Crazier Eights – A Review

This is long overdue and I owe a large apology to James Gray the creator of Crazier Eights for not having all of my shit together and putting this out sooner.  I hope that my excitement for this game is enough to put the campaign over and get this produced.  Here is my thoughts on James Gray’s Crazier Eights.

 

Crazier Eights: Camelot

Designed by: James Gray

2-4 Players

Play Time: 10-30 minutes

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When I was a child growing up in the middle of a field in the rural area of Pennsylvania we would get snowed in like what.  Whenever we would get snowed in one of two things would happen.  We would play video games, or we would play analog games as a family.  Snow days were how I learned the rules of Chess and the bullshit that is Candyland.  We would play games from sun up until way too late in the evening for a school night.  One of my fondest memories of this time was learning the long form game of Crazy eights.  Eight rounds of a game with an unforgiving point structure that made giant swings a norm and insane world burning plays a very real thing.  I immediately fell in love with the elegance and simplicity of Crazy Eights as a card game.  It was simple to learn and savage to play.  So naturally when I see a game named Crazier Eights I become intrigued.

How can you make a game that is so simple and yet so shit-bonkers with its scoring and round end rules any better?  You keep the core idea of the game and throw the rest away, of course.  Crazier Eights is a love letter to it’s predecessor.  Still a card game, Crazier Eights introduces events, actions, and permanents that change the end game conditions and the overall flow of the game.  Instead of color and symbol matching being the core of the game, what people have in front of them as permanents and what they have done, or can do, becomes the focus of a game that holds up to the name.  The game truly is a crazier version of Crazy Eights without being purely chaos.  The structure of the game is tight and the mechanics added to the game work so well you almost forget that you are playing a variation of a simple card game.  The strategies that are engrained in the sets and the control over many of the random elements make this game a surprise slam dunk coming from a place no one was looking.

 

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The Rules are fairly simple and do not get lost within themselves as you play.  On your turn you play a card as a permanent or an event and then you discard a card that matches the suit or number of the previous card in the discard pile.  First person to achieve a win by card ability or to run out of cards in hand wins the game. This makes a round of Eights go fairly quick and allows for more plays within a set amount of time.

I see a lot of games pitched as “It’s this, but better” and it usually isn’t.  It is either less good, or not anything like the game it is compared to.  Crazier Eights is the first game that lives up to the claim that it is like Crazy Eights, but better.  The game is currently on Kickstarter and is set at a price that works.  I think the only thing that is holding people back from this one is that claim of being something that it might not be.  I am here to assure you that it absolutely is what it is billed to be.  Any person that loves the OG card games and is looking for a fresh look at a fantastic classic please, look at Crazier Eights.  I personally am excited that this game was created and presented to the industry and I feel that the industry as a whole will be remiss to overlook this title.  This is a game that works for all ages and can be taught within minutes.  I am most excited to share my love for a classic card game with my kids through Crazier Eights.

Kickstarter page is here.

Timothy Mattes

Games on Tape

While you were out…

Wow has it been a while,  sorry about that.  But, WE’RE BACK!  and have we got a lot in store for the coming months.  Not only has Jeff made the next Swarm! game available for purchase at the Game Crafter HERE.  But Tim has been a busy little beaver doing his networking and expansion thing.  He has started a tournament series called the Absurdament that is exactly as bad as it sounds.  He also has about a dozen more Humans of Tabletop recordings that are ready for launch.  Couple this with the newly added Games on Tape show that is a stylized and better produced Sorry Man, I Farted and well, Tim doesn’t sleep much.  Anyway, while the kettle is on We figured we would share some Kickstarter goodness with you and help out a few of the friends we have made during our absence.

Up First and ending soon is Bottom of the 9th Clubhouse Expansion:  Tim acquired this game at PAX East this year and won’t shut up about it.  Louder and Mullins expand a heavily thematic filler game with more mechanics and Peanuts!  If you like baseball or absolutely hate the idea of it you will probably enjoy this riveting edge of your seat big things in small packages game.  Click the image for more information on Bottom of the 9th and back it!

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Next up we have Super Pocket League Extreme Wrestling from Button Shy Games:  In this pocket game of extreme power moves and heel turns you play an intergalactic wrestler out for glory.  Two players take on each other with bluffing, hand management and an oversized playmat add on that will make onlookers mark out.  You only have a few hours to back this one so get going!  Click the image to back and for more information.

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Next I bring you Plot Twist:  Tim met Darrell M. Stark at PAX EAST and found him to be delightful even if he is going to die a gruesome death at the pen of GRRM.  Plot twist is a story telling game for four to six players that has you crowbarring your plot cards into a story generated by a trope card that provides the inspiration for said story.  As play continues the stories become more and more rich and by that I mean more and more ridiculous.  The game is a great Ice breaker for parties and a great way to ignite the imagination of those that find it difficult to tell stories.  If you live in the NYC area you can find Darrell at game meets at various pubs.  If you are not in the NYC area click the image and back this fun time in a box.

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And now it is time for the most formal of ferrets.  Friend of the show Gil Hova is expanding Bad Medicine:  Bad Medicine: Second Opinion offers 100+ cards to the base game with a few surprises.  In Bad medicine you are a pharmaceutical company developing a new drug to cure a malady.   The drug you create is pitched to the other players and the side effects of the winner become the new malady.  The game is absolutely insane and is a laugh riot through and through.  The Expansion throws in complications that cause conditions to be added to your drug thus affecting your pitch.  If you feel like having a gas at the state of affairs in our medicare system then back Gil’s effort.  I can assure you it is worth it.  Click the image for more information and back it!

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Last but not least in the new game category comes Meeple Maker from Val Teixeira: in Meeple maker you are a CEO of a board game publishing company and you don’t trade in dollars because in this market that is foolish, no, you trade in fans. Where do you rank among the vast populous of board game collectors?   You will need to recruit a team of people that help you create the best product ever. Meet the demands of production and you will gain fans and be able to add to your ever growing staff. A simple yet stylized design carries this game to a near meta status as the people you recruit are actual publishers, designers, and general employees of game publishers.  Now we just need to find out how to get our likenesses in it as a bad review card!  Click the image for more information and to back it.  Val is a great guy and this has been a labour of his for a while now.  Tim is excited to see this one get produced.

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And finally in FLGS news Woodbury, NJ is getting an upgrade!  Tiki Tiki Boardgames is Kickstarting their rehab of a new location and while it is in New Jersey it deserves a look.  The store is a buy trade and sell boardgame shop and they are some good people.  We will have our name on a ceiling tile, will you?  Click the image to make this happen.

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Star Realms: Taking Spamplay to a Whole New Level

Star Realms

 

Take the Basic Principal of a deck builder, throw in the wild swings of Magic: the Gathering, Set the whole thing in space.  Star Realms from White Wizard games is an exercise in restraint when developing a game.  Everything you need to lose a weekend with your friends comes in a conveniently priced tuck box.   Like most deck builders you start with a ten card deck that allows you to hit your opponent or buy one of the six cards available in the trade row.  As your deck gets bigger you can start to take wild swings at your opponent.  The first player whose life reaches or surpasses zero loses.

Star Realms

The game is, for all purposes, too simple.  The theme is lost after the first round and while you can dig for it, it’s usually not worth it.  Other than that, it is the most incredible game I have ever played.  The only reason it doesn’t break the top five is due to the fact that the theme is completely lost.  That is not necessarily a detriment to the game itself.  A simple to learn and even easier to teach deck builder, Star Realms takes concepts from all of the major Deck builders available and streamlines them for ease of access and over all play.  The app for Iphones and Android devices makes the book keeping easy to understand and execute.  The balance is what I think I love the most about this game.  No card seems out of place.

The Gambit expansions offers abilities to each player to be used either as a one shot or throughout the game.  It also provides the unaligned Merc Cruiser and Bosses for solo or Co-op Play.  Gambit was part of the Kickstarter campaign and was made available due to fan outcry.  If you pay more than ten dollars for it you Might be disappointed.

The Crisis expansion offers four packs of cards that include more ships and bases as well as two new mechanics to the game Events and heroes.  Heroes go into play in front of you and can be trashed during your turn to gain the ally ability of their faction.  Events get shuffled into the main deck and resolve when they are drawn up to the trade row.  All in all the crisis expansion offers an interesting change of pace for players that have been playing Star Realms since release and are starting to get tired of it.

With two expansions available that both offer an intense new style of play Star Realms has a very bright future on my table.  If you need any more reason to go out and own this game, Katie loves it. That should tell you all that you need to know.

Final Score: 9.2/10

Infiltration or Why Can’t We Be Friends?

By: Tim Mattes

The Android universe consists of three games so far. A massive mystery game called Android, a re-theme of Richard Garfield’s Netrunner in the Living Card Game format called Android: Netrunner, and Infiltration.   All three games are very different in style, gameplay, and overall mechanics. They are unified by a cyberpunk world and the people that live in it.

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In Infiltration you take on a criminal that has been hired by Mr. White to steal a prototype of a helper robot.  As you go through the building you encounter various obstacles and are given the opportunity to steal other data for your many, many criminal contacts.  As you continue to run through the threat level goes higher and higher.  If it reaches ninety-nine before you exit the building you are toast.  The survivors count up their haul and whoever stole the most goods wins.

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My first issue with this game is that every description I heard of it before I bought it or saw the box lead me to believe that it was a board game.  It is not.  It is a card game that plays like a Board game.  The plus side to that is that it is easily portable.  My second issue with the game and this one gets a bit heavy, is that the game itself is only fun once or twice.  Running though stealing and stabbing your friends is a fun mechanic but there are so many games out there today that I cannot say that this one is superior to a munchkin (Steve Jackson) or Student Bodies (Smirk and Daggar).   The only thing that keeps me playing Infiltration over and over and over again is the fact that it is set in the Android Universe.  It’s loaded with little easter eggs that any Android or Netrunner fan will love and although it is older than Android: Netrunner it is still relevant to the current story being told.  Infiltration fits in as a nice quick game that continues the mythos of the Android Universe.  Our first playthrough had me geeking out at all of the references and card art that I knew from Netrunner and the fact that Gabe is a playable character was a nice touch.  All in all if you are looking for a game that has less book keeping than Munchkin and won’t make your whole play group salty go for Infiltration.  If you are a Netrunner player or have players in your group then go for it.  But if backstabbing and stealing don’t speak to you as a player then you can skip this one.

Final Score 7.8/10

 

In Security, or A Case of the Mondays

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By Timothy Mattes

In the dawn of my Kickstarter funding career I would look at a game and if I felt even the most remote interest in playing it, or subjecting my friends to playing it, I would back it.  I was deeply rooted into the LCG Netrunner so anything cyberpunk immediately raises an eyebrow from me.  When I saw Koen Hendrix’s In Security, a dice game of hacking into your corporate network to collect secrets to blackmail your way to a better position, I thought “Netrunner: the Dice Game”.  I wasn’t spot on with the assumption but I was not far off.  In Security could easily be dropped into the Android universe as a spotlight game into the lives of the people living day to day similar to Infiltration.   Instead of focusing on Major corporations and Superstar Hackers you are just a normal peon in the corporate landscape.  That Youtube How To video you about hacking basic servers is going to pay off in dividends after the appalling quarterly review you just received.  On your lunch breaks you gain access to the mainframe with a couple other salty coworkers.  You are all trying to gain enough information to put that fat cat boss of yours on his back foot. You are going to force a promotion.  On your turn you can hack deeper into the server to gain new information, or you can just dig through the information that the previous person dug up.  The first player to gain the proper amount of dirt gets the promotion and the rest of you return to your awful lives.

The first time we put In Security on the table I was excited.  While we were playing I became disappointed as I realized the game was not what I was expecting.  However, by the time we finished our first play through I found a game that plays like the antithesis of Antoine Bauza.  There are many ways to get to your victory, many ways to trick your fellow players into forgetting about you just long enough for you to rocket past them, but there is only one win condition.  The first over the finish line wins.  The most interesting dynamic of this game is the play difference from three to six players.  The Game itself scales well between players, but the magic happens when you play a six player game followed immediately by a three player game.  Everything changes, the way you talk, your body language, the plays you make and when you make them.  A six player game is a knock down drag out war for power, a three player game is a nuclear holocaust.  Everybody plays nice in the three player game until the first person gets “caught”. Once a strategy is shown then all hell breaks loose and it is a beautiful mayhem.  All in all for the ten dollars I paid for this one off Kickstarter exclusive I am very pleased.  Koen has created a stylized cool micro game that rivals Love Letter and Coup.  You know that we live in a Golden Age of Tabletop gaming when an absolutely brilliant game can be designed and created on a dare.

Final Score: 7.5/10 While it is fun to play it doesn’t have a tone of replay-ability with the same group of players.

For more information or to reach out to Koen to see if he will reprint In Security please check out the Kickstarter page, just search In Security under tabletop games.

 

And with that, this has been a review from your humble moderator.

Adventure Time Card Wars: Twelve Minutes to Make a Game

By: Timothy Mattes

The premise of the show is simple, the last human boy and his brother a magic shape-shifting dog are heroes in a kingdom made out of candy that is threatened daily by a demented King that controls Ice and another King that is Anarchy incarnate.  Simple stuff.  So when an episode came out that features Finn the human playing Jake the dog at Jake’s favorite card game, Card Wars, everyone took it for what it was.  That being a twelve minute filler episode that shows you that you don’t always have to win to have a good time.  Nobody expected an entire collectible card set to be produced from it.  But that is exactly what Cryptozoic has done.

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Adventure Time: Card Wars is a two player card combat game that uses prebuilt decks based on the characters controlling them.  It is played over a series of rounds where the player builds up their characters or attaches buildings to specific combat lanes.  The first player to lose 25 life loses the game and is crowned the Dweeb.  The game uses mechanics present in almost every well-established magic based Collectible Card Game.  Using spells and creatures to clear a path to be able to damage your opponent while flooping(turning a card ninety degrees) cards to gain a special effect for the turn.

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The game is not the easiest to learn or even understand.  Complicated turn structure and confusing rules make interpreting the game a bit of a bear.  That said, I love the game.  I love the fact that none of the cards are from the show other than creatures played during the one twelve minute card wars episode.  I love that the show has not revisited the game and that the game is still successful on its own.  Card Wars is not a great game, however it manages to be an ok game and does that incredibly well.  The strategy and depth are not intense and the overall experience can be miserable yet I still find myself buying the next set and playing it all over again.  I cannot explain why I feel this way but I know that I enjoy playing Card Wars even when I’m not having fun playing Card Wars.  It is a bizarre phenomenon.

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There are currently four Two player collectors sets released for Card wars as well as a booster pack set called For The Glory and a Heroes pack that comes with oversized hero cards that give your deck a boost (similar but not quite to commander in the collectible game from Wizards).  Deck construction is fun but can become broken if you try too hard.

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Overall the game is a pass, if I’m doing my job as a proper reviewer and not injecting too much of my own personal emotions into the suggestion.  But I must say if you are even a little bit intrigued by the Idea of playing this game just get one of the two player sets and try it.  You might very well feel the same way that I do.

Final Score: 6.5/10

Boss Monster: or how I learned to hide princesses in another castle

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By Timothy Mattes

When one thinks of side scrolling castle/dungeon crawlers Mario and Castlevania stand out as the staples of quality gaming.  The boys at Brotherwise Games have quite literally stumbled onto the quintessential side scrolling tabletop game.  Boss monster has you take on the role of an epic boss from an 8-bit world.  You slowly build your dungeon to lure in heroes from the local town. Some are after loot, others magical spells, some practice the dark arts, and some just want a fight worthy enough to make them leave their local tavern.  Each turn you build a room in your dungeon and carefully kill the heroes that come through it. If you fail to kill them before they reach you then you get a punch in the face.  Get too many punches and your boss gets killed and you see the Game Over sign flash before your eyes.  If you get ten heroes to meet their untimely demise within the walls of your dungeon you have harvested enough souls to earn bragging rights amongst your boss brethren.

Boss Monster proves what Munchkin could not, a game can be funny and satirical of a genre without being so complicated that it misses a wider audience.  Boss monster boils down to a draw one play one tableau building game.  At its core it is a simple numbers and probability game, but nobody cares about the core of a game.  Where Boss Monster shines is in the theme, something that was applied in the thirteenth hour of design.  A stylized 8bit world full of Movie, Tv, Comic and video game references that will make even the most fringe fan of nerd culture squee with delight.

My first play through of Boss Monster left me with a feeling of contentment in a non-cooperative game that I hadn’t felt since Alhambra.  The game itself has funny screw your neighbor plays and an uncanny ability to allow you to set yourself up for failure.  Overall the game offers a large variety of choices and combinations that will make each game different.  It also has something that many games strive for and fall short on delivering, the people you play with become a mechanic of the game.  If you are playing with aggressive players you are more inclined to play defensively, if everyone at the table is a pacifist then you can go for big combos that won’t hurt anyone.  If it is a blend of the two then you have an intense struggle for dominance.  All said and done I enjoy Boss Monster. It is not in my top ten games of all time due to the fact that the game play can become stale for my tastes. But the merit of a game created by two brothers that filled a niche that appeared to be dominated by Steve Jackson is not something to take for granted.  Boss Monster is a fun light game that can be the beginning or the end of an epic night of gaming.  If you play Boss Monster and you feel it is too simple of a game I recommend adding the Tools of a Hero Kind expansion.  It makes the heroes harder and adds a few extra tricks to your dungeon.

If you are a fan of old school video games, or if you are a fan of the bad guy, then Boss Monster is probably right up your alley.  If you are tired of Munchkin and want something that is a little easier on your gaming group then go for it.   This game truly transcends the tabletop gaming genre and is the first true cross-platform game.  We have been given a real gift from Brotherwise Games, Put down the controller, take off the headset, and play face to face.

Final Score: 9.5/10  I cannot get enough of this game.

For more information on Brotherwise Games and the future of Boss Monster please listen to Episode 42 of Sorry Man, I Farted or visit their website at www.Brotherwise games.com

 

And with that, this has been a review from your humble moderator.

Zoneplex or Progressive Concept Rock: The Board Game

Zoneplex

It is the late 70’s, a group of friends are sitting around a poker table in the basement of a bi-level home in Anytown, USA.  Hanging on the walls are various Rush, Yes, and Velvet Underground poster. The walls themselves are wood paneling. The carpet a disgusting mix of green, yellow, and orange in a calming shag.  The room smells a little musty and it is never quite dry.  Along the walls are various bookshelves full of Dungeons and dragons rulebooks, a series of spiral bound notebooks containing multiple campaigns, comic books, and records.  On the floor is a console TV with an Atari attached to it.  On the wall opposite the TV is a stereo, the warm glow of the green light signifying that the receiver is on and the turntable just above it is spinning hypnotically.  Through the large wooden housed speakers you hear it, two sharp chords and what sounds like a space ship. Three more sharp chords followed by one that echoes.  Three repeating chords that give way to a cacophony of sheer ecstasy and you hear him, the voice of our people. The mouthpiece of the weird, the socially outcast, the cool kids.  “And the meek shall inherit the Earth”.  The group at the table cannot be bothered with the growing intensity of Rush’s 2112. They themselves are in an epic battle fighting for control of the universe.  As the table comes into focus you see a pyramid full of the manifestations of all of mankind’s fears, and among them are a handful of monks.  You behold as this group guides these Monks deeper into the pyramid banishing their fears as they go, every so often being reminded that fear itself can be downright terrifying.  One of them sees an opening and takes it. A light at the top of the pyramid shines, so bright that the room, the records, even the music disappears into it.  When reality comes back into focus the leader of the group has transformed and you see that they control all of everything. They have conquered the Zoneplex and have been deemed worthy to control the Universe.  A series of high fives culminates in this group of heroes cracking the last few cans of soda. The night grows darker, swallowing them all.

Zoneplex is one of those games that a description of gameplay does not justify it in any way.  It actually detracts from the magic that is the game.  A build as you go game board provides avenues of strategy and discovery that ultimately lead to the pinnacle of the game, the top of the pyramid.  As you travel through the pyramid you are met by monsters that attempt to stop you.  Defeat them and claim their essence as proof that you have conquered that fear.  Three different types of fear await you. If you can defeat all three then you are worthy to enter the pinnacle.  The first to achieve this wins.  Zoneplex is played very similar to Munchkin, it starts out cooperative and after the pyramid is completed it becomes a free for all.  This game is the epitome of basement table top gaming in the dawn of the genre.  It is a board game version of epic DnD campaigns, too many snacks, and Mountain Dew.  I fear that if I go too much into the game play it will scare you away from this game, I do not want to do that. If you are a gamer and you love the strange nostalgia of older games, then Zoneplex is for you.  If it were created in the late 70’s or the early 80’s we would be holding this over our heads screaming “THIS is what a game should be!”.  Too often these days a reviewer will latch onto a game and say that it is what a game should be and all other games fall short because of its existence.  Zoneplex is not that type of game.  It transcends all of that bullshit and presents a snapshot of an era long forgotten in a way that anyone who at least knows of that time can see.  It opens a world of nostalgia if you allow it to.

Zoneplex is a beautifully crafted masterpiece created by Mysterion Games and released by the Game Crafter and it is magic in a box.  If you ever have the opportunity to play it with a group of friends that you genuinely love to game with please do.  Otherwise get a copy for yourself find at least two other people and give it a spin.  See if you can reclaim your piece of history and capture the snapshot that our parents have forgotten.

Final Score: 9/10

And with that, this has been a review from your humble moderator.

 

 

Gubs: A Reflection With Jeff Gum

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Dawn peeks through the trees and into the window of your tiny mushroom hut. It’s time to wake up and plow the fields! You gather your tools, kiss your beautiful Gub wife and baby goodbye, walk to your tiny adorable field, and begin to work. Then, there’s a problem! Apparently, one of your neighbors heard from his aunt that a wasp might possibly be within one hundred yards of the village, and this has caused the entire military to flee into the woods where they were quickly devoured by a roaming soap bubble. Without the guards there to protect her from herself, your wife noticed something shiny a few feet away and wandered off a cliff. Just when you thought your life was in utter shambles, a sudden flood washes your tiny body away, and you drown while simultaneously being stuck by lightning.

This is the typical life of a Gub, and it’s nearly almost as excruciating as playing the game.

Gubs, designed by Alex and Cole Medeiros and published by Gamewright Games, is nominally billed as a “Game of Wit and Luck”, and I have yet to stop laughing at the irony of that. Over the course of the game, players draw one card and play any number of cards a turn, trying to accumulate of population of Gubs, little Smurf-like slug men, to their village. On the surface, that sounds easy. Draw card, play card, do what it says, score points. The problem is that the deck is also loaded with random natural disasters and other controlled maladies that make keeping even one or two Gubs alive is fucking impossible. Even when you think you’re in the lead, you run the risk at any time of drawing a Flash Flood, which will make you mandatorily murder your entire village. This is all before you take into account that the other players will be trying to lure your Gubs into turning traitor, or, more likely, just skewering them through the chest with a spear.

The final result is a totally unbalanced mess. What should be a cute, kid-friendly game about city building is instead a constant stream of random carnage, death, and horror. Nothing you do matters, kids, your Gubs are going to die, and I’d bet quickly. Don’t have dreams or ambitions, the universe is just gonna shit on them! Everything sucks and then you die! The whole planet is falling apart at the seams!

I should mention that don’t want to be unduly hard on this game. Gamewright’s production is pretty great, the components are top-notch (although our demo copy inexplicably reeked of gasoline?), and Medeiros’ new game, Web of Spies, looks really interesting. I’m not ready to totally write them off. Gubs is just a busted game, though. It’s just really bad.

 

Jeff

Monstrous: Another God Loving Dexterity Game

By: Timothy Mattes

Dexterity games hold a special place in my heart.  It is rare that a game can take a mundane task of physical prowess and turn it into something that makes you better than your peers.  It is the only mechanic in gaming that can truly level a playing field and make the newest player the best player.  Whether it is flicking something across the room, slowly tapping out a block, or playing a glorified game of 52 pick-up, dexterity games change the landscape of strategy gaming.

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Monstrous is a brilliant example of this.  I have played card throwing games before and they always feel a little, well, light.  There is little to no risk/reward and the scoring is usually a nightmare.  Monstrous breaks this mold by offering easy score tracking and a play state that bridges the gap between dexterity nonsense and deep strategy.  Each player is attempting to destroy the cities of ancient Greece. The cities are represented by cards laid out in the center of the table.  The part where this game truly starts to shine is the bluffing aspect to your decisions.  Your cards all have abilities and you can throw your opponents off by making it appear that you are attempting to destroy one city when all you are doing is misdirection.  It reminds me a lot of if smash-up was a dexterity game.  Overall gameplay is fun, the shelf appeal is outstanding as the artwork really pops and makes passers-by want to know what the game is.  Learning the game is simple enough and replay-ability is on par with most strategic-dexterity games.

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The only negative marks I have are that the game only goes up to five players.  I understand that a contributing fact to this decision is the size of the play area with the location cards, I would have liked to see this reach party game status though as I feel the mechanics work.  I also see it being a bit difficult convincing a gaming group to play this during a normal game night.  Think of how often Rampage hits the table and you will understand what I mean.

Monstrous is a fun game that is just missing a few marks and not enough to make me say don’t get it.  If you are looking to add a fun dexterity game to your collection and you know you will be able to play it then get yourself a copy.  Monstrous was fully funded on Kickstarter in June of 2015.

 

Final Score 7.7/10