Category Archives: Reviews

Monday Rundown launches!

Hey everyone – I’m trying a new segment for The Score over on the Little Metal Television YouTube channel where I’ll be running down some of the best (and occasionally the worst, if warranted) games that I’ve played over the last week. It’s called The Monday Rundown, and I’ll aim to always keep it bite size yet (reasonably) informative. Here’s the first episode – I’d love to hear your thoughts on it!

Thanks as ever for the support – hope you enjoy it!

 

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Origins 2016 – Video Round Up Part 2

Hey folks! Now that I’m back from Ohio I’ve had plenty of time to finish off the remaining videos from Origins 2016. Thank you to all the folks who took time out at the show to speak with me, and thank to all of you lot for watching the videos over on The Little Metal Television channel on YouTube. Of course, if you like them, clicking the Subscribe channel is a lovely thing. Here’s the second and final batch from the show floor!

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Origins 2016 – Video Round Up Part 1

Hey folks! I’m currently in Columbus, Ohio for my first visit to Origins Game Fair 2016, and I’ve been busy speaking to all and sundry about a lot of the awesome games that are both here and coming soon. Productivity has reigned supreme, and rather than waiting until the whole show is done to post videos, I’ve been editing and uploading them already! Here’s the first batch for you to check out, and don’t forget to subscribe to the Little Metal Television channel for more coverage from this year’s convention circuit!

 

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Run The Jewels – Crossing review

Crossing Cover

If you look back over recent reviews here on The Little Metal Dog Show, you’ll see that things have taken something of a lighter tone – work is crazy busy, and there’s always a lot going on, so finding the time to settle in for four hours of something like Through The Ages is a rare occurrence. Thankfully there are many great games out there that offer an interesting play experience in a much shorter period of time, and I’ve found that my shelves grow increasingly heavy with these small boxes. Sure, I still love a deep, multi-hour game, but quick playtimes can often be fun too. Enter Crossing from Asmodee, a game packled with bluff and potential cruelty wrapped up in a cutesy package that’s perfect for family game night.

It’s a very daft world we find ourselves in, with various fantastical races battling for control of mystical gems. Each player represents the leader of one of the groups, and play begins with the placing of special mushroom tiles in the middle of the table. These need to easily accessible to everyone and there will always be one less tile than there are players – so, should you have the maximum six people sat around the table, there’ll be five mushrooms in the centre.

Before you begin, each tile is then stocked with two random gems taken from the included bag – there are sixty in there, and the game ends on the round when the last ones are removed. Gems will score you points at the end of the game. Red, Blue and Yellow ones will get a single point apiece, but a set of each of the three will be traded in for five points at the end of the game. The White gems score two points for every one collected. But how do you get them?

Crossing Play

Such shiny stuff. So cute to look at. And so much potential for anger and rage…

Well… pointing, mainly. Lots of pointing. For the first round, the players count to three, and on three everyone must point to one of the mushrooms. If you’re the only person pointing at one of the tiles, congratulations! You claim the gems for your own and place them on your character’s tile, gloating with the knowledge of being a unique and special person. If you happened to choose a mushroom that someone else also selected, you’re out of luck; no gems for you this turn. That’s not necessarily a bad thing though.

You see, when the round ends, more gems are drawn from the bag. An empty mushroom gains two, just like the start of the game. However, any central tile that already had gems on it gains an extra one from the bag, and these can quickly stock up, becoming more and more alluring at the game continues. From the second round onwards, players also have a couple of extra options, by way of pointing at an opponent’s tile to steal an entire stash and boost their own, or cover their collected booty and hide it away, protected from thieves for the rest of the game. Choosing this option sees you sit out of the next round though, leaving the available mushrooms open for braver (or more reckless) players.

So far, so simple, but there’s another level to Crossing that elevates it above simply collecting shiny tokens. In this game, table talk isn’t just allowed, it’s positively encouraged, meaning that deals and promises can be made at any time. That doesn’t mean that you have to stick to what you’ve agreed with other players, though. In fact, the game truly comes into its own when you pick your battles, forming useful alliances at just the right time and then stabbing your now quite annoyed friends in the back, just so you can get your hands on a few valuable gems. The extra points that you get from collecting a set of Blue, Red and Yellow gems can be well worth a couple of rounds of working together, only to see this alliance crumble when you steal the stuff you’ve ‘helped’ them accrue over the last five minutes.

Crossing hits that same mark as the excellent Skull (aka Skull and Roses) for me – light enough to explain to newcomers in a couple of minutes, but with just enough meat on the bones to warrant multiple plays in the same evening. It has the same twin markers of bluff and deception built into its DNA, and playing regularly with the same people will see them develop tells that you’ll find yourself constantly looking out for. Keeping an eye on what gems folks have already collected will prove constantly useful, as this is as much as game of awareness as it is reaction – a swift eye between rounds is as vital as a quick hand switching from one tile to another when you spot someone else going for it.

While there’s not a massive amount of stuff in the box, what is in there is nicely put together. The art is pretty throughout, the rulebook clear and concise, and the tiles are thick so they’ll last through plenty of poking and prodding – just what you’d expect from Asmodee, who are putting out a string of beautifully produced games over these past couple of years. My only issues are that playing requires a minimum of three players, and with six around the table the whole thing can be over before you even feel like you got started – however, with four or five, it’s an ideal end of the night palette cleanser that shows a darker side than you may initially expect.

Crossing was designed by Yoshiteru Shinohara (and is only his second game, according to BGG). It was released by Asmodee in 2016, though was originally self published under the name of Xing back in 2013. Between three and six people can play, with games taking around fifteen minutes or so. It’s on sale from the good folks at Funagain Games for $25 and is well worth checking out.

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Don’t Fear The Reaper – Death Wish review

Death will come to us all. Sure, that’s not the happiest thought to kick off a game review, but still it’s something to think about. Western culture takes a very dim view of the whole death thing, and bringing it up in polite conversation is weirdly frowned upon by many. I find it odd; it’s going to happen to literally every single person on this planet, but talking about it inspires hushed tones and a curious kind of embarrasment. Not for game designer Jason Hibbert, though – no qualms about shuffling off this mortal coil for him. Not at all, because he went and made a game all about getting as sick as possible and breathing your last. Die first, and you win. That’s pretty metal.

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Death Wish, currently on Kickstarter, may be bleak as hell as a concept, but you’re actually looking at a relatively light card collecting game. Fun for the whole family – and we’re not just talking about the Addams Family… The game comes with four separate decks that will combine to spell your doom, and although our subject matter is as morbid as can be, there is a lot of humour in there. This is pretty necessary – playing this with a bunch of folks who fear the oncoming reaper isn’t going to be the happiest experience you’ll have around your gaming table, but if you can see it as the lighthearted affair that it’s meant to be, you’ll have a splendid time.

Of the four decks, the Disease deck is probably the one you’ll scrabble through first – after all, its the diseases that will kill you. Not a single disease is ‘real’ but you can easily work out what horrid things they’re based on, and you can kind of tell that a lot of the names were sourced on Reddit with potential killers like Multifartosis and Buttulism on the list.Yes, this is not exactly the most highbrow of games, but the approach works, keeping things light and fun in the face of the void.

Each Disease card shows a number in the top left corner which determines the amount of Symptom cards of that colour that are required to trigger the sickness within. These are generally less daft, though I have to admit a soft spot for “I’m Bleeding Everywhere”, which feels like Death Wish’s equivalent to Cards Against Humanity‘s nominee for the greatest sentence on a card ever – the excellent “Why Am I Sticky?”. Collect the necessary Symptoms alongside an Afflicter card of the same colour, which range from the normal stuff like being bitten by a raccoon (normal for New Hampshire, anyway) to never showering and you score the Disease, as shown by the amount of skulls on its card. First to hit a certain amount of skulls from their various illnesses wins – nice and simple. And dark. You’re dead! Well done! A winner is you!

There are a couple of little twists in the game that add to the play experience, though. Some Diseases show an Outbreak symbol which effect the flow of the things. Most are one-offs that can either benefit you by simplifying the diseases you contract or screw over your opposition by making things more difficult for them. The most entertaining ones (in my opinion, anyway) are those where you get to keep the card secret until a triggering moment – fancy bringing someone back from the grave after they reckon they’ve won? Boom! We’ve got a card for that! And it’s bloody hilarious when you throw it down, and you stuff defeat down the maw of victory. Different diseases are also ranked at levels from basic to rare – white to red – and the higher the illness’ rarity, the more points it’ll score. Legendary elements can also be used as Wild cards, making things easier as you get closer to your inevitable death.

Now there’s not much more to Death Wish but it’s an entertaining diversion that is, frankly, a bloody delight in an era when every third game on Kickstarter is another CAH clone. Boiled down to its bare bones it’s a simple set-collection game, but the strength lies in the humour and interactions between the players. Yes, you need the right people to play with to get the most out of Death Wish, but this is the perfect game to break out when you and a bunch of friends get back from the pub and they look in worried consternation at that giant stack of Euros that are weighing down your shelves. “Look at this instead!”, you’ll cry, waving it in your non-gamer mates’ faces, and they’ll be delighted.

Sure, it’s no Twilight Struggle, but does every new game have to be? This is far more likely to sell 100,000 copies later down the line with people picking it up in their local Target than anything else on Kickstarter at the moment, and that’s A Good Thing. There’ll always be a place in the world for a decent game that makes people laugh. It’s the very definition of a mass-market party game that’s going for daft, lowball giggles, but it also functions perfectly well as something to play. It’s well balanced, it looks great – the simplistic, flat imagery is cute and fun – and it’s well worth a moment of your time to check out the campaign and consider lending it your support.

Death Wish was designed by Jason Hibbert and will (assuming it gets funded) be published by Sketchy Games. Between two and eight players can get involved, but I found it works best around the four or five mark. Games are quick, taking about twenty minutes, and you can pledge for a copy yourself for twenty quid. Bargain!

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