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Fury of Dracula 3rd Edition Review

The original Fury of Dracula was a seminal game of my childhood. Whisked off the shelf as a curio on a trip to get some gaming miniatures, it quickly became a staple. Van Helsing and his pupils spent hours sweeping Europe, seeking for the Count. Instead they often found feral wolves and savage gypsies as the vampire secretly spun his wicked web of intrigue across the continent.

That copy is tattered now, worn down by love. The chits are soft at the edges, the box battered and the figure of Dr. Seward snapped off at the knees. He still struggled manfully after his quarry, those paired feet creeping into my adult years like the memory of childhood sins. Yet a little of the magic had gone. The game could be frustratingly random, and it needed an aggressive Dracula player to make it work.

A second edition fixed those problems at the cost of bloated rules and play time. It wasn’t a worthy trade off. Worse, the balance had shifted toward the hunters. Dracula was constrained by bizarre rules that made it hard for him to double back on himself, so the hunters had an easier time to box him in. He didn’t seem much of a Prince of Darkness when he couldn’t even cross his own trail to escape.

Here, now, is a third edition. The box cover might a laughable vampire Liberace but I had such hopes for the contents. Somewhere in the fog between the those two flawed editions was an incredible game. A game that smoothly wove deduction and strategy with thrills and theme. I knew that game existed, but I wasn’t sure there was a designer on the planet who could tease it out.

Inside the box, disappointment. There was still a location deck. There was still a six-card trail. Yet promise gleamed at the bottom of the card stack in the form of special power cards. There are several ways now for the Count to confuse his pursuers by moving twice or not moving at all. The best is Misdirect, a new card that not only lets Dracula double back but removes a link in the trail. Many unsuspecting hunters can stumble in the resulting hole in the chain of clues.

This is just the start. It seems that the developers thought the best way to get the best of both previous editions was to re-arm Dracula. Not with greater strength or fangs but with the powers of lies and obfuscation. At each place he visits, Dracula can place an encounter. Some of these are there to hurt the hunters but others exist to thwart or bamboozle them. They can lose turns, get moved away, prevented from searching the town for vampires. One, if allowed to “mature” by spending six turns on the board, even clears out half the card trail, leaving the hunters chasing after ghosts.

I would never have thought that adding misinformation was the way forward for this game. But it works. It works brilliantly. The hunters are grasping at endless tendrils of data with a variety of tools and cards to help them get more. Everything they need is there, but piecing it together demands method and skill. So much so that having one player run all four hunters can be too much to handle, remembering who found what, where. The Count meanwhile is doing everything in his diabolical power to muddy the waters.

Combat has had a major overhaul. Hunters now only fight vampires and Dracula himself. This allows the combat system to be boiled down to simple icon matching with a few special effects. It’s crude but effective, allowing a balance of luck, bluff and skill without slowing down the game. Facing a vampire at night is a stream of hot terror, cards flashing past and damage accumulating at lightning speed.

Dracula felt too weak in the previous edition. Initially, it felt like he’d gone too far the other way in this one. With his newfound combat prowess and slippery box of tricks he ruled our first games like the dark prince he ought to be. It seemed unbalanced, frustrating for the hunters. But it’s a testament to the skill of this design that we wanted to keep searching. Not just for Dracula, but for a way to beat him.

When we found some, it revealed yet more layers of excellence to the game. Dracula can coast against unskilled hunters. They, in turn, have the harder time of it, and never get an easy win. They have to learn to behave like pawns in a chess game. As a group, they can triumph, but only by making individual sacrifices when needed.

When they learn this, games become agonisingly tight. By the end Dracula will have been lost and found repeatedly and Europe will be awash in the blood of hunters. Although the focus seems to have moved away from action to deduction, this edition might actually be the most brutal of the three.

The production evokes a fine sense of gothic grandeur. Yet the real period feel comes from the way that the mechanics evoke the characters of hunters and Dracula alike. The former are puritans, calculating efficiencies, working through probabilities, forming plans to ensnare their quarry. The latter is the very devil. A terrible, charismatic liar who must use all their powers of cunning, bluff and misdirection to put his pursuers off the scent.

This version of the Fury of Dracula is a triumph. It’s become something greater than the sum of its previous editions. Where one was short and the other long, this walks a satisfying line between. Where one was cast as a hunt and the other a chase this can be both. Where one was seen as a combat game and the other a deduction title this can be both. And as the game captures your imagination like the mesmeric eye of the vampire, you can be sure of enough repeat plays to see it in every one of its many guises.

Thrower’s Tallies: Top Eight Designers

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All the discussion about “great designers” that we had a couple of weeks ago left me dissatisfied. Rather than just throwing out names that I thought were good or great, I wanted to put some meat on those bones, some rigour to the process. It wasn’t hard to do. And I found the results startling.

We’re talking about my personal opinion here. What I wanted was a way of recognising people who had form for producing stellar games, regardless of how many games they’d actually produced. Now, I rate pretty harshly because I’m of the opinion that games are supposed to be good. Fun is what they’re for, so a game you’ve enjoyed is merely average. To earn a higher rating, it has to show me an impressive time.

Turns out that of the 400-odd games I’ve played, there were about 100 that merited that distinction. So I just went through them and listed their designers, to see how many times each name appeared. I listed game series with the same basic system, such as Commands & Colors, as just one game. Sorry Mr. Borg. But if I’m recognising innovation, it seemed the right thing to do.

The first surprise I got was how few names that turned out to be. Of those 100 there were just eight designers who appeared more than once. Four twice, and four three times. So I was right in speculating that having more than one truly great game to your name is a special achievement. It’s more than most designers achieve in their careers.

What really surprised me though were some of the names on each list. So, I took those four and four to be good and great designers respectively. Here they are, in no particular order within each group.

The Good

Reiner Knizia for Ra and Battle Line

I’m not going to dwell on this as we’ve been through most of it already. Suffice to say that I said Reiner Knizia is a very good designer in my book, and so he proved to be. Battle Line is about the best 30 minutes you’re going to have with two people and a strategy game. Ra remains a fascinating exercise in balancing chaos, tactics and social brinkmanship even nearly 20 years after its original release.

Eon for Cosmic Encounter and Dune

Eon would probably fit the “good designer” category of every Ameritrash fan on the planet, and I’m no exception. They pioneered the art of stripping away all the chrome and clunkiness from highly competetive and thematic titles, decades before it became de rigour. What’s left are masterpieces of spartan, replayable brutality that still evoke a rich sense of setting.

Rachel Simmons for Napoleon’s Triumph and Guns of Gettysburg

On reflection, this is no surprise at all. In fact Simmons really ought to have been in my original list of creative designers. She may only have three games to her name, but the remain some of the most innovative that I’ve ever played. It’s hard to trace their design heritage at all, beyond a brief nod to block wargames. Everyone should play a Simmons design at least once. Even if just to marvel at the freshness of the design, the attention to historical detail in so few rules.

Uwe Rosenberg for Bohnanza and Agricola

Sorry to shoot my load early, but this was the most unexpected name that came up. I haven’t played either game in a very long time, but looking back I did have a great time with both of them. Bohnanza is a fantastic yet uneasy blend of goofy family fun and pure ruthlessness. And while I disliked Agricola at first, it was for a long time the only decent worker placement game with a fun and well communicated theme. I came to really enjoy it in the end, and you can see its continuing influence in the genre even today.

The Great

Vlaada Chvatil for Mage Knight, Space Alert and Through the Ages

Going to gloss over this expected entry. Suffice to say that anyone who designed my picks for the best adventure game, the best co-op game and the best civ game ever is probably due a bit of genuflection. Sir, I salute you.

Corey Konieczka for X-Wing, Battlestar Galactica and Descent 2nd Edition

With Fantasy Flight’s stable of designers, it’s sometimes hard to know just how much who worked on what. So perhaps I’m being a little generous to Corey here, since he shares the billing on two of his games with other designers. But even then, I feel he deserves recognition for Battlestar Galactica. There’s yet to be a better use of the traitor mechanic, or semi-cooperative setup in my opinion. And it’s such a sweet balance of strategy and social mores.

Richard Garfield for Magic: the Gathering, Netrunner and King of Tokyo

This shocked me. It probably shouldn’t have. The thing is that I don’t play collectible card games all that much, so this wasn’t a name that floated to the top of my list when I was mulling over favourite picks. But when you stand back, you have to recognise the genius of a man who pretty much invented an entire hobby in its own right with Magic. Fantasy Flight are now doing their best to put Netrunner, an extraordinary lesson in emergent theme, into the same bracket. And King of Tokyo, one of my most-played games, is just gravy.

Christian Petersen for Twilight Imperium 3, Armada and Game of Thrones

I never think of Christian as a game designer, just as the CEO. It’s almost like my head can’t believe someone is capable of being both at once. And lord knows he’s had his differences with this site. With the exception of Armada, these aren’t easy games, either. I may never play either of his qualifying titles every again. Yet when you step back, that’s not a reason to exclude them: they’re still great games. And that makes Mr. Petersen a great designer.

Star Wars Armada Wave 1 Review

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The base set of Armada looked to have the makings of an outstanding game. But it was kind of hard to tell for sure. With just three ships and a handful of fighter squadrons to divide between two sides, all you could do was sense the potential rather than experience it for yourself.

A generous first wave of expansions has now arrived. Each contains a variety of upgrades, many of which can, of course, be used on a variety of ships. And all that extra variety does the job. Armada finally plays like the game that it was shaping up to be.

Both sides needed extra ships for reasons other than variety, however.

The spindly, fragile Rebel ships felt desperately under-powered compared to the might of the Imperial Star Destroyer. The new Assault Frigate expansion fixes that to an extent. Dubbed the “space whale” by virtue of both a curvaceous design and a lumbering maneuver chart, it’s the most eye catching ship in this wave.

It also comes with a wealth of upgrades to increase its firepower and durability. And it needs them: this isn’t the panacea you might think it is. Even festooned with additional cards, it can’t match the devastating laser broadsides of Imperial ships. Which is for the best, since it ensures that the two sides play in a distinct manner, as they should.

One nice feature of the Assault Frigate is that the two ship cards you get offer quite distinct builds. One lends itself to being tanked up and sent into battle. The other looks to be an impressive fighter base for co-ordinating rebel squadrons. All in all, one of these models will lend Rebel Admirals a lot of flexibility in fleet building.

The other two rebel ships are copies of the ones in the base game, the Corvette and the Nebulon-B. Each comes with some new upgrades, of course, to tempt you into investing.

In truth, it’s kind of hard to see why you’d want a second Nebulon. There’s nothing essential in the upgrade list and the ship itself is hard to use effectively thanks to its flimsy flank shields. Some neat title upgrades are tempting. Especially Yavaris which helps turn the frigate into a squadron command platform, a role to which the ship is well suited. The Corvette is a different matter. Fielding two or more of these as cheap, mobile fire platforms is a viable way of counteracting the ponderous Imperial ships and their short-range firepower.

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The Imperials, in their turn, get the option of a new medium class ship, the Gladiator. While still at its best in close quarters combat, this adds some much-needed speed and flexibility to the Imperial fleet. It packs an enormous punch at close range and, thanks to a much kinder maneuver chart, it’s far better placed to get in their and deliver its payload. Plus, since it’s cheaper than the Star Destroyer, it means the Imperial player can field two big ships with enough points left over for those all-important TIE fighters.

The points cost of the Star Destroyers themselves makes it buying the expansion something of a quandry. Two of them on the table look terrifying, but it leaves little left to get anything else, and they’re so ponderous that Rebel ships can dance round them at range. The lure is more likely to be the expansion cards. There’s a nice commander, and the title Corruptor offers the possibility of outfitting a Star Destroyer as squadron command rather than just brutal damage output. But this is probably the least interesting pack in the wave.

All these ships help add depth and breadth to the game. Bringing even a couple in to your collection should give you enough upgrades to build a lot of interesting lists. But what really shocked me about wave 1 is that the real interest isn’t in any of these lovely big models. It’s in the fighter squadrons.

There’s a pack for each, both with four different models of fighter. Different fighter models excel at different roles, as you’d expect. Rebel A-Wings and Imperial TIE Interceptors excel at taking out enemy squadrons. At the other end of the scale B-Wings and TIE Bombers offer impressive anti-ship firepower for their meager cost. Each fighter type also comes with a new hero, like Tycho Celchu or Darth Vader should you want him.

It’s because each pack contains four very different types of craft that these have such a huge impact on the game. Fighters can screen big ships, venture out to blow away the escorts of enemy craft, creep in close for a killer blow. Co-ordinating the different types along with squadron commands from the big ships is a complex and compelling source of tactics. It’s hard to learn to use these things well, but it’s essential for success.

The main issue with Armada was and remains its cost. There’s a slight saving grace here in that these expansions punch above their weight. If you’re collecting one faction then just a couple of selective purchases will add enormous diversity and fun to your games. And if you can afford it, you should. With wave 1 on board, Armada has blossomed into an incredible game. It looks great, plays fast and offers enormous replay value alongside a fine balance of depth and drama. It’s the best game I’ve played in several years, and you should play it too.

Star Wars: Armada Review

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It takes about a New York minute between seeing a copy of the X-Wing base game and wondering what a Star Destroyer model might look like at that scale. In that minuscule time frame, Star Wars: Armada became an inevitability.

In truth, the Star Destroyer in any scale is almost bound to ruin the look of the game. Even here it looks enormous, and dwarfs the spindly Rebel ships that oppose it. The quality of the paint jobs seems to have gone down a notch, too. Armada just doesn’t have the same visual appeal as its illustrious predecessor.

So it’s a good job that it’s a much better game.

Miniatures games are, on the whole, luck-fests. The skill comes in picking your lists beforehand, like a chef carefully eying up flavour combinations for that nights’ dinner menu. At the moment, the lack of expansions means there’s a lot fewer options for Armada and that feels like a breath of fresh air. Instead of getting bogged down in the minutiae of choice, you can slap a list together and play. And when you do, you’ll find that here, it’s the game itself that demands planning and strategy.

Although the models and the license beg comparison to X-Wing, this is a totally different game. Instead of secret movement selections you pick secret orders to fire, repair, maneuver or command fighters. The bigger the ship, the further in advance you have to select these orders. As they come up, you can chose to take a token to use on a later round for a weak effect, or use it then and there for a powerful one. So for a behemoth like a Star Destroyer, where you’re picking orders three rounds ahead, a lot of advance planning is necessary.

What really makes the game, however, is the turn structure. In this game, you fire before you move. A simple change, and one that’s hardly novel, but it means you have to make sure your ships are where you want them the turn before. More planning, more strategy. The more novel idea is separating the fire/move phases for the big ships and the fighters. Normally, the latter move after the former, making it doubly hard to get them into position. But if you use a Squadron command, you can move some of the little ships with the big ones. And at those moments, they can prove decisive.

The whole thing feels like a ponderous yet wonderful ballet. Colossal frigates and dreadnoughts wallow in the vacuum, trying to line up broadsides against one another. Fighters dart around them, hoping for the orders and information that will allow them to make a difference. Yet even as the fistfuls of multicoloured dice rattle over the table, they’re just arbiters to tip the see-saw and excitement to ice the cake. Most of the time, victory goes to the player with better list, the better plan and the best ability to predict moves ahead of time.

Nailing the balance of skill in list-building and skill in play is the chief triumph of Armada. It’s a tricky thing to get right, and many games have fallen by the wayside on the way. Whether Armada can maintain this delicate act in the face of an inevitably-expanding expansion roster remains to be seen. For now, it’s a thing to be savoured.

If you can afford it.

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Because price and accessibility is one area where this does deserve comparison to X-Wing. For that, a modestly priced starter box gives you everything you need for a fun few games. Armada’s initial outing is about three times the price. And to get the most out of it you need not one copy, but two.

While the game excels at providing a challenging yet thrilling experience, it can feel gamey in a way that X-Wing never does. Instead of fighting until the bitter end, it’s played for a fixed six-turn duration. That makes it surprisingly quick, but can lead to bizarre situations toward the end like the leading player suddenly trying to break combat and run.

The clever twist of making fighters move after capital ships may add a lot of depth, but a moment’s consideration shows it’s also silly. It makes nimble fighters less able to react to the situation than ponderous cruisers. So you end up with the peculiar spectacle of fighters dancing around a bigger ship they can never hope to get into their target arc.

These problems are fundamental to the game, but the more models you put on the table the less of an issue they become. As the number of combatants increases, it becomes harder to run away, harder to leave your enemy without something to shoot at. Full scenarios also have objective cards which offer more complex and interesting victory conditions.

You get none of this with the starter scenario you can play with the paltry three models in the box. So right now, you need access to two copies for a satisfying game. Even then, the limited selection of ship models feels contraining after a few games. Things will improve a bit when the wave one expansions come out, but it’s still an expensive proposition.

Which is a shame, considering how great the beating heart that drives this title has the potential to be. Space combat is often imagined to be a bit like naval combat, but this is the first game that really made me feel like an Admiral. It’s just that you’ll need an Admirals salary to get the most out of the experience.

Forgotten Pleasures

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One of the unexpected effects of regularly reviewing games is how jaded I’ve become. It takes an enormous amount to impress me nowadays. And even for titles that make the grade, it’s rare that they grip me for a long time. Readers demand novelty, so the old makes way for the new.

Sometimes a game still gets its claws in me and demands play time in the face of all competition. The last video game to achieve that was Hearthstone, early last year. The last board games were Wiz-War and X-Wing back in 2012.

It’s even rarer, though, that an unreleased game grabs my attention. Years of exposure to marketing hype has given me a tough crust of cynicism. The advent of Kickstarter and the ensuing failed promises have just made it thicker. Nowadays, I take nothing about a game at face value until I’ve played it and confirmed it for myself.

I can’t even remember the last time I was dizzy with anticipation about a game.

So it’s remarkable that over the last couple of months, one title has managed to break through. That game is Bloodborne, the spiritual successor to Dark Souls from the same design team.

The latter game transformed my understanding of what a role-playing game should be. It was a blend of genres I’d always wanted to see, a game that felt like real-life fantasy combat combined with the salivating skinner box of experience and levelling up. It was brilliant, but often the deliberate difficulty curve got too much.

Early reviews of Bloodborne make it sound like it’s solved that problem by giving players more information and an easier time early in the game. Then ramping up to the more brutal levels expected once players have adjusted. It seems an excellent solution. Plus, the rich graphics, emphasis on offense over blocking and obvious horror theme had me hooked.

The trouble is, I don’t have a PS4. So I can’t play it. And there’s no way I can justify buying one when I’ve still got Gears of War 2, Halo 4 and Red Dead Redemption I want to finish on the 360. Not to mention Dark Souls, which I’m only half-way through.

So I’m left hanging in a trap of my own construction. It’s something I remember well from my teenage years when I just couldn’t afford most of what I wanted. There’s nothing for it but to knuckle down and carry on, trying to ignore that awful itch of desire. That’s what being grown up is all about.

I understand all that. What I didn’t expect was to find that wanting could be so much fun.

It’s the same principle as the ascetic. In denial, one learns to find satisfaction in self control. Except that this is a thousand times better because I know that at the end there will be a sweet reward. There will be a time that I can cave in, get a new console, and enjoy my game.

And when I do, I’ll enjoy it all the more for having waited.

Finding this unexpected pleasure made me yearn for the days when it happened more often. Because make no mistake: this isn’t just about being a games writer. Fans and commentators alike have been decrying the lack of innovation in big-name titles of both video and tabletop games for years. That’s what’s at the root of the malaise lingering over the current console generaiton, at least until Bloodborne came along.

While there’s plenty of creativity amongst independent designers, arguably it takes a big game to engender a big sense of desire. It takes overwhelming production values and an enormous potential play time. It takes a certain level of marketing polish, too.

Other media have already been through this. Blockbuster cinema was floundering a few years ago. That empty space summoned forth white knights to fill it, and alumni like Peter Jackson and Christopher Nolan answered the call. I’m not sure who their equivalents might be in the video gaming world, but I’m confident the increasing interplay between big studios and small developers is going to throw up some surprises.

Who, though, is going to break through the tabletop barrier? If my money was on anyone, it’d be Rob Daviau or Vlaada Chvatil. But we’ve heard nothing big from either of them for ages. I hope one of them, or someone else, delivers soon. I want to feel that sharp hope of hype about a cardboard game at least once more before I die.

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