I went to the board game and comics convention in Essen, Germany, a couple of weeks ago, and I came home with a bad cold, four board games, a couple of role-playing games and some new experiences.
It was the first time I went to The Internationale Spieltage convention (or simply Spiel). It is the second largest in the world with hundreds of board games being demonstrated and sold. I wish I had been in better health, but I did manage to play a number of fun board games, and I will provide a brief review/introduction to a couple of them here. And also discuss the two RPGs I got.
Rise of the Kage
A stealth ninja game. It had some very cool mechanics, great miniatures and awesome flavor. I think the stealth mechanics works really well, and it plays well both with 2 and four players. Basically three ninjas have to infiltrate a location and complete a mission before the sun rises or the alarm sounds. One player plays the guard, and 1-3 players plays the ninjas. Each time they fail an action noise is generated, which advances both the time and the alert level, and allows the defending player more actions, guards and so on. We’ve only played it a couple of times, but it has depth, a lot of missions, and thus replay value, and it’s just awesome playing ninjas. If I have to point out some negative things it is layout and design of the rule book, which I think is hard to use for quick reference. The fact that the different cards you use only have two different backgrounds, when they are to be in different piles that you draw from at different times, is very annoying and finally that the design of the box lacks space for the counters.
Several of us bought this fun family game. Each player has two witches who has to deliver potions to a board full of wizard towers and dispel clouds to score points. The colour of the potions you deliver has to match the colours of the towers. There are no dice in the game, which is great. Each round each player gets to pick 4 out 10 cards, which you use to move your witches, gather new ingredients, produce potions and deliver the potions to score points. All the players have the same cards, and when the player who’s turn it is plays a card, everyone else who has picked the same card has to play it, which can really mess up your original plan. As your plans are often dependent on the sequence you play your cards, the game play is very much about figuring out what the other player’s intentions are and foiling them, or avoiding getting screwed by other people’s actions. The art is fun and attractive and the game play is simple, but has a lot of depth.
Light of Dragons
I didn’t buy this very deep but simple looking game, and I only played it once. It is a two-player game, also without dice, and only takes 20-30 minutes two play. You play with 6-side pieces, basically dice you don’t roll, where each face of the dice represents a monster with special abilities on the simple square board. You score points by killing the other player’s monsters, and with each action you have, you can either move a piece or evolve it to the next level of monster. You quickly realize that the way the different abilities interact in play is simply brilliant, and results in a host of available strategies. It could easily be used as a chess-equivalent game in a fantasy RPG campaign. I highly recommend it.
Two new (old) RPGs
I bought two new role-playing games as well: Ars Magica (2004 for the 5th ed.) and Night’s Black Agents (2012). I know I won’t be playing them for a long, long time, but I took the opportunity to buy them anyway.
Night’s Black Agents is a thriller game with spies going up against vampires. Think the Bourne films or Ronin, but with big vampire conspiracies. Unlike the Vampire game from White Wolf, you can only play the human underdogs. The reason why I really wanted to pick this up, was because I heard the author, Kenneth Hite talk (on this podcast), about his newly published campaign, the Dracula Dossier, and it is just really, really cool idea. You should check it out (here). Furthermore, it looks like the system handles investigation much better than the old basic roleplay version of Call of Cthulhu or the White Wolf games. It would still be at least a couple of years before I project my D&D campaign to finish, but a man can dream.
Ars Magica speaks to my strong interest in history and in making long campaigns with big story arcs. But it would require a big effort from me to actually create the campaign I would want to play, and that won’t happen for several years. But the dream of a several years long campaign with every player having several characters and slowly developing their Chantry through the political and religious turmoil of the 13th century is very appealing.