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About Alt+Games


Alt+Games is a blog about games by a couple of gamers. Role-playing games , computer and console games , board games etc. Focus on games that enable playing together , whether in the same room or over the net. We try to feature interesting stuff you don't hear from elsewhere.

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Review: Red November Sleet
Written by Antti   
Monday, 23 November 2009

Red November is a co-operative board game by Bruno Faidutti, published by Fantasy Flight Games. The premise is about drunken gnomes in their nuclear submarine. Everything is wrong -- the gnomes must try to survive for an hour before the help arrives.

Mechanics: Mostly Clear

rednovember.jpgMaking co-operative board games is not an easy task. The game has to avoid becoming like playing solitaire with a group of people (which is, if you have tried it, pretty irritating experience). In Red November this is tackled by introducing two important decisions -- players can affect their odds by spending more or less time on specific repair tasks and by drinking grog. Drinking grog risks passing out and spending less time risks wasting the repair time used altogether. Individual players can surprise their comrades by succeeding against the odds (and saving time in the process) or passing out in the middle of action and thus causing more problems to others. This is all good and fine, I guess.

The fixing mechanic of rolling a ten-sided dice will undoubtedly divide the players.Some will like the random factor and the possibility to either take a chance or use enough minutes to have 100% chance of succeeding. And I imagine others would prefer other mechanics to dice rolling. In this case I fall into the latter category, but that's just my preference and the mechanic itself is sound enough.

The mechanic of drawing (ominous) event cards when you use up minutes is stronger than the dice rolling mechanic. There's some randomity like rolling for which room of the sub is flooded or in fire, but it evens out in time and the game stays pretty tight throughout in most games. The only weak part in that mechanic is the beginning of the game where I have found some bewilderment amongst new players as to why they should do anything because advancing time just gets them into trouble. Astute observation and I don't really have a good answer to that.

Presentation and Production: Sleet and Hail

The main weakness of Red November, however, is the presentation of the game which is lacking in a few key points. First, the game box is very small and it is almost impossible to pack the various chits back into it after playing. Second, the item tiles are small and contain only icons. That makes them difficult to shuffle and makes learning their use more work. Third, the game board is very small; Also the minute track that is on its edges is tiny and on my copy clipped badly on one edge.

All these things make the game a hassle to play. Packing and unpacking the game are not major parts of the gameplay experience but I have to say that the ridiculous mismatch of the amount of chits and the tiny game box has made me hesitate to suggest playing the game as I know I'll be the one doing the packing after.

As for the tiles I think that the only viable reason for using tiles instead of cards is the size of the game box. And considering my previous point this isn't a viable explanation either. If the items would be on cards there would be room to print the rules related to the items on them also, making the game much easier to learn. When you have two rule summary cards for a maximum of eigth players that is simply too few. Plus the cards would be easier to shuffle and stack face down also (yea yea I know that you don't need to stack all the tiles on top of each other but turning them all face down is a hassle nonetheless).

As for the game board I would go for a larger one with ample room for the minute track. A larger board would allow for rule explanations for each of the special rooms of the submarine too, removing the need to consult the rule book.

All in all I really cannot understand why Fantasy Flight Games had to publish this game in such a small box. It isn't like you could play this on a train or the back seat of a car as you'd only lose all your numerouschits in the process. I guess price is a factor here. On the other hand this kind of usability problems have ruined this otherwise pretty good game for me. In short I'd rather play Pandemic which is performs admirable on production values and usability. Drunken gnomes and nuclear submarines is a great premise but it is spoiled by the execution - surprisingly not the game mechanics itself but the presentation.

Last Updated ( Monday, 23 November 2009 )
 
Critique for Hunajarama
Written by Antti   
Sunday, 06 September 2009

In Finnish only , sorry.

Last Updated ( Monday, 07 September 2009 )
 
Play IAWA in the World of Darkness
Written by Antti   
Friday, 04 September 2009

So as of today I'm officially 33 years old. To celebrate I'll post a tip on how to make use of your old World of Darkness supplements for material to the excellent sword & sorcery rpg In a Wicked Age.

This idea stems from a short story game I run a couple years ago in Jyväskylä. The term short story game (novelliroolipeli or noverope in Finnish) was coined by our group; we noted we were too busy with life to complete long campaigns and opted for a story now! kind of solution -- cut to the chase and keep it short. No grinding, you want to play a master assassin, you play it now. No in-play setting of situations -- you want to play a guy with wife and children you don't have to woo, marry, build your housee etc. in play, just set that up pre-game. Et cetera. This was a couple of years before we even heard of Forge-style games.

But the game in question was based on the World of Darkness Hong Kong sourcebook. I had bought that game a hile ago for another short story game. At that moment I just wanted to see what other gamers thought interesting in Hong Kong, the setting of that other game.

vampire.jpg For the Midnight Dragon (which was the name of the WoD Hong Kong inspired game) I ripped the situation straight from the sourcebook, photocopied the major NPCs and gave them to players to choose as their player characters and run with that. It worked great.

The point being that most of the old World of Darkness sourcebooks seem to have a situation ready to explode and all the main characters (NPCs of course) that are related to the situation. This is exactly what an IAWA oracle brings to the table (and more).

While it isn't necessarily less work than choosing a random oracle, I think that prepping the sourcebook material into a IAWA starting situation is very painless. Just select a couple of characters to include, let each player choose one as their player character, leave rest to the GM and set up best interests as normal.

It is important to decide how much of the oWoD canon you want to adhere to in your game. For most, I would suggest making an agreement that any setting fact not coming up while setting the best interests is not set until handled during play. This will make the play more fluid in my opinion and negate the need to start browsing WoD sourcebooks in every scene. With a group consisting only of WoD enthusiasts you are of course free to make a different agreement.

A couple of words about why I think this is a good match. First, I think that IAWA and WoD share a similar attitude: Individuals are more important than the society is. At second thought this is probably only true for the NPCs in the sourcebooks, oWoD player characters created by the rules presented in the rulebooks are pretty much mooks only.

The other thing that makes this a good match in my opinion is the graphic and active nature of the powers of different character classes (ha!) in WoD games. The exchange of blows mechanic of IAWA is pretty compatible with it.

So that was the advice, now go play vampires and werewolves if you still have the books rotting in some shelf!

image: Satanica by BATH0RY (creative commons -licensed, attribution, share alike)

Last Updated ( Friday, 04 September 2009 )
 
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