Review: Android: Netrunner – Terminal Directive

Quinns: Oof, reviews don’t get much tougher than this.

I’ve just finished playing an advance copy of Terminal Directive, the most dramatic expansion that Android: Netrunner has ever received. This big box introduces not just a campaign to the superlative cyberpunk card game, but the dramatic “Legacy” elements that you might remember from Pandemic: Legacy. As the story unfolds players open new packs of cards, but also destroy cards and cover them with stickers.

Best of all, Terminal Directive is a long-awaited stepping stone for new Netrunner players! Previously if you bought the core set and liked it, you then faced the intimidating proposition of simply starting to buy up Netrunner’s forty-two expansion packs. Now you can buy the core set, and then enjoy Terminal Directive’s campaign, and then – erm – begin buying forty-two expansion packs.

There’s just one problem. After being a zealous advocate for this game for years on end, today I don’t play Netrunner anymore. Let’s talk about why.

Read more

Review: Cry Havoc

Quinns: Oh my god. Where do we start?

Maybe just gaze into the above image. Try and take it all in. Crystals! Robots! Colours! Cards! Three dozen unique kinds of token, each with a different shape, as if they were all so scared of this primary-coloured scrum that they started to collapse in on themselves.

This is Cry Havoc, one of 2016’s most striking and well-received war games, and if you take anything from its Shakespearean name it shouldn’t be wry sophistication, but that this design is as wild and energetic as a pack of dogs.

“Friends, Romans, countrymen, lend me your ears!” Let me tell you what I think of this grand box.

That was another quote from Julius Caesar, you see. I might even do another before we’re done. Brace yourselves!

Read more

Review: Diamant

Paul: QUINTIN. I know we want to tell people all about Diamant and how this cute-but-cruel game of pushing your luck can make you either rich or dead, but I’ve got to say one thing right thing right here, right now, right off the bat. Right?

Quinns: I’ll allow it!

Paul: Diamant is probably the most fun I’ve had for the least investment of time and energy SO FAR THIS YEAR. I’m so sorry. I just had to blurt that. It’s a petite wonder. PETITE. WONDER. Like… Danny DeVito. Or… a teabag?

Quinns: You’re arriving at this party a little late though, aren’t you? Last year I called Incan Gold the best little push-your-luck game I’d played in forever. Diamant is just a beautiful new edition of the same game! You can’t talk about it like you’ve just found a dead sea scroll in your back garden.

Paul: All right, all right, back that boulder up, snarkaeologist. Incan Gold? The 2006 game? And when did you come to it, exactly?

Quinns: Erm. 2016.

Paul: An entire decade of incompetence.

Read more

RPG Review: Numenera

Cynthia: Imagine rising to the top of a valley and discovering the above vista: green hills, snowcapped mountains, seemingly pristine waters, and an obelisk, tens of thousands of years old, humming with magical (or mechanical?) power. You could be the first to learn all of its secrets, or simply find out how it works, and harness its power. And that could be just the beginning of your earthly adventures.

For this uncanny place is our Earth, far, far, far into the future, after our civilization and seven others have climbed, peaked, fallen, and been rusted over. More than one alien invasion has occurred, and more than one alien species has mingled genes with humanity. A new civilization has arisen, but hasn’t really gotten past the middle ages. The perplexing debris of past civilizations, from humming obelisks and transdimensional portals to enchanted amulets and portable CD players, is everywhere. The people of earth call these weird objects “filled-with-power-things”: numenera.

Welcome to the Ninth World, the setting of Monte Cook’s Numenera. I would say, “come on in, the water’s fine,” but it’s probably filled with flesh-eating microdroids or laced with bubble-gum flavored psychotropic drugs or something. But forget the water, there’s so much here. This place is so ancient, and vast, and tremendous. Let’s explore!

Read more

Review: Quartermaster General: 1914

Quinns: It can be lonely reviewing games by yourself. Matt and Paul might be at the Game Developer’s Conference, but I have a solution!

Matt’s head made from papier-mâché: that’s because you’re great quinns

Quinns: Ha ha, you flatter me! Let’s get down to business, Matt.

Matt’s head made from papier-mâché: i love business

Quinns: Today we’re reviewing Quartermaster General 1914, the third (and most highly-rated) entry in the Quartermaster General series. Like Memoir ‘44, these games might look like stodgy wargames, but don’t be fooled! 1914 is a tricky, playful card game that lets you get stuck into the drama and anxiety of WAR without having to measure any distances or frown at charts.

Now, our site has said over and over again that there aren’t enough team-based board games –

Matt’s head made from papier-mâché: oh goodness no, nowhere near enough

Quinns: Don’t speak, you’re getting flakes of glue on the table. So team play is exactly what the Quartermaster General series is all about. In our case, 1914 is a five player game where three frail players take on two wealthy ones. It’s a tremendously exciting hook, and we’re just getting started.

Read more

Review: Robo Rally (2016 edition)

Pip: When living with a fellow board game enthusiast you have the benefit of a ready-made companion for cardboard adventures – HOORAY! – but you also start to realise that, for a lot of games that say they’re for 2-to-however-many-players on the side, there’s this disproportionately large leap in enjoyment between the two-player version and the three-or-more-player outings.

Robo Rally might be the ultimate illustration of this. With three people it’s a rambunctious clusterpickle of robots and conflicting agendas where your neatly programmed sequence of moves gets nudged hilariously and disastrously off course. With two we ended up trying to house-rule it so we could ginger up the experience and keep our momentum. Quinns informs me that SU&SD is all about reviewing board games in their favoured conditions, though, so consider this a review of Robo Rally the beloved 3-6 player omnishambles, and not Robo Rally the 2 player compromise-simulator.

Read more

Review: Mouse Guard

Cynthia: There’s something extra lovely about roleplaying games in the winter. Where I live in Minnesota, going outside can often be quite deadly, so I prefer to huddle around a table with friends and food and drink. The problem is, being trapped indoors makes me crave adventure. I want to slay monsters, battle evil, brave the ice and cold on a magnificent quest deep into forests and mountains – though I’m not actually going to go outside, of course, that would be insane. The point is, a good RPG lets me have it both ways: grand adventures and the cozy modern comforts of heating, lighting, warm beverages, and pizza delivery. And we all like having it both ways, right? …Right?

Anyway, there is one RPG that this winter has been mollifying my seasonal adventure disorder and warming my heart just like a good cup of hot chocolate with whiskey in it warms your body. That game, my dear readers, is Mouse Guard. So grab your weapons, fluff up your fur, tweak your whiskers, and tap into your anxieties about owls, weasels, and raccoons. You’re about to undertake great and perilous deeds for the sake of all mousekind.

Read more

Review: Honshu

Quinns: Alright. You see Honshu, pictured above? You’re looking at one of the most desirable boxes on the planet.

The best thing to come out of Finland since karjalanpiirakat, Honshu made a name for itself during the American convention circuit last year. Contained in its small, peach-tone box are some cards and cubes, and contained within them is a simple card game, and contained within that are gorgeous little Japanese towns that are going to be springing to life right on your table. Players draft cards and tuck them under and over one another in a gentle jigsaw, probing and pondering different arrangements, searching for a high score.

This site’s own Paul Dean was convinced after a quick play. So many people were convinced, in fact, that a publisher is finally bringing a shipment of Honshu to America next month.

But should you buy it? Ah, let me help you with that as a European, from the land where copies of this game are considered weeds, and I often have to throw away four or five mouldering copies of Honshu before my breakfast of limppu and kissel.

Honshu is good, but is it “SU&SD Recommends” good? Let’s find out.

Read more

Review: Deception: Murder in Hong Kong

Quinns: After playing co-operative social deduction game Deception, the proof is insurmountable. The 21st century police force is the greatest board game theme of all time, not because it works so well but because it doesn’t work at all.

Back in our eighth ever podcast we talked about Police Precinct, and while we had a terrible time with that game we were endlessly amused because we seemed to be playing the cast of Reno 911 on the set of The Purge. Then last year I finally got to try Good Cop Bad Cop, where in one memorable turn I confiscated my colleague’s coffee as evidence, downed it in one gulp, then shot them.

But with a name like “Deception: Murder in Hong Kong” and brooding, maroon box that includes a handful of plastic bullets, you might assume that this, at last, is a serious game about law enforcement.

You couldn’t be more wrong. I’m thrilled to say that Deception is every bit as silly as those others, and it’s also the best game of the three. Come for a ridealong with me! You’re statistically unlikely to be shot.

Read more

Review: Tyrants of the Underdark

Paul: I have a confession to make. I have a profound prejudice toward purple and it very much affected my first impression of Tyrants of the Underdark. When my review copy arrived, I was a man with plenty to do. I opened the box that evening, saw the almost monochrome palette of so much grey, black and violet, flipped through the manual and then put this in a cupboard.

Sure, it’s game set in the murky bowels of the Forgotten Realms, Dungeons & Dragons’ most famous setting, but did it really need to be so drab? I was squinting at the card art, groaning at the board and then, suddenly, some long-sealed vault in my mind was opened and a memory of the most monstrous mediocrity suddenly burst forth: Defenders of the Realm. Oh God. This is why I don’t play D&D board games. They lack all the spirit that the RPG inspires. “Tyrants of the Underpants,” I thought.

I was so wrong about Tyrants of the Underdark.

Read more