Codenames: From Essen With Love

Pairs well with: Martinis. Shaken, not stirred. (Rumour has it they’re actually better stirred, but that’s just the kind of shit you’ve got to deal with as a spy.)

Traitor-rating: 2/10 for the ability to try to put off your opponents mid-game.

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We three kings* board game enthusiasts have had a lot to say about what some of the best games from Essen 2015 may have been. There have been a lot of candidates and a lot of enthusiasm. It’s almost as if we really, really love board games! Weird.

The excited froth of enthusiasm shall continue to spill forth as we move on to what really is one of the best, and surprisingly so, games of the year: Codenames. Don’t be put off by the box art which looks like it was designed in MS Word and features the thrilling byline of ‘TOP SECRET WORD GAME’,** this is some addictive shit. We hope you’ll forgive a bit of brief explanation, since the game is pretty simple to play and explain.

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Lizzy gets fancy photography confused with just holding the camera in a funny place

In Codenames you (usually) play as two different teams of spies. One person per team is the spymaster, the rest of you are regular vanilla-spies sitting in the field awaiting instruction.

The ‘board’ consists of a 5 x 5 grid of cards, each with a different word on it. The two rival spymasters, presumably sitting nice and comfortably somewhere in Spy HQ playing with some gadgets and looking at a dozen different CCTV monitors, have access to an extra card which they share, but which the rest of the players aren’t allowed to see. That card shows the ‘board’ as a 5 x 5 grid with each card marked as red, blue, grey or the single black.

This little card means that the spymasters can know which of the words on the table are the codenames of red-team spies, blue-team spies, regular confused passers-by and THE ASSASSIN!

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The Assassin

The actual game is a word association game, with the aim being to contact all of the spies on your own team before the other team does the same, and to not contact the assassin (for obvious, game-ending reasons). The spymasters will take turns giving exactly one word and one number, the word being one that they’re trying to associate with some on the table and the number indicating how many words they’re trying to link.

Simple!

One of the first things you come to notice as you play the game is that you really feel sorry for some of these spies. Agent Ghost? Cool. Agent Roulette? Pretty classy. Agent Ham? Umm, maybe not so much. Agent Ketchup? Are you sure you work here? Oh and I’ve got to say I’m a little embarrassed to be working with Agent Pants over here. There’s a reason we gave her that name.

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Confused passer-by

And sometimes you’ve really got to question just what the secret service were thinking about. Agent Spy? I mean really. AGENT SPY? What do you think the point of a secret codename is? Maybe to avoid revealing your identity as a spy to everyone? Tsh. Some people just weren’t cut out for this business.

The plus side of Spy HQ’s batshit, overboard spy-naming policy is that you’ll never be short on variety between different games, even when each one is only about 15-20 minutes long. The box is jam-packed with different words, two sides to each, and you can get through a hell of a lot of games (trust us, we’d know) before you need to come across the same words that you’ve already used. Even if that weren’t the case, the way that the board is always different means that it’s unlikely any of your games will ever resemble each other. And other factors, like the impossible and bizarre ways that you and your friends’ brains work.

Bonus points for the game come from its flexibility. In our short time of owning it we’ve played it on beds, on floors, in hotel lobbies… even on walls. While procrastinating our PhD research doing important board game research for this blog we even spotted someone on /r/boardgames who threw together a makeshift copy for a family gathering. Pretty impressive.

Codenames is more fun than we ever thought a word association game could be, and at least part of that is thanks to the mad things you’ll try to connect, the connections that seem startlingly obvious to some and mad to others.

Lizzy: Water; Two.
Bob: Right. Ok. So, I’ll go for… ‘Well’
*Well is correct*
Bob: Good. Ok, so next I’ll go for Bridge..
*Bridge is incorrect*
Bob: WHAT. WHAT DO YOU MEAN BRIDGE IS INCORRECT?
Lizzy: *silence*
Bob: Bridge! Water goes under the bridge!
Lizzy: *awkward silence*
Bob: Seriously? ARGH.

*later*

Bob: Wait, so what the flip was the other word for water?
Lizzy: Palm.
Bob: P… pardon?
Lizzy: You know, Palm. Palm trees… are… er… sometimes near water. And Palm Springs is a place that sounds like it’s named after some, you know, springs.
Bob: … I think we should be on different teams.

Other times you find that special friend who just seems to share your brain.

Spymaster: Bond; Four.
Secret agent: Right, well. There’s Octopus, because of Octopussy, (correct answer), Moon, because of Moonraker (correct answer), Spy because James Bond is a spy, (correct answer) and… well, James Bond holds a gun in the palm of his hand, so… Palm! (correct!!)

Another great feature of the game, although one that only really works with a group of 4+ playing, is the constant (but friendly) mockery of the other team’s guesses. Not to mention trying to put them off!

Lizzy: Right guys. Beef; Three.
Opposing Team (pretending to talk to each other, but loudly so the other team can hear): OH! Yeah. She’s probably referring to the great Beef Revolution of ’93. Or she means ‘Beef Dice’. Isn’t that the sequel to Sushi Dice?

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It’s really an unfair advantage that the blues get Pierce Brosnan on their team

LWH Codenames Tournament

As we briefly mentioned last week, one of our local conventions Little Wooden Houses ran a Codenames tournament at their latest shindig. Teams of 3 people competed for the coveted Tiny Trophy of Being Good at Games in an incredibly tense competition.  Team Misery decided that despite wearing her ‘Captain Hangover’ hat, Bob should be spymaster as it’s very easy to get inside her head.***

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Round One

The first match was against a team of raw recruits who’d never met. It’s easy to underestimate a team of nice (ha!) ladies but all early pleasantries were rapidly erased as Bob politely but firmly invited the opposing team to suck her dick when they took an early lead.**** Team Misery sucked it up and got their shit together to win convincingly and immediately take on the next challengers.

Round Two (or ‘Semi-final’… it was a pretty small tournament)

On round two, shit got serious. These were no fresh-faced n00bs, but experienced gamers and long-time friends. It would be easy for them to work together, and the stress was real. Ground rules were firmly laid (no speaking at all from the spymasters apart from clues (a rule which Bob finds supremely hard to follow), and taunting and smack-talk from team-members absolutely allowed). Adrenaline pumping and neurons firing, Bob flopped her enormous spymaster-schlong across the table with a steady ‘Culinary, six.’

Six correct card choices left the opposing team in the dust, and Team Misery advanced to the final round unbeaten.

The Final

The final match was played as best of three rounds, against a team which included a girlfriend-boyfriend pairing (Dr Boyfriend and Cthulhu-Joss) and Dr Charlie. Harsh.

A strong start in the first round got Team Misery off the ground, but they were nearly brought down by an incredible last-ditch hail-Mary clue from Charlie, whose team needed to get five correct answers in one turn to win.

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Play along at home!

‘Nazis, infinity.’

Um. What. Surely this could never work! But after the initial laughter, Joss and Al took to the board to give it their all.

‘Er. Did the Nazis ever go near some Czechs? Czech!’
*1/5 correct*
‘Well, they probably had ships. Ship?’
*2/5 correct*
‘They love to MARCH!’
*3/5 correct, panic from Team Misery*
‘Drill?’
*4/5 correct*

Team Misery watched in shock as all their dreams decayed in the face of insanity. If the opposing team got one more correct answer, they would win.

‘Aw nuts. Isn’t there a movie about Nazis where they’re all somewhere really cold? And they’re zombies? Dead Snow! Yeah. Maybe he means that! ICE!’
*INCORRECT*

Thank goodness for good guys. (That’s us, by the way.)

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A very tense Dr Charlie and ‘Hangover-hat’ Bob

Round two was almost as close, but went to team Charlie, making it even-Stevens going into the final round.

Bob meditated while Lizzy and Briony made a break for stress-wees and tea.

It was a tough board for the team. ‘Hollywood’, ‘France’, and ‘New York’ were all needed, but ‘England’ was the assassin and ‘Beijing’ belonged to the opposing team, so a simple clue like ‘places’ was out.

‘Cannes, three’ managed to tie Hollywood, France, and Premiere together, but that was just the start. An incredibly close, tense game ensued, until both teams were down to their last two words.

Bob made a desperate bid to tie ‘New York’ and ‘Forest’ together with ‘Jungle, two’ (urban jungle, right?) but was thwarted by Lizzy’s insistence that ‘Jungle Jam’ was a thing (she meant a jungle gym. Like the climbing frame. Bob actually broke the rules when that went down as she was incapable of stopping a stress-pressured ‘Mrrrrrrrrrrrrrrrrrrp’ from escaping).

To be fair, the team’s eventual demise might also be put down to a glorious moment in which Bob forgot which colour she was, and gave a clue for the wrong team’s spies. Some swearing followed.

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A smooth final two from Team Charlie and it was all over. The tiny trophy of ‘Good at Games’ was wrested from the Misery Farm’s grasp, and Bob unclenched her butt-hole for the first time since the tournament started.

Codenames is a frickin’ excellent game. Good as both a light party game for the inexperienced, and as a brain-crusher for more experienced players. Incredibly stressful. Highly-recommended.

The real winner was the stupid other team. But also, board games.

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Hate is such a strong word, but…

* Too early for Christmas jokes? What? Christmas jokes are never appropriate? Psh.

** Codenames won Shut Up & Sit Down’s prestigious ‘Best Game, Worst Box’ award 2015.

*** It is mostly filled with air so there’s plenty of room.

**** Did we mention that we’re really, really competitive?

 

Misery Farm On The Road: Little Wooden Houses 2

It’s been a long week here at The Misery Farm. Lizzy and Bob have been marking idiot undergraduate papers while Briony has been attempting the academic equivalent of fitting a gallon into a pint glass, i.e. condensing her Master’s thesis into a publishable paper.

Needless to say, they were all very happy to see the end of the week and to celebrate with happy hour cocktails (Bob and Briony) and going to bed at 9pm (Lizzy).

Saturday dawned bright and early. And hungover.

Somehow your farmers managed to pile into Bob’s shitmobile car and pootle all the way up to Oxford without any major death or destruction,* fully stocked with caffeinated beverages and terrible service-station sandwiches. What a treat lay ahead of them – a full day of board games ahoy!

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Pictured: Meeples, not Little Wooden Houses. It’s the thought that counts.

What’s Little Wooden Houses?

Little Wooden Houses is the brainchild of Mac ‘Amazing’ Chapman, fellow board-game enthusiast and blogger. His dream was simple: to gather friends and acquaintances and pretty much anyone who fancied it, put them in a large room together, and play some board games.

It’s a formula which pretty much guarantees success.

Effectively, it’s just a day at a friend’s house with a bunch of people you like and a bunch of board games you like, but on a larger scale. Things that you like, but more of it! YEAH!

Unlike similar small and friend-run events we’d been to previously, like Gavcon, it’s a simple case of turn-up, bring-games, leave with the same games you arrived with. Simple stuff. Particularly good for those on a budget! We each gave a small contribution to M. Amazing for renting the hall and brought our own homemade sammidges, hangover snacks and maybe ordered a tiny bit of takeaway too.

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The whole room’s a bit like a big wooden house, actually

Little Wooden Houses 2

This event, the second of its kind (but we weren’t at the first, so it can’t have been as good), was hosted in a little village hall near Oxford, where we’d previously had an incredibly successful day as the media in Watch The Skies. If only half as many nuclear bombs went off this time, it would be a success! It’s a bit further away from our homes than a couple of us would like, but it all worked out ok because Bob is an incredibly safe driver and we didn’t fear for our lives once in the entire journey.**

We started the day with HangoverBob opening her packet of Skips upside down and declaring it to be the end of the world. Fortunately, the team plodded nobley onwards, and got stuck knee deep into some games:

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Little wooden pillars

Elysium

Elysium is a good game with one strange weakness:

‘Have I played this before?’
‘Yeah, have I? I really really can’t tell…’
‘Nah it just looks like all other games ever.’

It really does as well. It’s ancient-Greek themed and the artwork is a bit 7 Wonders, maybe a bit Cyclades.

We came across it on Day 4 at Essen and Briony bought it there and then.

There are pillars, but hungover games-explainer Briony is quick to point out that the aim of the game is not to build a tower out of them. Sadness all around.

Otherwise, it offers a good level of chance and luck v strategy and tactical play. It’s simple to learn, plus there’s just enough opportunity for dickery to keep things interesting and victory points get handed out like Skittles. And we love skittles!

As a downside, there are a few design errors. You must knock your pillars over to collect cards, but the bases of the pillars are circular so they just roll around all over the table and onto the floor, repeatedly. The turn order tokens are nearly the perfect size to fit into a slot on your player board, but not quite. Argh!

We still all had a pretty good time. Bob and Briony survived their hangovers, and laughed at the worst jokes.

‘Can I have a circley thing?’
‘You certainly can!’
‘… I CIRCLEY can!’

Victory for Briony!

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Some vigorous pointing from HangoverBob

Tournament: Codenames

Ok, when we said that Little Wooden Houses was just bring-a-game, play-a-game, we were almost telling the truth. Little Wooden Houses also has a long standing tradition (as long-standing as a tradition can be when it’s only the second event) of having a mini tournament. The first event was home to a Blueprints tournament, and this time Codenames was the star of the show!

If you haven’t played Codenames yet, then you should. It’s a competitive word-association game played in teams, but even more fun than it sounds.

Your steadfast reviewers made up a team of 3 (obviously), and were determined to come in either first or last place (because those are the only two positions worth blogging about). It was decided that Bob should be spymaster because a) she’s strangely OK at it even when wearing her ‘Captain Hangover’ hat and b) Briony and Lizzy can get inside her mind with ease. To catch your prey, you must think like your prey. To think like Bob, just replace 98% of brain function with pop culture references and sarcasm.

We started strongly. A decisive victory against a team which had never met before, followed by a trickier match-up against long-time friends. The tension was absolutely insane, largely because we take winning board games far too seriously. The final match was an incredibly close best of 3. We fought bravely but… ultimately the tiny plastic cup of victory was wrestled from our grasp.

A full review of both the game and the little tournament will be out soon!

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Between Two Cities

After the intense stress of a tournament, a soothing game of Between Two Cities was called for. It’s fun and simple and can fit absolutely loads of players thanks to its team-based mechanic which means that until the scoring phase you only really play with and against the players to your immediate right and left.

Takara Island

Next was Takara Island, a worker-placement-lite game recently re-released with art by the incredibly talented Naiiade. Dive into the deep seas, fight some monsters, and dig for magical treasure. It’s flawed by some unbalanced mechanics which aren’t clarified in the rulebook, possibly due to translation errors.

Two Rooms and a Boom

There are a lot of reasons to gather twenty-something friends in a single place to play games, but one of the strongest has to be Two Rooms and a Boom. A game that not only works with these larger numbers, but thrives with them.

It’s a combination of hidden roles and party game: red terrorists v. blue secret agents. Everyone is divided up into two rooms and allowed to get chatting. Every few minutes there’s a hostage swap where a few people can change (or be forced to change) rooms. The aim of the game is to get the (red) bomber and the (blue) president in the same room at the end of the game if you’re the terrorists, and to get the president the hell away from the bomber if you’re the blues. That’s right, even if the entire rest of the secret service explodes with the bomber, as happened in one of the games we played, the blue team still win if the president is alive. Is death worth victory? Almost certainly.

Despite the ostensible secrecy of the roles, it quickly becomes clear who’s on which team.

“Lizzy, wait, are you on the red team?”
“No.”

*Lizzy bursts into nervous laughter and has to run away*

It gets interesting when more roles are added. The engineer to fix the bomb. The doctor to diagnose the president. The Shy Guys, the fools. The first lady and the mistress, both of whom are competing to be in the room with the president at the end of the game (but not in the same room as each other). Moby Dick is there, as is Ahab.

Ultimately, despite the number of roles, it’s not a difficult game. Bob was the bomb and she quite successfully exploded. Good work, everyone!

The end of the day

Little Wooden Houses 2 ran on to the late, late hours of 11pm. Your noble journalists ducked out before then, but still had a wonderful day. The atmosphere was relaxing, friendly and rife with games.

Your competitive team of journalists had so much fun that they barely even cried at not winning the coveted Codenames tournament trophy.

But, as always, the real winner… is board games.

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It’s fine. We didn’t want the Codenames trophy anyway.

 

*Despite what Lizzy might say about Bob’s driving.

**(shifty look from Lizzy, as if from someone under duress)

Liguria: Pimp my Cathedral

Pairs well with: Grog for your long sea voyage.
Traitor Rating: 2/10 daggers in the back.

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Board-gamers are a picky lot. Contrary to popular belief, when presented with a game which has a tonne of bright colours, a million pieces, and a theme along the lines of ‘the ultimate zombie werewolf death match apocalypse’, they do not get so excited they hyperventilate. What actually happens is that they take one look at the box and think ‘I’m not four’, ‘Please stop trying so hard’, or ‘for the love of God, pitching monsters against one another and using that many adjectives doesn’t make a game good, invest some of that energy into the actual game’.*

What a lot of people don’t understand is that board-gamers like dry, intricate and deeply boring themes. Euro-themes. Agriculture and shipping. Because that is what makes a really great game: enough theme to feel involved and immersed in a different environment, but enough structure and room for strategy to feel satisfying. An unfortunate by-product of this is that when we try and describe a very good game to someone else, it always winds up sounding like the most tedious thing in the universe.

‘Hey, have you played Paper Mills of Liechtenstein yet? No? You really should, it’s about working in a paper mill where you need to make sure the colour and consistency of the paper pulp is exactly right.’

Or,

‘Ermeghherdd I just played Sacrificial Canaries! I am totally the best at loading pieces of tin onto a cart and then getting a horse to pull it up the mine shaft. It only took three hours, it was amazing.’

Liguria falls into this category. It’s a game about paint samples and financial planning. You go travelling from port to port collecting different coloured paints, which you then bring back to your own port in order to paint your cathedral. But trust us guys, it’s a great game.

‘Have you realised that re-painting a cathedral in 16th century Italy would probably have the modern equivalent of Pimp my Cathedral… I would probably watch that.’

Each player represents a port, and has their own ship. During12268901_10156309277145085_1530353084_o_Fotor a turn tiles will be selected at random from a bag and placed in a line in the centre. The players then have the option of selecting how many of the tiles they want to pick. The fewer tiles you opt to pick up means the closer to the beginning of the turn order you will be when resolving actions, and so will be more likely to get a good pick.

The layout has a little port and boat in front of each player, and all of the players sitting in a little circle, connecting it up. This is actually a pretty damn nifty alternative to the usual method of, you know, just sharing a board. You get to sail your little boat around your little circle of friends and it means you can be pretty flexible with table-space. More importantly, it means you can have fun pretending to be a bit of a child and sailing your boat along the table and making noises.

“CHOO CHOO!”
“That’s not a boat noise, Lizzy.”
“You can’t tell me what to do!”

The boats also have that really pleasant double-cardboard kind of makeup, where you can fit little cubes neatly inside them. What’s not to love?

CHOO CHOO
CHOO CHOO

The tiles have a number of different icons: buildings, churches, daggers, paint contracts, scrolls, collection bags and helms. Most of the tiles you build in your town (your board) and provide you with a range of benefits: buildings provide victory points, helms provide an extra movement to your ship etc.

The idea is to build up a good range of tiles which help you to get the most paint. You will only receive victory points for paint if you have a tile asking for certain types. It’s all about the paint, man.

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‘I don’t understand it, there are only three types of paint colour in this game but I’ve still managed to collect only blues and can’t fulfil any of my paint contracts. What is this? Why am I so bad at paint?’

‘Our ports must have some serious artists living in them because I’m pretty sure even Michelangelo couldn’t paint a cathedral with only three primary colours and make it look like a 3 year old child hasn’t gotten carried away with some marker pens’

dsc_0418_FotorAfter the tile selection phase there is a card phase. Each turn, three cards are laid out which will have a number at the top, and an action below. In most cases the action will be something similar to ‘three boat movements’ or an anchor which allows the boat to stop and start. The number at the top of the card is important because you’ll be adding all of these at the end of the game. Some are negative, some are positive, and if at the end of the game you end up with a total that is negative you will immediately lose a whole bunch of victory points. It’s kinda brutal.

Sure does teach you how to manage your finances in real life better though.

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The final stage of a turn is where players may move their boats and pick up paint. There are several islands scattered between the ports and these offer temping treats such as extra paint and victory points. Once you dock at another player’s port you collect as much paint as your boat allows and then sail back to drop it off at your own. Unlike other shipping games like Puerto Rico and Le Havre your boat can stay out as long as it wants instead of having to return in the same turn. This gives the game more of an authentic feel sailing from place to place in a long sea voyage that eventually results in returning home with a butt-load of paint.

Conspiring to win
Conspiring to win

The turn begins again by drawing and laying the tiles. The game ends when the tiles run out. Simple. Go and paint your cathedral, kids.

Another thing worth mentioning is some different strategies – in this game it is not, in fact, actually all about the paint. This is fortunate because a lot of our friends are Warhammer 40K-obsessed nerds who could bring more paint to the table than you’d need to cover a fleet of cathedrals – we wouldn’t stand a chance.

Scrolls, for example, add an interesting diplomacy twist: when a player docks at another’s port they may place a scroll tile on any track of that player’s board. That means at the end of the game the player who owns the scrolls gets 2 victory points per tile in that track.

I'm here to steal all of your hard earned points. Thanks bye.
I’m here to steal all of your hard earned points. Thanks bye.

Briony has basically mastered this game, and instead of collecting paint she simply swans about collecting scrolls then sails from port to port being incredibly diplomatic and partaking in everyone else’s victory points at the end of the game.

Lizzy, on the other hand, wiped the cathedral floor with everyone in the first game just by getting highly into the building-points game. Ka-pow!

We haven’t met anyone who hasn’t liked this game. It was actually the first game we played at Essen, chosen only because as everyone streams into the hall for the first time there is a manic rush to sit at the nearest game and play it. We thought that Queen Games would provide us with some good reliable fun, and it did! Liguria was just suitably close to the door and we got to experience paint like never before. Excellent work all round.

Un-pimped cathedral
Un-pimped cathedral

The fact that the game is pretty relaxing and not stressful at all is another thing it has in its favour compared to other similar games.** Ship some paint, have a nice time. Shh, shh, just don’t think about having a load of cards with negative numbers, you’ve still got time to sort that out.

At the end of the day, or indeed your long sea voyage, you can take comfort in the fact that however badly your game has gone your cathedral will get painted and the citizens of your town will be all the happier for it.

*This is such a persistent problem that sometimes we’ll see a game and be so put off by the theme that we won’t give it a solid chance. The Possession is basically Evil Dead in game form and at first appears to rely heavily on gumpf like zombies and girls who look like they belong in The Ring, but is actually a solid, well-balanced game with some unique features and clever mechanics.

** Bob’s friendly robot boyfriend found it incredibly stressful, but then he is terrible at financial planning.

Steampunk Rally: A Rally Good Game!

Pairs well with: Gin on rough terrain (the rocks)
Traitor rating: 4/10 “I could race… or I could screw over Lizzy…” – (everyone)

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Each member of the Misery Farm had several favourite games to come out of Essen 2015. When pressed, all you can get out of us tends to be a pretty diplomatic and squirmy answer, along the lines of “well I loved so many of the games, I couldn’t possibly choose!” or “can’t I just say that I love all of them?” or “I CAN’T FREAKING DECIDE, LEAVE ME ALONE ALREADY”. We’re told this is similar to how some human adults feel about their children.

But if we were pressed to decide on a top list of games then we could probably all agree that Steampunk Rally has a pretty damn high spot. It’s one of the games we all actively sought out after Bob enticed a group of us in with her description:

DSC_0617_Fotor“Guys! We need to play Steampunk Rally next. It’s like the hipster Wacky Races, but you get to play as Marie Curie! Only she’s a ROBOT!”

Sold! Literally.

Now we’ve brought (several copies of) the game back to our humble homes the excitement hasn’t worn off.

To start off with, have we mentioned the characters? There are sixteen to choose from, all based on some of the coolest inventors that history has to offer. If you want a team of badass lady-racers (which you know very well your team of badass lady-journalists do), then you actually have a whole range of options! That’s right, A RANGE of female characters!

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Science!

This evening we plummed for Bob as Ada Lovelace, Briony as Marie Curie and Lizzy as Hertha Ayrton. Briony had conveniently hosted a steampunk Hallowe’en party in her house a few days beforehand, and being the cool kids we are we grabbed a few spare steampunky goggles strewn around and got our race on!

Each player gets their little chosen inventor card plus an additional unique card which, together, make up the start of your brilliant machine, which you’ll add bits to as the race goes on via a little valve symbol that lets you know more bits of machine can go there. Being the snazzy and intelligent inventors that you are you can easily unscrew some bits here and there and rearrange your machine as you go along, so you don’t need to worry too much about the order of placement (take that Galaxy Trucker!).

DSC_0624_FotorThe aim of the game is to win the race. You win the race by crossing the finishing line first.* Sounds simple and familiar so far, right? Racing 101. Oh! Also, you’re racing in a giant machine that’s constantly rearranging, powering up, and occasionally exploding – more on that later.

Brimming with overconfidence, having not actually played since the trial rounds at Essen, we opted to play on the super-fancy FUTURISTIC HOVERDROME. More danger, but we could handle it. Robot power! Plus the map is a bit randomised at the beginning, which is always a bonus.

DSC_0613An actual turn consists of a few different phases, which each person does at once 7-wonders-style (or does slowly and in turn order if you haven’t figured out the rules yet, or if you just want to show off your rad moves). The first of these involves taking a card from a selection and passing the rest on. Here’s where you’ll use some of these cards to add bits on to your machine! Propellers, rocket boosters, a forcefield… should we chuck a time machine on there? Yeah, why not!

But the machine you’re building isn’t just about cool gadgets and aesthetics, it’s a beautiful, smoothly-running *cough* mechanism that uses water, electricity and fire power (dice of different colours) to bolster your machine’s defence or SPEEED madly along the track.

DSC_0630_FotorLater in the round is the racing phase! Here you roll the dice you’ve generated that turn and see how much power (how many little winged-wheel symbols) you’ve managed to generate. The misery farmers were off to a flying start! Each of us racing ahead with some efficiently running robot monstrosities, producing the dice and throwing them madly into the machines.

Oh, remember that bit earlier where we glossed over the bit where your machines can explode?

Yeah. Here that comes.

The final phase of a round is a ‘damage phase’, where you calculate all the damage you’ve taken from the terrain you’ve just hastily and cockily rattled across.

“Oh, oh shit. I think I raced a bit too far ahead.”
“Oh crud, me too. Ohhhh no.”

The exploding machinery is probably the most unique mechanic of Steampunk Rally. For each damage you take which you haven’t defended yourself against, a part of your machine (of your choice) will explode and fall off. This can be a useful tactic at some points- sometimes it might just be worth losing some outdated bits of your machine for the chance to speed a bit further ahead. Maybe the force of the explosion is propelling you ahead a bit? Who knows!

But uh, what happens if you take more damage than you even have bits of machine? Back into last place you go.

Every single one of us had, despite being nominally-competent adult human beings, miscalculated the damage we’d take and exploded our machines completely. On the very first round.

“Guys. Guys. Can we just… maybe…”
“Pretend none of this happened?”
“Yeah!”
“Start over?”
“Yep.”
“PRACTICE ROUND OVER, GUYS. NOTHING TO SEE HERE.”

We definitely owed it to the great inventors that we were representing to pretend that that was a practice round and start over. Nobody wants that kind of a disgrace on their shoulders.

THE RACE BEGINS AGAIN!

DSC_0626_FotorSlightly more careful this time, the team of badass lady-racers (or just ‘badass racers’, if you will) had a much more successful second attempt at a race.

The theme is excellently done, as you can tell from our enthusiasm over the characters. Marie Curie has a brilliant robot body because of the radiation poisoning done to her flesh one, but this just makes her even more hard-core than she was already. Which is tough, because Marie Curie is pretty hard-core even in puny human form. Lovelace is also a robot, having downloaded her consciousness into a robot casing.

The depth of the machine parts is also great. You can build some pretty bizarre and beautiful machines!

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Boom.

“I’m becoming a weird spider-tree with legs! FEAR ME!”

“Argh! I keep wanting to attach a penny-farthing to my machine but there’s never room!”

“KAPOW! Oh no, my galvanised brakes!”
“Oh no, you’ve lost your galvanic brakes!”
“Galvanic! That’s what I said.”

Impressively, it also plays with up to eight players. But it does this while still being strategic, rather than a game of luck. You can fit the same amount of players as Camel Cup, for example, but actually involves some skill and planning.

Briony’s playing a giant-machine tactic. Unfortunately, she seems to have got a little bit carried away with building something beautiful and forgotten that she’s actually taking part in a race. Lizzy, going for a “try to win” strategy, keeps losing her galvanised galvanic brakes, but the lack of stopping power definitely seems to be playing in her favour, and she’s speeding to victory.

That's a damn impressive machine, Briony, but it doesn't appear to be going anywhere...
That’s a damn impressive machine, Briony, but it doesn’t appear to be going anywhere…

The way that the phases work together is good for a larger number of players, so you’re not spending too much time waiting for other people to make their moves. But there’s definitely something lost when everyone races together, and it has a bit less of an exciting or sociable feel to it when you don’t get to watch everyone else’s smoothly running machines creating the perfect amount of water for their steam machines and then trudging along, or completely misjudging their power, going too far and falling in a hole. We prefer doing that part of the game one at a time, so we get to watch each other’s’ triumphs and disasters as they unfold.

Speeding to victory
Speeding to victory

The game is a winner both on theme and gameplay. It’s a great game to get your friends excited, and although there are certainly games that are more in depth, more strategic, and more ridiculous, it plays a pretty good role in our board game collections.

Of course, as always, the real winner is board games. And Lizzy.

*You can also cross the finishing line at the same time (on the same turn) as someone else, but then it’s about how far over the line you get. It’s not literally a case of who moves their character over the line first winning, because that would be madness of a different kind.

T.I.M.E. Stories: Sherlock Holmes meets Groundhog Day

Pairs well with: A nice cup of tea to help you think.
Traitor Rating: 1/10. It’s a co-op game, but accidents do happen…

What with it being Halloween and all, you might think that we at the Misery Farm would have prepared something special for you. After all, we are three alternative-type ladies and Halloween is basically Christmas for goths.

Well, we don’t. At least, not something especially spooky/Halloween-y. Sure the scenario we’ll be reviewing is set in an insane asylum and there are a few cases of [deleted] as well as terrifying [deleted] to be dealt with but it’s not, as such, a horror game. What this game is, is excellent. Bob cannot remember the last time she enjoyed a game so much on so many levels. The problem is trying to review it without giving away any spoilers, but we’ve done our best. This review is of the base game and introductory scenario, and all specific references and photos should be of game parts already explicitly mentioned or shown in the rulebook. If you spot a rogue plot point then let us know asap and we’ll shut it down.

painting
We can’t tell you what this girl’s painting, or why that guy is wearing a plague mask but… yeah.

With all that said, on with the review!

TIME Stories is a co-operative exploration-slash-puzzle solving game. If you’ve played games like Sherlock Holmes: Consulting Detective (which, by the way, is possibly one of the greatest puzzle games of all time), Tragedy Looper, or even an old school ‘GO TO LOCATION’-type MUD game then you’ll be acquainted with the format. TIME Stories perfects the genre in board game form. It’s a tabletop RPG with combat elements, it’s a strategy game, it’s an item-collecting, clue-solving meta-gaming puzzler. Most importantly, it does all these things well. Now, before we get going you should know that this is a scenario-based game. Essentially you buy the base game (which comes with an introductory scenario) and all subsequent scenarios must be bought as expansions. This has led some people* to declare it a waste of money and clearly a scam. They are wrong. It is a beautiful game and well worth the cash. Just don’t play it with two people. You want it to be a team experience.

P1020953

You play as a time detective. It’s probably got a fancier name than that but that’s basically what you are. You live in the future where time travel has totally been invented but people keep fucking around with it, creating time anomalies that threaten to break the space-time continuum and kill the whole wide universe! Luckily you’re part of a noble special-ops firm dedicated to going back in time and fixing the problems before they happen. Each game scenario is one of these time adventures.

Wallpaper-Terminator-robot-T-800-photo
‘Sounds familiar!’

The problem is that while you can go back in time to a location, you do not necessarily know what the problem is going to be or how to solve it. You have to follow clues, question suspects, and basically behave like the nosiest PI ever hired.

P1020965There are a few other minor *cough* challenges.  Firstly, your body does not go back in time with you. Instead, your consciousness inhabits a local ‘receptacle’ (unfortunate human) which you control like a hideous meat puppet. In the first scenario, Asylum, you are sent to investigate an old-timey mental asylum. Unfortunately the only bodies available to you are those of patients, and patients are not usually given free run of the sanatoriums where they have so thoughtfully been placed. Your consciousness also suffers from whatever debilitating mental condition has had them incarcerated in the first place, such as crippling [deleted] and hideous bouts of [deleted]. Sometimes you can turn these to your advantage, however, with careful use of [deleted] and doses of [deleted]. Choosing your receptacle wisely in a way that helps the team is part of the game for sure.

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Some nice people.

The second problem is that it takes a vast amount of energy to both send you back in time and keep you there. As such you only have a limited amount of time to complete your mission, otherwise you get transported back to the future (hey-oh!). Exploring, moving, taking actions, etc. all use up valuable time, and if you don’t solve the problem in your allotted time then you get in trouble with your superiors. Luckily they are quite willing to send you back again to have another crack at it. The aim of the game is to try and fix the temporal anomaly in the lowest-possible number of runs. The faster you do it, the more points you get and thus earn some [deleted].
P1020961Of course, if you finish the game quickly and efficiently you miss a lot of what it has to offer. This game has loads of branching paths. Not so many that it becomes heavy and messy but enough that to explore every aspect would definitely be a challenge within the time frame. Bob was sceptical at first, expecting that the format of ‘do and then re-do’ would simply turn into a game of ‘follow the leads as efficiently as possible, rinse, repeat’. This would suck, and probably result in a quarterbacking** problem. Luckily, TIME stories is actually very good and neatly side-steps this issue. Each run was completely different both in storyline and format.

The first run was a game of exploration. Talking to people, making mistakes, and collecting P1020962whatever clues we could. Two red herrings and a violent [deleted] later, we found ourselves back in the future, being reprimanded by our commander (confusingly also named Bob).  The second run revealed a whole new, previously unsuspected line of clues. There are layers to this game, man. This time we went deeper, coming so close to the end and then… promptly causing a temporal anomaly. Whoops.

By this time nearly 4 real-time hours had passed, and we needed to stop. This was when TIME Stories traversed from ‘fun’ to ‘incredibly well thought-out and borderline-genius’ in Bob’s eyes. The creators know that you might not have time to play a 6-hour game in one sitting, but that you also won’t want to lose your place in your scenario. As a solution, the box comes with what is essentially a manual ‘save game’ set-up. You can carefully place your receptacles, clues, and various tokens and whatever in special little holsters in the box, ready for another go at a later date. The board even clips in so that everything is kept in stasis. Absolutely shitting brilliant.

LOOK AT IT
LOOK AT IT

Our final run had to be efficient, business-like, yet not forgetting to visit any necessary locations to gather important clues and items. We completed the game with not a single death on the team and in good time, which earned us a decent rank and… you’ll have to find out what else for yourself. But you should know that it’s so cool Bob almost died.

P1020966
We highly recommend you keep notes!

We are very excited to play further scenarios. Unfortunately, currently only The Marcy Case (a period drama set in 1992) is available, but future instalments should be out soon. Additionally, there is something to be said for playing the same scenario twice with different friends, just to see if they uncover more of the game than you did, as well as all the myriad ways they might fuck it up.

So many ways to fuck up and die.
So many items, so many ways to fuck up and die.

* Including Misery Friends who shall remain unnamed but who are pictured in our previous post.

**For those not down the lingo, this is when someone (usually a more experienced player) basically takes charge in a co-op game and tells everyone else what to do. It’s pretty irritating.


Pictures this week are by Bob. Which is why they’re terrible.