We all know that Zombies love eat. They will eat almost anything, including your flesh so why not throw food at your longtime rival chef and make your escape. It’s feed them, or be them. Here is my preview for Feeding Zombies.
In Feeding Zombies, as a chef, your goal is not turning in to a Zombie by making sure your rival chef get bitten first to become of the horde.
On your turn, you play food cards, throwing food on the side of your opponent. All zombies have a favorite food so they will become attracted and move closer. Zombies happened to follow each other so, when a food card is played and the front zombie moves up, zombie in the center row follow. If a zombie reaches the fourth row towards your opponent, they get bitten. In short game, all it takes is one bite to lose the game. In “petit feu” mode, each chef receives three tokens which they flip for every bite. If all of them are flipped, then it’s game over. However, they can trade these tokens for menu cards. Any empty spaces in the center row always gets replaced immediately.
Menu cards help by having a power effect. One can get rid of 2 zombies and another can put a zombie at the other end of its column. They can also be obtained by discarding the necessary food cards. The other way to get rid of zombie is taking one out with a knife, except you can only use it if a zombie is on the third row.
In addition to your typical zombies, there are two more worth mention. First are lightning zombies, that when feed both their favorite food, move to the left or to the right into an empty space. Then zombies from the center fill in column. At last is the ninja zombie. It must be fed two food cards to move. It will move even from inside a column and will move to the front of the column either to the right or to the left.
Light, Fast, Fun
Feeding Zombies is light and fast, and you’re trying to lure the zombies to your opponent. The rules are easy to teach to any one and even to younger gamers who aren’t afraid of the zombie theme. This is something you can bring out during lunch break or right between games.
What’s on the menu
As a card based game, Feeding Zombie is about the importance of playing card as to how much you can draw. I think you should always play cards to attract zombies to your opponent’s side and by doing that, playing more cards will make you able to draw more cards. It also helps if you do get a better hand of different food cards so that you can have zombie advance. You may also consider trading in for a menu cards since some of their powers are very useful.
And on a side note, the game is also playable solo. It’s very much of the same game but more a to-the-point and even a “defend the castle” sort of feel to it.
I’m quite impress on what Feeding Zombie does. It a really good two player game that bring excitement and trills to the table while being light and totally fun.
It usually beings with being lost in the woods and finding an abandon cabin. This beings with you smashing down the cabin door. The game of Monster Slaughter is where you’re the monsters going after the humans and taking a bite out of them.
2-4 Players – 45 – 60 mins – Ages 14+
Publisher: Ankama – Design: Henri Pym – Lead Artist: Edouard Guiton
In Monster Slaughter you are a wonderful family of monsters trying to kill all the human teenagers who set foot in a cabin in the middle of the woods. The goal is collect the most points by breaking down doors, taking a bite out of flesh, and to carefully predict which of the humans will die in a certain order.
There are four families in total each with a father, mother, and child. You can be the Vampires who can ability to search better than the other monsters, or the Golems who are just known for their strength. The werewolves are quick and nimble and get around the cabin faster than anyone, and finally the Zombies who just won’t stay dead. Each family member has different skills and what they do better in. The Father has more strength, the child have more actions, and the mother fall in the middle. Each player will now decide what order they think the humans will die in.
The game begins with the humans hiding in one of the rooms in the cabin, so their figures are placed off to the side for now. The players move in to the house and try to figure out where their first prey is. Each turn they move one of the family members. That chosen family member cannot act again until all have acted. They can take a peek by looking at the top card to a particular room of the cabin. They must also break down doors. This not only earns them a point but it also scares the hiding human and shuffles that room’s deck.
To find where they are, they can search around the room they are in by rolling the dice and drawing cards for each success on their dice rolls. Sometime it can be items which can hinder other monster’s attempts to attack the humans. If they do find a human, their card is revealed and their figure is placed on to that room. Now you can attack this human, but be careful, each human has their own ability to fight back and won’t go down easy. A point is rewarded for each successful hit give to the human. When a human dies, an extra point is given to the monster that defeated them, and then all players reveal they first dead human victim token. Getting it right will earn one brain token worth 3 points.
However, a human can be scared and moved to a different room which their time before death can be prolonged, giving the monster player a way to plan their kill order. When a human is no longer in a room with any monsters, they hide, removing their figure from the board and shuffling their card in room’s deck they were last seen.
After each round, when every player uses one of their monsters, an event card is drawn changing up some of the rules of the game. The game ends when all the humans are devoured or when dawn has broken after 12 turns. The player with the most points is the winner of the game.
This time you are the Monsters
What I really like about Monster Slaughter its finally turns the tables and you get to be the monsters. Not just one, but a family of three of them and each their then own unique ability. The game, to me, feels very thematic. You start lurking about the cabin and seeking out the humans. Then SMASH! The door breaks down and the scared little humans scrabble to hide away in the rooms.
The cabin in the middle of the table
The physical game itself is a spectacular center piece. It has a very large table presents and the actual game box is used as part of the board. Partitions are added as walls and they layout is designed in such a way that makes each room feel distinct. The doors are on a whole other level. These are not some top-down-put-between-wall markers. The doors rests, sandwiches itself in the walls. When you collect after you break down the door, you remove the enter door leaving a hole where it was, and it also counts as a point. This is very nice touch to the game.
I really like games where there is only a finite amount of actions available in its entirety. In the style of the game, every move matters. Each monster can only move once until all the others in your family move. That means it’s very important to plan things out and what monster you’re going to use.
Who’s our next victim?
The most challenging part is trying to line up your kill list and even getting your ultimate target. Killing the humans in your particular order will give you more points and doing damage to them will also help. It will be tricky to how you can sway the chances of your next victim. This is where the scare action comes in handy, “helping” the humans buy their time to hopefully for you to put their death later and at a more appropriate time.
I’m having a bash with this game. A box that transforms into a cabin that immerse you right in the experience and getting to be in the perspective of the monsters; Monster Slaughter is a great additional to any horror game night. It’s an excellent game and one that I’m giving my crowdfunding recommendation award to.
This next game I’m taking a closer look at has its steam engines ready for the next journey. Brass Empire, from Rock Manor Games, is seeking for crowdfunding for not only for the well-received deck-building, but also for its new expansion, New Canton.
This review will first focus on the actually base game itself and then go in to a preview on the expansion.
1-6 Player – Age 10+ – 30-60 mins
Publisher: Rock Manor Games – Designer: Mike Gnade – Lead Artist: Declan Hart
Brass Empire is a deck-building game where players start with a the same deck, buy cards with resources they make, and collect the most brass, the game’s victory points, in order to win the game. As with many other deck-builders, the starter deck follows the norm of a ten card deck and having you draw 5 cards at the end of each turn. In Brass Empire, you also begin with a reserve deck of a specific faction, which cards can be purchased from just as you would when buying cards from the market. Different faction will focus on different aspects of the game, such as gaining more resources or destroying opponent’s buildings.
There are two separate markets in which a player can buy from making a total of 12 card pool selection. The Labor Market let you gain employees that will generate resources, let you draw more cards, and you may find powerful employees that may even give you a better edge against your opponents. The Design Department is where you get buildings and units that help mine brass and attack others. When you gain cards, they will always be sent to the discard pile. So the only time you’ll see your purchased cards is when you need to shuffle your discards.
For a building to be constructed, it needs to be played from your hand face-down. Next turn, all face-down buildings are built turning face-up and stays in play until it gets destroyed. Units also stay in play until they leave. Units can’t be used when they first come out, but are able to act after that. Units serve to main purposes. First, they can mine for Brass and collects one Brass for each strength is has. Second, it can attack other units and buildings. An attacking unit will deal damage to a card’s health, which will cause it to be destroyed if it reaches zero. In this game, damage is persistent and it will carry over each turn. Damage is calculated at the same time, so other units and even some buildings can attack back. Destroying a building or a unit through combat will reward the attacker with the brass from the supply of the destroyed cards brass value.
The game will end once all the brass has been taken. The player adds all their brass points from ones they collected and for every cards that has it’s worth in brass. The winner of the game is the player with the most points.
Steampunk has been one of my favorite themes across film, literature, and video games. With the influx of steampunk going into geek culture out there, I’m starting to get picky on how anyone’s interpretation of the genre represents itself. One of the things that Brass Empire avoids is relying on Victorian era style steampunk too much (you cannot believe how this annoys me). Each of the factions is based on a different theme and part of the world like the Wild West or Japan. While the game does showcase a great amount of diversity in the art, the art itself has some caveats. Most of the art is done by one artist, Declan Hart. Not all the art is best, especially ones depicting people. However, what it certainly makes up for is the very imaginative and creative buildings and vehicles. Throw a bunch of airships in there and I’m already liking the game.
The graphic design is good and each card is easy to follow and understand. However, I wish there was a much easier way to sort the cards. There are essentially two different types of cards, labor and developments. Here the tricky part, the main way to tell these cards a part is this small symbol to tell whether it’s an employee, a building or unit, but all the employees go in one deck, and the buildings and units got in another deck. There are many times to my surprise even after sorting the cards that I have found another no belong into one of the decks. I think what’s confusing me that cards has the same design as any other card. It’s a little annoying, but just a minor problem that doesn’t slow down the game too much.
Brass Empire takes place in the world of Cobalt. It’s like a world where we live in but if there was steampunk things in it and if all lands converged into one big mass. When it comes to themes and story, I always like to know more about the world and there’s plenty what the book has. One thing I wish for is more it on the cards and that’s way flavor text can add a lot to the immersion. But what I can tell you the upcoming expansion will have focus in that and I’ll go into more below.
What kind of deckbuilding game is this?
There are many deckbuilding games out there and I believe that Brass Empire holds up very well on its own. To make a comparison, I would put it between Dominion, the granddaddy of deckbuilding games, and Ascension, a highly respectable deckbuilding game with several expansions that even rivals its predecessor.
It’s more complex than Dominion with more tactical decisions when buying from the market and more diversity of cards in each game. It’s less complicated than Ascension, with its straightforward mechanics and it doesn’t lose steam going towards the end of the game.
Deep without being complicated
What I really like in Brass Empire is that that cards are so simple to read and they don’t have a block of text on them. You also have a huge market with 12 cards to purchase and your faction cards in your reserve as well.
Set up and factions
It does follow the most basic set-up of a typical deckbuilding game but you also get to start with a faction reserve deck. You don’t necessary need to buy any of these cards but it will certainly help to give an edge throughout the game, I find some of the cards to still be useful nearing the end of the game.
I never felt that there was a part of the game where the market stalled from giving good and even purchasable cards. I felt I was able to make a good card purchase each turn. As you’re buying buildings and units, you’ll be putting them out which helps condense your deck. Both may eventually get destroyed, but they get to be played once again. Also, buying higher price card is not too out of reach.
There is a bit confrontation in the game and it rewards players for attacking and destroying their cards. Damage is also persistent so players can team up to take out a really good building. The nice thing is that you at least get to use the effect when it comes out for the first time. The only way to get attacked is to have something in front of you.
This is also brings up something very important. There are many paths to victory. The only way you know you’re doing things right is you are collecting brass for points. You can get points by destroying other player’s card through combat, generating brass through other cards, and mining with units or spending construction resources.
At the time this review is being written, the Kickstarter of New Canton is currently going on which I highly suggest you checkout for the second printing of Brass Empire and for the new expansion I going to go through now.
New Canton not only adds in more and brand new cards, but it provides a new way to play. A story will also be part of this system and will unfold and even branch off from the player’s decisions they make during the game. The main feature is the campaign mode where player will choose a character that will evolve and change as the game will, both in mechanics and as part of the story. I don’t want to go into it too deeply for it might spoil some of the games stories and surprises. Player will oversee a faction and get a hero card that gives some abilities. The game progresses from game to game and major changes may occur during the middle of the game. Sometimes these events will activate after or before each game, or even during in the middle of a player’s turn.
Some of the new cards that can be found in New Canton are relics. These will be shuffled into one of the market decks. Relics don’t come face-up on the board, instead, it remain face down and a market card is played on top of it and can be obtain with the purchase of the card that is comes with. You may only use the relic once since they are very powerful.
Another are events that will be shuffle along the deck as well and can be drawn and take on effect during the game.
Score and Conclusion:
I’m not only surprised but impress of what Brass Empire does. I really like that there are different factions you can start with that has its own advantages, a simple and engaging combat system, and it has many paths to victory that makes it a solid deckbuilding game that feels fresh and doesn’t lose steam.
In Herbaceous, herb collectors compete to grow and store the most valuable medley of herbs. Everyone starts with four containers, each of which allows a different grouping action:
Group herbs of same type
Group different types
Group any three types (same or different)
On your turn, you draw an herb, then decide to either keep it in your personal collection or put in into the communal pile. If kept, the next card goes to the communal pile; if placed in the communal pile, the next card goes in your personal collection.
At the start of your turn, you can decide to use a container. If so, you assemble cards from personal and communal spaces, group them, then turn them all over. You have then “collected” those and can’t use the container again.
At the end of the game, collectors determine the best collection as a combination of value from their collection, matching herbs, and herb sets.
Churrascaria: A Cutthroat Game of Gluttony is a casual card game where players are trying to eat all the succulent meats that appear on their plates while avoiding the equally delicious but ultimately unsatisfying sides and desserts that get in the way. All the while, food theft, plate swapping, and general backstabbing keep the food flying and the steaks high. In the end, the person who consumes the most meat wins!
As one of the esteemed guild leaders of Greycastle, your goal is to earn the most prestige and become the next King’s Guild. To do that, you’ll be crafting items to send heroes on quests, earning treasure, and upgrading your guild with new specialists and rooms.
Each turn you get to take one action – gathering resources, crafting items for heroes, or purchasing upgrades for your guild.
Avertigo’s is a Living Miniatures Game that can be played in a quick stand-alone Skirmish match or a deep and long Strategy session.
We’ve set up several options so that our backers can start their collection in the way that suits them most. Here is a quick reference chart to compare the various options in one place:
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