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City of Horror Review

City of Horror art

Zombie board games tend to focus, like the films they emulate, on the players surviving by putting up barricades and beating the undead to death with whatever they can find. But if you’ve seen enough horror movies you’ll know there’s a second string, a darker theme where cooperative groups mercilessly pick the weakest member to sacrifice to the shambling hordes so that the others might survive. That’s the grim base on which City of Horror rests.

And grim is the word. There are few games more callous than this. It’s not a game to play with relative strangers. It’s not even a game to play with friends that you can’t rely on not to hold grudges. Players control a variety of characters, spread around a zombie-infested city. Each turn there is a vote in each board area that’s accumulated sufficient zombies. Each character in that area gets to vote for who dies, and the character with the most gets eaten. Gone. No second chances, no dice, nothing. Eliminated.

There’s something refreshing about the brutal purity with which the game approaches death. But it also creates an instant rich get richer problem. Once a character dies, the owning player has less characters on the board, and so less votes, which makes it slightly harder for them to keep their other characters alive. You can always play the sympathy card to try and avoid being tossed to the ghouls but the mechanics encourage picking on the weakest. It’s been my experience that players tend to lose all their characters, or hardly any.

So the answer is to try other approaches to negotiation and trading. This is where the meat of the game is to be found. There’s a lot you can trade: promises, which may be kept or broken of course, but also material. Food is worth bonus points. Zombie plague antidotes are required to score points for any surviving characters, their precise value being dependent on whether they’ve used their special ability or not. And every player has a hand of action cards.

City of horror zombies

These action cards and, to a lesser extent, the abilities of the characters, are the primary way players exercise control over the whims of fate in the game. Many kill zombies, or allow you to move them to other locations, some at a cost of making areas of the board unstable to the point of eventual demolition, resulting in further carnage. Others allow you to sidestep the gruesome result of the voting process and other, more minor effects. They can be discarded in certain locations in exchange for beneficial effects.

They’re incredibly useful, and the urge to play them is constant. You only have five, used over four rounds each of which will see several votes. New ones appear on locations occasionally, along with other resources, which are distributed amongst characters there based on another vote, but they’re pretty rare. This sets up a situation in which the choice of whether to play an action card or keep it should create delicious tension.

Sometimes it is, but mostly it’s just plain frustrating. The cards are basically your most precious resource and are wonderful negotiating tools. But there’s no way of knowing whether it’s sensible to save them. play them or trade them. The game just doesn’t give you enough information to plan a meaningful strategy with the cards. And once they’re exhausted, the otherwise compelling negotiation loses some of its spice.

You may have noticed by now that although voting to distribute resources seems fairly realistic, voting to see who gets eaten isn’t. In practice the strong and the fast would have a considerable upper hand. So the mechanical link with the theme falls apart. There’s plenty of quality zombie art to compensate but sadly the card it’s printed on is rather lower quality, warping and splitting with worrying ease. There’s a lot of it too since the game uses cardboard standee figures rather than miniatures.

City of horror in play

And without the theme you begin to see that underneath all that gory art, City of Horror is just another twist on the classic cut-throat negotiation game, exemplified by Lifeboats, Intrigue and I’m the Boss. None of those games does much better at presenting a theme than City of Horror does, but they don’t particularly pretend to do otherwise. They’re also a lot simpler and more direct than their undead relative. And, crucially, it’s debatable how much extra game the added baggage in the newer title creates.

We’ve already seen how the voting mechanic leads to a rich get richer problem, and how the use of cards as both currency in deals and board effects backfires. The value of the food and location effects varies tremendously from game to game. The ability you have to move one character each turn from one location to another is unthematic and, since selections are made in secret, basically random. What’s left is the character powers, the fact that using them reduces their score, and the need to collect antidote to score your survivors. That does add a fair amount of interest, but it just ends up compensating for the dead-weight rules.

Not that the game is overly complex. As is often the case with European games iconography has been used heavily to keep things language independent and as is often the case with iconography it’s largely confusing and impenetrable. But that’s a fairly minor annoyance. The game is also fast playing, taking sixty to ninety minutes to complete and that’s a poweful saving grace. You don’t mind too much if your characters start ending up as zombie chow and your game slowly falls apart when you know there’s an end and a re-rack within sight.

City of Horror is not, on the whole, a bad game. I’ve had more fun with it than the tone of this review may suggest. Its collection of mechanical niggles and rather blunderbuss approach to adding new and mostly ineffectual twists and theme to a classic genre are counterbalanced by its sheer, overwhelming nastiness. It’s not often that a game allows you to be quite so delightfully mean to the other players, and that’s something to be savoured. But ultimately while it’s likely to provide considerable amusement for a few games, it has issues enough to ensure either a limited shelf-life or only occasional table time. And in a crowded marketplace and a well-worn genre, that doesn’t quite cut the mustard.

Telling Tales on Telltale

Walking Dead from Telltale iTunes Page

A couple of weeks ago, after all the great reviews here on No High Scores and a heartfelt recommendation from Lucy James, I bit the bullet and bought Telltale Games’ Walking Dead: Episode 1 for my original iPad. I figured it might put a bit of a strain on the hardware so before buying I looked at the iTunes page, which you can see reproduced above. It said nothing about iPad 1 compatibility issues in the bottom left where the requirements are, or the description, so I went ahead and bought it.

It ran, but so slowly as to be unplayable. An installation problem, surely, since I’d carefully checked the requirements before buying! So I restarted the device and closed all the background processes. Still too slow. So I googled it. And then, only then, did I discover that it’s not compatible with the original iPad. And the description does in fact mention this fact: several paragraphs down in the description, only visible if you click the “more” tab.

So I felt justified in emailing customer support, pointing out how I’d checked carefully beforehand, politely asked for a refund, and mentioned that I’d go buy it on XBLA once I’d got one. They refused, saying it was stated clearly in the description. I sent the screenshot above, and my receipt so they would know I wasn’t freeloading. So they agreed, great! But then, a couple of days later, another email saying they’d examined the issue and the compatibility was clearly stated, so no refund. So I again pointed out that it wasn’t clearly stated when I looked. And they agreed again, great! But then same again, another support monkey replies to say it’s clearly stated so no refund.

And so here we are. Telltale have now updated the iTunes page to put the warning at the top of the description where it should be. But as my screenshot demonstrates that’s not what I saw when I bought the app. I won’t be buying any more Telltale product, so over £3 they’ve lost an XBLA sale for the whole series and a lot of potential future purchases. Madness.

I’d like to ask you all to look at that screenshot and tell me if you think it’s clearly stated that the app wouldn’t run on my device, and that I’m out of order asking for my money back. If you agree with me, I’m left with little recourse but to warn you all not to expect great service from Telltale games.

Last Night on Earth Review

Last Night on Earth: The Zombie Game from Flying Frog

I don’t believe there’s a meme in all of geekdom that’s been used and abused quite as much as the good old zombie. It’s been in films, books, comics and videogames that span the chasm between sublime art to complete trash. And speaking of trash, you’ll find a hundred of them in Zombies!!! which is perhaps the worst hobby board game ever committed to card and plastic. But game-playing zombie fans need not despair, because there are many better zombie games to try. One of them is Last Night on Earth, and the question is: how much better?

Well for starters, compare the box of Last Night on Earth with that of “generic zombie game #346”. Notice anything different? GZG #346 will certainly have some low-grade pop art on the front. Last Night on Earth, by contrast, features photo-based art of actors and actresses in costumes and special effects makeup. It’s a striking and realistic look (realistic enough to terrify my children) which is carried on throughout the card art. There’s also plenty of well-sculpted plastic miniatures of heroes and zombies inside the box and a pleasingly gloomy modular board. The photo art isn’t to everyone’s tastes: some people think it looks tacky. Personally, I love it and with the other high quality components I felt compelled to list this as one of the five best looking games ever made.

There’s also a CD in the box which is allegedly filled with “atmospheric” synthesizer music. A most unusual gimmick, but the less we say about this the better.

So we’ll move swiftly on to the game play. The rules are pretty simple. Usually one player is the zombie master and four heroes are distributed amongst the remaining players. Zombies move one space per turn and spawn continually at the board edges. Heroes can choose either to move or, if they’re in a building, to search for items. They roll a dice to determine movement, a mechanic that seems to be frowned on nowadays but which works perfectly well here since they can still choose to move any amount up to the dice roll, and get to see the dice before they decide to move or search. So there’s enough choice to keep things interesting. Combat is highest dice wins. Heroes roll more dice but need doubles to actually kill a zombie, otherwise simply fending off the ravenous undead and leaving it to fight another day. That’s the essence.

Last Night on Earth in play
Given the rules are so simple then, you might be surprised to find the internet littered with extensive FAQ’s about the game. The reason for this is that each side gets a substantial deck of cards with varied and colorful effects to put into play that modify the core concepts of the game in various ways. There are weapon cards for the heroes, and they’ll need them if they hope to kill zombies rather than just survive their attacks, and lots of event cards for both sides. Most add appropriate narrative and are exciting to use, such as an effect that suddenly traps a hero in a dark building full of zombies, or another that boards up windows and doors to limit zombie movement. A few are also silly such as the titular “Last Night on Earth” card that causes a pair of mixed-gender heroes to lose a turn. Mix in these card effects with a unique power for each hero in the game, and it appears to be a recipe for confusion.

So if the rules and cards and powers together end up as a chaotic mess, that makes it a bad game, right? Well, frankly if you’re stopping this game every few minutes to look up an official ruling for a card effect, then you’re playing it wrong. This isn’t a game where you should be examining rules minutiae to gain the upper hand. It tells a wild and thrilling narrative arc, and tells it well. It’s about throwing dice, slapping down cards, making zombie noises whilst exulting at the highs and complaining at the lows. Given that it usually plays in 60-90 minutes, the time frame fits the mechanics pretty well. If you can relax, play from the hip and just go where the ride takes you then most of the time it’ll take you on an exciting session of horror themed board gaming.

That probably makes it sound like a zero strategy game. And while it’s pretty lightweight, there’s a little more going on here than some people seem to give it credit for. Oddly this has very little to do with card play and management as is often the case in these sorts of games. Mostly you’ll play cards as you get them, or engineer situations where you can use them. No, the strategy is all positional. One of the more unusual and interesting mechanics is that the central outdoor squares are bigger than the indoor ones at the board edges, so you can cover more ground in open areas. Moving across the central area thus become a rather fraught exercise for the heroes. The zombie player has to try and distribute his undead to catch heroes dashing from cover to cover in a hideous parody of tag whilst being mindful of a rule that forces his pieces to attack adjacent heroes. It’s not too difficult, but it’s not entirely brainless either.

Last Night on Earth - some zombie cards

To improve both replayability and the storytelling angle of the game, it offers a variety of scenarios. The basic one just sees the heroes needing to rack up a certain number of zombie kills before a turn limit expires but it’s tense and fun for all that. Another sees the open center of the board replaced with a manor house which the heroes must defend for as long as possible, and that makes the most of the tactical side of the game. The rest are problematic because they all depend on the heroes drawing certain cards from the deck to win, so sometimes they’ll do it easily and sometimes it’s impossible depending on how the shuffle goes. Thankfully there are several very good scenarios you can download from the publishers website to replace those annoying search based ones and retain the replay value and variety offered by a scenario based game.

Genuine scares aren’t something that a board game can offer. You need to be too much in control of your fate and in possession of too much information when boardgaming to make fear a realistic possibility. Last Night on Earth therefore wisely aims at the tackier end of the zombie market and pulls it off extremely well indeed. From the shlock-horror artwork to the twist and turn game play and the B-movie narrative of the scenarios there’s a ton of fun to be had with this. It doesn’t always work: games occasionally run long and exhaust the value of the strategically lightweight gameplay, and sometimes the cards and dice don’t work their random magic and the game falls flat and lifeless. But mostly it does work, and the cheap afternoon horror matinee unfolding on the table before you will, like cheap features everywhere, suck you into its box of bad taste delights.

Cracked LCD- Smash Up in Review

I have an inherent- and frankly personal- issue with Paul Peterson’s Smash Up, a new card game hot off the AEG presses. I despise the prevailing nerd humor idiom in which combining two “cool” things yields some supposedly funny juxtaposition. Smashing up Cthulhu with McDonald’s or Hello Kitty yields a bumper sticker with McCthulhu’s and Hello Cthulhu. They make T-shirts combining Doctor Who and Star Wars to make geeks giggle. Go to any given convention and you’ll see this kind of comedy, whether it’s something about ninja monkeys or- possibly the worst- Killer Bunnies in all of their dreadful, accursed variants.

Smash Up is more or less based either on this concept or at a very high level the power/race combining in Small World. Its “shufflebuilding” mechanic invites players to experience the would-be hilarity and mayhem precipitated by combining pirates and zombies or robots and dinosaurs. Players get to choose two from a menu of eight factions to build a forty card deck, and of course each has a particular flavor. The Ninjas have some stealthy, surprise tactics. Wizards have cards that increase their actions. Robots are plentiful. And the Dinosaurs have lasers. I won’t lower myself to dub them “friggin’”.

Like so many comedy card games, Smash Up isn’t funny if you’re over 15 or if you’ve got a bad sense of humor and have played the game more than once. Whether or not the game delivers on its promise of “total awesomeness” is up to you, but the good news is that it’s actually a pretty decent, simple card game where the players and gameplay provide the fun and the funny, even when the hardy-har-har novelty of Pirates in league with Dinosaurs wears off. Which for me, was a threshold of about a nanosecond.

It’s an abstracted area control game descended from Reiner Knizia’s Schotten-Totten, wherein players assign cards to contest control of base cards, which provide VPs and possible special actions to the players with the highest total card value. There’s a whiff of Blackjack as well, with the base cards featuring a breakpoint. Once the total value of cards played breaks it, the card is scored and points are assigned. Figuring out when to make a play and bust a breakpoint can lead to some interesting decision points.

But this isn’t really a game about decision points. It’s about playing cards- in both Minion and Action flavors- to screw with other players, kill their Robots and Aliens, and get yourself into advantageous positions. It’s smooth playing and simple, with players playing one minion and one action each turn and then drawing two. Card/rule conflicts are minimal, and with four players it’s a rambunctious 30 minutes that’s fun, light, and silly. It ain’t another King of Tokyo, but the tone and spirit are similar. There’s an IOS version in the works, but this is one where you really need eye contact and a table of rowdy friends. It plays four, and you should probably only play it with four.

There’s a lot to like about Smash Up, even if the comedy is DOA. It’s great for casual, off-the-cuff play, and it’s the kind of game you can have up and running within 10 minutes of breaking the shrink. The rulebook is outstanding- absolutely no BS, brief, and written with a modern tone. It’s just about as far away from a Don Greenwood rulebook as possible. With expansions on the way, the right kind of accessible gameplay, and humor that I just don’t get, this one could be a hit with the crowd that buys most of their games at the comics shop. In other words, it could be another Munchkin. Or Killer Bunnies.

Left 4 Dead 2 Cold Stream DLC Dated

Looks like it’s time to dust off that pipe bomb and grab your sniper rifle and hope to high Heaven that Todd is not in your survivor group. He will shoot you in the face.

Valve is preparing for an end of July release for Cold Stream, a new piece of Left 4 Dead 2 DLC. This piece of DLC contains the original Left 4 Dead campaigns as well as the Cold Stream campaign and some other features. This DLC has been in the works for a long time (over a year) which seems odd, but Valve works at Valve speed I suppose.

With the update going out at the same time (also for the PC), all of the mutations will be available at all times. This will allow players to choose to match into games playing Taannkk!, Gib Fest, or even a user created mutation like Confogl.