malt (nothing peaty or smoky please, Bob doesn’t like drinking old-man-sofa smell). Andy and Mike for some reason bring their C-game so Bob wins each round and, convincingly, the game.

Bob’s not sure how regular of a Miserable event this should be, as it’s not really an ‘event’ as much as it is an evening in a bar. Not that we’re in any way averse to those, it’s just that Marshals is a bit on the pricy side to make a regular haunt. Is it a fun way to spend an evening? Yes. Is it better than ordering Chinese takeaway to your local and playing board games there? Hmmm… But at least Bob got out of the house, and next time, maybe even Briony and Lizzy will venture forth and try new events too.


Images © Cadbury’s, WWF Wrestling, and Marshals Bar (in that order).
Photos © TheMiseryFarm.com

 

Twilight Imperium: Friendly Space Race

By Bob and Lizzy

Brutus rating: 9 zingy lightsabers in the back out of 10
Pairs Well With: Slurm! Romulan Ale! Anything pumped with sugar and caffeine

Look at this magnificent shit. You know you’re in for some intense game-time when the box art is this expensive and epic.

The story of the Misery Farm and Twilight Imperium begins with Bob and Christmas. Bob spends every Christmas with her family and a number of close family friends (as South Africans the lot of them are constitutionally incapable of negotiating ‘small, quiet’ events). There’s lots of food, wine, dogs, excited children and merriment.

It’s hell.

Initial plans were to go from family home to Reading for new year’s eve with the friendly robot boyfriend (FRB) before looping back round to the blessed isolation and wonderful silence of home in Southampton. Then the kids got an honest-to-god noisemaker as a Christmas present. The electronic kind, which plays loud, tinny jingles and farty sounds at the push of a button. Far from being a form of passive-aggressive punishment inflicted by child-free friends on their parents it turned out that their mum (!) had actually bought this thing (!!) herself (!!!) as a gift for her own kids (!!!!).

Naturally, Bob wanted to leave as soon as humanly possible. Unfortunately there wouldn’t be room for her at the FRB’s house until the late in December, and he had planned an all-day Twilight Imperium 3 game on that day. But there would be a constant supply of tea and biscuits if she was interested. Sold!

She had no idea what she had gotten herself into.

First port of call if you need a game overview is of course the blog Shut Up and Sit Down. If you are living under a rock and are somehow reading this without having heard of them, then know that they are nice young men who combine informative game reviews with a quirky and funny presentation style (so pretty much the opposite of us). Their review of the game as fun, complicated but not arduous, and epic in both scale and style was encouraging, and Bob proceeded to download the rules with a view to getting a rough idea of the components, win conditions, and what a turn generally looks like (the holy trinity of basic game understanding).

Here she hit a snag. Having only recently become the kind of special, habitual nerd who can visualise a game to any sort of degree just from reading the rules, these presented something of a challenge. It wasn’t the length of the rules which intimidated her, nor their complexity, poor structure, or incredible, gasping dryness. It was more that better things to do than reading them seemed to repeatedly crop up. Taking a nap, for example. Eating all the Christmas jelly beans. Re-watching Star Trek, Frozen, and the Muppets Christmas Carol (with all the scary bits fast-forwarded so the kids wouldn’t have to hide behind the sofa). If she weren’t under strict instructions from supervisors to Chill the Fuck Out and Take a Holiday then some work might even possibly have gotten done. Maybe.

This wasn’t entirely unfair, in hindsight. TwImp heralds from an era of Fantasy Flight games (i.e. their entire history) when writing down the rules was considered an unfortunately necessary afterthought to game creation. The amount of text in the FAQs on their website exceeds that of the written rules by a factor of about fifty, and even the super handy-dandy cheat sheet on board game geek (second port of call for the game explorer) is twelve pages of tightly-packed and colour-coded terror. Bob refused to be deterred though, forging bravely ahead. It was either this or another day of confiscating her mum’s 11am gin and being forced to watch a ten-year old play Pokemon Platinum* on their shiny new 3DS**. To some long-term gaming buddies this mission to Read the Damn Rules seemed one step away in terms of desperate foolishness from considering a career in crippling heroin addiction. Eventually even Bob had to admit defeat at page 14, and instead downloaded the TI3 app***.

Game day rolled round with an inauspicious start. Bob arrived late and without all the necessary supplies of crisps, cigarettes and sugary beverages that would make a ten-hour game bearable. Luckily the FRB has excellent friends. Ones complete with mandatory nerdy graphic Tshirts and an exquisite layout of appropriate snacks including Gagh (gummy worms), Slurm (Mountain Dew), and a handy supply of delicious codeine and Marlborough Reds to alleviate the crampy terror brought on by driving. FRB did his part by making Bob two whole cups of tea without complaining more than 6 times.

Delicious caffeinated sugar water.
Delicious caffeinated sugar-water.

And it only took an hour to set up the game and go over the rules. Briefly: a central planet IMG_0414(Mechatol Rex), the seat of political power in the galaxy now mired in civil war and petty bureaucratic struggles. It is surrounded by planet and space hexes, which generate resources if you invade take them under your wing. You play as a race fighting for dominance according to certain objectives. First to ten victory points wins. You can usually get a point per turn, and a turn takes an hour. No joke.

Okay, so this game. This game, guys. It’s insane. No one playing it for the first time can
possibly have any idea what the hell is going on. Going over every single rule would be exhausting, and remembering them all on the first try is impossible. It’s entirely plausible that everyone was cheating the entire way through but the fact that we were playing with two extra expansions (and therefore a whole bunch of new and expanded rules) meant that no one noticed or really knew what was going on themselves.

Luckily it’s definitely the kind of game that can be played without a fully-fleshed strategy as IMG_0419long as you have a rough overview of what you might want to do on a turn, and there’s someone around the table willing and able to walk you through the fine points. Some things, like spending resources, invading planets, and building technologies and spaceships are very knowledge-dependent, unfortunately, and messing them up can really ruin your turn. Mercifully the sheer size and duration of the game makes it weirdly forgiving until the very last few rounds.

Some parts are refreshingly simple, such as the straightforward dice-rolling ‘pew pew’ of combat. On the other hand some elements, like playing a political action card in order to pass a law in the galactic senate, are almost like bizarre meta/minigames in themselves, as you try to bribe each other for votes while assassinating other players’ delegates. Sometimes, if another player is particularly annoying you with their piractical trading methods or pointed demilitarisation of strategic planets, you can even assassinate them twice*****.

Romulan ale, for when your girlfriend has passed a motion to have you executed by the senate. Again.
Romulan ale, for when your girlfriend has passed a motion to have you executed by the senate. Again.

The potential for greatness is there (and beginners can do just as well as experienced players with a bit of strategic placement and luck), but it is absolutely exhausting on your first time round. After having your ass solidly kicked across the galaxy by the Winnarian traders you might even swear off it entirely.

But then find yourself thinking, at odd moments, how you could improve your strategy to finally conquer Mechatol Rex and really show those damn space-lions who’s boss.

As you play and get comfortable with the rules (which can take several long, long games) it all starts seriously picking up in terms of mad, bonkers, shooty fun. Despite its enormity the strategic elements are reasonably flexible. Alliances are made and broken based on objectives and the layout of the planet hexes (ah, that nebula of hugs sure looks protective. Wait, guys, why are you launching that dreadnought? Guys…?). You learn the particular skills and weaknesses of your race and start to posture with great big spiny hedgehog death stars war suns.

This. This is what posturing looks like.
This. This is what posturing looks like.
See that weird little fish-looking guy in the background? Flagship. 'Pointing the wrong way' apparently.
See that weird little fish-looking guy in the background? Flagship. ‘Pointing the wrong way’ apparently.

Bob’s first race comprised spooky space ghosts who love wormholes and for some reason have a super-90s-wildstyle-graffiti-looking symbol/crest thing. They have the unique ability to build an enormous flagship which then acts as a wormhole itself, allowing fleets of warships to pop up all over the map (entertaining but not recommended for beginners). Incidentally the flagship looks an awful lot like a fish with antennae bits all over it. Bob assumed this was to streamline it so that it might effectively fly through the massive friction and air resistance of outer space, but it turned out that she did in fact have the ship flying backwards. Other races include incredibly combative swarms of cockroaches led by a shadowy matriarchy (who for some reason no-one trusts. Damn speciesists), clouds of fungal spores, lion-people with civilisations built on the backs of elephants slowly traversing their desert home-planets, cyborg remnants of the once-ruling race spreading their mindnet low-cost broadband internet through the galaxy.

All that remains of the galaxy after a number of mad alien races have tussled over it.
All that remains of the galaxy after a number of mad alien races have tussled over it.

This game is fun, and mad, but very very long. Set aside a full day for it, and don’t play it without an experienced player to guide you through.


*Sidenote: Pokemon game names are really dumb and not-intuitively chronological. Dem crazy Japans amiright?

**Sidenote 2: This kid wouldn’t let Bob take a turn and had the bloody cheek to tell her that an Umbreon was a kind of Pokemon in a tone of voice usually saved for the hopelessly elderly and out-of-touch. Since being informed that we had in fact had Pokemon when we were kids it’s been non-stop Poketrivia quizzing of seemingly every Pokemon except the original 152. She calls them the Pokemon from ‘back in your day’.

*** More useful than the 12-page cheat sheet**** by a factor of about 300. It helps you keep track of what technology you’re building and are able to build, and keeps an eye on your various battle stats.

**** This is a ridiculous fucking thing anyway. It expects you to print out the pdf on legal paper and then fold and staple it into a booklet. What is this, 1963? It has the potential to be amazing but only if it were turned into a beautiful, easily-navigated hypertext doc. With a fucking contents page and some kind of fucking recognisable structure. One day. In the future.

*****Sorry Chris. That’s what you get for not letting me invade Mechatol Rex.


Photos courtesy of Nick Lanng and Chris MacLennan

 

Camel Cup: The Yellow Menace

Brutus Rating: 2 daggers in the back out of 10
Pairs well with: One of those liqueurs you bring back from holiday that nobody wants to drink. Maybe cactus flavour, or ouzo. Raki is pretty rough too. Damn Greece, you got some terrible booze.

Note: our photographer insists that the bright glaring photographs are supposed to represent the sun in the camel-filled desert. This, we are assured, is definitely on purpose.
Note: our photographer insists that the bright glaring photographs are supposed to represent the sun in the camel-filled desert. This, we are assured, is definitely on purpose.

Disclaimer: In the interests of maintaining ethics in board game journalism we at the Misery Farm feel that it’s important to make our audience aware that this post contains a high level of pro-yellow camelist propaganda. This does not mean that we aim to denigrate other colours of camel or beings who identify as camels. All camels are equal. Yellow camel is just slightly more equal than other camels.

There are several ways in which Lizzy is the villain of The Misery Farm. She wins too often, she’s a little bit too keen to play the bad guy and she has a really awful smug face. These things might all make her seem like a kind of loveable rogue, but there’s one thing that we’ve hidden from you all so far. The real reason she will strike fear into your heart. We’re about to show you the inside of Lizzy’s copy of Camel Cup. If you’re of a nervous disposition, or there are children in the vicinity, look away now.

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Urrrrgh. *shudder* That game even comes with baggies, guys. There’s no excuse for that mess.

Anyway, now that horror is over, let’s get onto Camel Cup.

There are two schools of thought on the name of this game. Some people think that it’s actually called ‘Camel Up’. Perhaps because of the stacking method, in which the camels go ‘up’ and stack on top of each other.

The camels lining up for a bit of pre-race chat
The camels lining up for a bit of pre-race chat

These people claim to be right because of silly little reasons like “that’s what the instructions say”, “that’s what it says online” and “that’s just the actual name, you guys”.

The other school of thought says that the game is ‘Camel Cup’. Because the camels, you see, are racing to win The Camel Cup. These people claim to be right because of excellent reasons like “there is an actual Camel Cup race”, and “we just prefer this name so agree with us or get the hell out of our living room”, and “shut up and play.” The Misery Farm are a part of the latter school of thought.

Pyramid-scheme
Pyramid-scheme

Camel Cup won Spiel Des Jahres 2014 (“Game of the Year”. Thanks Bob, that degree in German wasn’t wasted after all.) When you first look at the game, running around a giant convention hall in Germany, then that fact can seem a little surprising. It looks a bit gimmicky: it has some sort of strange pyramid thing scheme going on.

It turns out that Camel Cup is almost certainly the best gambling, camel-racing game you’ll play all year.

In Camel Cup you don’t play as the camels, and you don’t have much influence on how fast each of the camels race around the track. Instead, you’re the Egyptian aristocracy. Your goal is to make as much money as you can by the end of the race, having gambled on which camel will be the final winner, the final loser, and which camels will win each ‘leg’ of the race.

The Egyptian aristocracy
The Egyptian aristocracy

It’s fairly fast-paced, and (hopefully) everyone will do one of four actions quickly and move onto the next person. Two of these actions are gambling (betting on a camel for either the leg or the whole race), one is placing down an oasis or barren dessert sort of token (the one way in which you can almost sort-of influence the race) and the final is to move the camels. That is, make it so that the camels move themselves. You get limited choice in the matter.

“I BELIEVE IN YELLOW CAMEL!” (Lizzy bets on Yellow Camel to win, as is tradition)

“Green Camel is currently in last place… so I think I believe in Green Camel.” (Generic male gaming buddy gambles on Green Camel)

“I think I’m going to move the camels!” (Everyone starts chanting ‘move the camels’ and banging on the table)

The game also features Nigel Thornberry
The game also features Nigel Thornberry

Of course, I say that hopefully everyone will do one of four actions quickly. Occasionally you’ll get players trying to cheat. By ‘cheat’, of course, I mean ‘actually trying to think about their turn logically before having it’. Don’t do that, it’s a terrible idea. You’ll look like a dick, and it won’t help. Camel Cup can be for up to eight players, so such behaviour is rightly discouraged in our circles, and hurried along by coughing and reminding guilty parties that “Ahem! This is Camel Cup! The fast-paced camel racing gambling game! Get your shit together” until they take their turn. Attempting to mathematically work out the winning and losing odds has no place in this game, for reasons which we will soon make clear.

The magical pyramid of camel-moving
The magical pyramid of camel-moving

To get any good picture of how Camel Cup plays, it’ll be useful to mention how the camels actually move. At the beginning of the leg, the mysterious pyramid of camel-racing is placed in the centre of the board with five different dice inside it, one for each colour camel. The dice are all numbered 1-3. When some brave gambler chooses to move the camels (cue chanting) she takes the pyramid, tips it upside down and pushes open a little flap so that one single die will fall out. The camel of that colour will then speed that number of spaces along the board! The die is then put aside until the other four are out of the pyramid, so that each camel will get one turn at moving before the dice are all put back inside. When all of the camels have moved once, that’s a leg of the race.

Once the novelty of a pyramid dice-shaker wears off, that can all seem very dull. Some dice are rolled, some camels race at that particular pace. *yawn*

But wait! This game didn’t win Spiel Des Jahres 2014 just for some camels trundling along next to each other at a speed of 1-3 per leg! Oh no. I’ve left out the best bit. The camels… they stack on top of each other.

Woah!
Woah!

Yep. Apparently the race course is so narrow that there ain’t no room for camels to be side-by-side. When a camel trundles onto an already-occupied tile, they’ll just park their camelly behind on top of that first camel. This is a mechanism that makes Briony feel deeply uncomfortable – when she’s claimed a certain spot on the board she expects not to share, or at least to swear at someone attempting to come near her. This is a particular problem in other games like Tigris and Euphrates as she strongly believes in keeping other civilizations out. Everyone else though? In awe.

6D-33-36BUT THEN! When that first camel moves, does she ask the second one to get the hell off? No! She races on with up to four camels on top of her. The implications that this has on the odds are staggering. Instead of moving a maximum of three places, a camel with some lucky stacking could move fifteen tiles.

Staring into the eyes of Yellow Camel
Staring into the eyes of Yellow Camel

What looks at first like a simple race turns into a crazy one, where the odds a lot of the time are almost impossible to figure out. This is the essence of Camel Cup, and what makes the game so much fun to play. It’s not uncommon to see a camel go from last place to first in one leg, ruining all of your bets and expectations. The game is made by the sheer improbability of it all. It’s made by deciding which camel to bet on just by looking really closely into their souls and seeing which camel really has what it takes (Lizzy deeply believes that Yellow Camel has that X-Factor that’ll take it all the way to the big leagues). It’s made by having all of the enthusiasm in the world for the camel in last place, then actually seeing them win and getting to rub it in the faces of the non-believers.

Having said that, there are several things that Camel Cup is not. Camel Cup is not a lengthy game, nor one for much strategy. Not by board-gaming standards, at least. But that’s ok, because most people’s collections need a place for that kind of game. One that’s fairly quick, fairly simple and doesn’t involve too much thought if you’ve had a long day / are playing with some non-gamer friends / are a bit drunk already at 4pm and can’t quite think straight. It also comes with a Totally Official™ side-game in which players should try to pull faces that match those of the camels on the box art.


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As you can probably tell, it’s important to play Camel Cup with the right kind of people.

The players need to be willing to get excited about some crazy odds and racing camels, and to not mind the lack of reliable strategy or planning ahead. You need to be able to place a wild bet on a camel just by what feels right. I mean I’m not necessarily saying that it’s your fault if you don’t love the game (you might just have terrible friends). But it might not work so well if everyone’s incredibly quiet, or if everyone’s just received some tragic news.

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The game receives just 2/10 daggers-in-the-back since there aren’t all that many opportunities to stick said daggers into your opponents’ backs. There simply aren’t many ways to encourage a lame camel to victory or stop the juggernaut momentum of Yellow Camel. You can sometimes place a tile which will make it better or worse to land on, but most of the screwing-over will just be done by the luck of the dice and the speed of the camels.

A great game, for its type.

The real winner isn’t Lizzy. Nor, for once, is it board games. The real winner is Yellow Camel.

Tiiiiimbeeeeeerrrr
Tiiiiimbeeeeeerrrr

 

Credit for the photographs to Photographer-friend BA (Hons), MA, PhD.