Meteor Incoming
Preview

Let’s Preview More: Doomsday Manager

1 Player

Designer: Dennis Kurdiukov

Artist: Dennis Kurdiukov

Publisher: Nuka Zombee Games

So, you would think that a giant meteor coming straight for us would be a big deal, but no… It’s your job to manage the crisis, get funds, bri.. convince politicians and feed the media, without going overboard of course, to have a chance of survival. But is this crisis manageable or should we just let the meteor do its thing?

How To Play

Weapons Grid

To setup, you just need three sheet and a whole bunch of dice. Each turn is comprised of whopping 8 phases, but all but media phases are optional. On research you roll a pair of dice for each worker, one being the material and the other how many will be added in a spiral shape. Once a shape cannot grow anymore, you start from the next numbered origin. Once all numbers are used and the meteor cannot grow anymore, it’s fully mapped. Doubles will tell the direction of the meteor, that will help spread media attention.

On operations, you roll a die for each worker and add that to one of the weapon matrixes. Each matrix need to be complete and all equations correct for the weapon to be active. During the media phase, you again roll a die for each worker. Ones mean loss of future money, while fives and sixes make will allow you to bump one of the media channels of your current influence level. These can give you money or cause crisis. Once all of one color are filled, the next influence level is unlocked.

Staff phase will allow you to spend money to upgrade one of the previous three departments or get more workers for that department, unlocking more dice. Politics allow you to, well, direct money to one of the politicians so that they can see your point of view more clearly. Each one will have immediate or triggered ability that will activate once they are marked. Once all boxes of one person are marked, it will increase your influence over a certain ideology as well as triggering one political favor.

Fundraiser will allow you to invest money to get a return on the next year. Finally, attack will allow you, once the meteor is mapped, weapons are unlocked and the correct bills are passed, to spend money to use the weapons against the meteor. Different weapons will target in different manners, but the goal is to have all of the meteor destroyed. Some weapons target big areas, while others will break it into smaller chunks, as any area 7 hexes or smaller can be destroyed automatically.

The only way to win is to destroy completely the meteor, and you lose if time is up and the big rock does its thing.

Rules and Components

Influencing Politics

As I usually stress, this a preview from a prototype so things are bound to change. But this is quite complete at this point I believe.

Usually print and play games are one or two pages long, and I appreciate Dennis spreading to a third. Though there is a lot happening, every section is well displayed and nothing feels cramped. Wording for a few abilities and effects could be clearer, but even at the first few plays, everything feels in place and make sense.

Different from previous games, this time rules are laid out in a more standard manner and I appreciate for a game on this complexity. Every section is well explained, but some wording can be vague or left to interpretation at this point. I did reach out to the designer, and most of my interpretations were correct, and I do hope the final version is even clearer than it is now.

Gameplay

Political Bills

Starting to play Doomsday Manager can be a bit daunting, but its a game that when you start playing is quite more intuitive than it first look. Each section is its own mini-game almost self contained and easy to manage. This is half of the game. The other half is managing funds and investment on each section, and having the proper support on all of them according to needs.

One aspect that I noticed is that the dice mitigation is mostly done through additional rolls, but not through dice manipulation. In a game where specific rolls are needed and, often, crucial, this can make you feel like you’re at the mercy of the dice. Brutal, but on the other hand, thematic.

Theme and Art

Media Frenzy

Theme is odd and unique, for sure. Honestly, the way it develops is quite like a cheesy classic disaster movie, and I love that the game leans on it and uses that to its advantage. It’s at the same time cinematic and, in a way, administrative, and somehow both work really well together.

Art again falls into the same feel. It uses the Nuka Zombee Classic Comic Book Flow (patent pending) to evoke dramatic moments to highlight each section as a scene, and elevate that from just another system.

Conclusion

Weapon Matrix

Doomsday Manager is epic, out of control and, honestly a bit frustrating at times. It’s absolutely a game that takes its unique premise and runs with it the whole way. Each individual section is simple and almost mundane. That really forces you to look at the game from a higher perspective, seeing the big picture, almost like setting up a situation and just running the results. The biggest decisions and where the heart of the game lies is the runaround of funding and resources, timing and long term plans.

It’s also a game that breaks expectations in a big manner. It gives you impression of being a big lengthy and grind-y experience, specially knowing one of their previous games, like Recycled. However, it’s not that at all. Turns fly by, and often with little change between them. It’s not a game of epic turns, but a game of slow flow and long term plans materializing over time. It requires a whole type of approach and smart plays, and, honestly, I see so many branching paths to both victory and defeat that I can’t wait to explore it more.

PnP Review

Let’s Review More: Dicebound Heroes

1-4 Players

Designer: Roman Solar

Artist: Roman Solar

Publisher: One Page Creations

Players take the roll of adventures, going into dangerous dungeons full of monsters and treasures. But they have only a day before they perish never to be seen again. Will the heroes find wonders or Blight?

How to Play

The Paladin

At the beginning of each turn, a player rolls 3d6. One of the dice will be assigned to the color, one for time and one for growth.

Using the color selected, the players mark on the time track equal to the time die. For each section filled with the same color, player can mark sections on equipment or abilities. But each of those tracks can only eve have one color.

After that, one of the monster will have a boost for one attribute (chosen by the color) equal to the growth die. This can give the monsters more speed, range, attack, defense etc.

Finally, the player moves equal to the speed added to the time die. On the way, they can get treasures, gems to power up equipment, and face monsters.

When time reaches the last space, and if players managed to either damage all monsters or get all the treasure and get back to the exit, they win.

Rules and Components

Helper Sheet

In term of components, the game really tries to cram everything in one page, as per the name of the company. Well, sort of. The abilities of each adventurer is not referenced in any way on the main page, neither are monsters abilities. Those are relegated to a second helper page, and I’m honestly glad. It would be just too much. But, even with all the big elements and huge art, the sheet itself is functional and works well even later in the game.

Rules are well written, and quite extensive for a game that is not super complex. The game does have a few quirky characteristics, which makes the flow of the explanation a little off at times, but after playing the game it gets clearer. There are a couple of places where wording could be clearer, but nothing too egregious.

Score: 7.5/10

Gameplay

Running the Dungeon

This game’s quirky, as I mentioned, because there are a bunch of expectations with the theme and genre that are not met. You dont need to defeat enemies, and after a single hit they are out of the game. Also, they guard the treasure, but you can just grab that and speed out (a feat that is quite funny when you imagine a full plate wearing paladin doing it).

This game is not exactly a dungeon crawler, but a dungeon looter per se. But, honestly, once the flow clicks with you, it’s a dynamic and a bit frantic game where I had a lot of fun. Also, the characters and monsters feel well realized, even in their simplicity, and the leveling system is quite flexible.

Score: 7.5/10

Theme and Art

Cthulhu

This game has a very particular look and feel that I think people will either love for the gritty nostalgia or hate because it’s weird. Make that quadruple for the fully colored sheets, that are really funky. For me, it reminds me of very old school tabletop RPGs, sitting on my fiends table at midnight surrounded by junk food and colored dice.

As I mentioned on the gameplay, the individual characters and monsters have a lot of personality that, for the most part, shines through. There are spots where theme and gameplay disconnect, specially with leveling (defeating a monster does not actually give you anything in terms of treasure or experience). However, I do appreciate that those were done in order to keep the game simple and fluid.

Score: 7.5/10

Conclusion

Dicebound Heroes is a game made to itch that very specific scratch of just becoming going head first into a crazy adventure where every second counts. It’s frantic, non-stop and quick. And it last just as long as it needs to.

Every aspect of this game is fairly niche, to the look and feel to the rule set, but since I’m in that niche I cannot help but have a good time with it.

Rules and Components: 7.5

Gameplay: 7.5

Art and Theme: 7.5

Score: 7.5

PnP Review, Review

Let’s Review More: The Tracker

1 Player

Designer: Denis Kurdiukov

Artist: Denis Kurdiukov

Publisher: Nuka Zombee

The world outside is a horrible nightmare, full of zombies, mutated beasts, and horrible people just waiting to take you and everything you have. But you insist in going on and trying to find a way to save a little girl. But is your will strong enough or are you going to succumb along the way?

How To Play

Scouting

Setup is just getting the sheet, it already has all the resources and starting situation. You also need 8 dice, 4 of each color and a marker for your position. On each turn, you may do some trades with the locals for clues, but most often you will try to go to a new area for clues are resources.

To get into a dangerous area, first you spend a water roll your 4 dice to create your pool, and set one of the enemy dice as the danger of the area as stated on the map. One die at a time, you assign one die for the scout test, roll another for the enemy and assign a final one if needed. If you match or exceed, scout is successful and you proceed to battle. If not, you just lost time and a water.

Battle is similar, you assign your dice then roll two for the enemy. If it is enough, you win the loot, if not you lose a medpack and, if able, spend bullets to finish off or accept defeat.

Each time you get a clue from locals or secure an area, you mark the clue or number into the main quest grid. Your goal is to make a continuous path from the starting arrow to the finish where the girl is. If you are able to do that and defeat the final boss, you win. If you ever run out of resources, you lose.

Rules and Components

The mission

The iconography is pretty clear for the most part, and it may seem overwhelming at first it does make sense once you start playing the game. Even though there are a ton of icons, I never felt the game got too cramped or messy as I went along.

Rules are, as usual for Nuka Zombee, laid out nicely in a kind of a comic book flow type of way. Rules are organized progressively, as if you are playing the game and reading the rules along for the first time, explaining as they are needed in the play. It’s an interesting approach, but not the most friendly at times.

It takes a bit to really internalize everything, but this is a game with a fairly unique flow and I honestly don’t know if any other layout would be better beneficial. I do appreciate the lengths they go for different examples.

On the other hand, there are terms and functionalities there are left to be understood by context, and I usually prefer things clearly laid out, like spending bullets to adjust dice or finishing off enemies.

Score: 7.5/10

Gameplay

Rolls

Unlike many games within the genre of apocalyptic survival, this game never feels oppressive. Instead it takes the other common facet of such games, dwindling resources, and makes it the heart of the problem. You know what is your dice pool BEFORE deciding where to go, and it’s up to you to be open in terms of choices and how much you’re willing to spend to achieve a certain objective.

It is a slow and analytical game, where along with the resource management, luck mitigation is key. You will have to take risks, no questions, but it’s all about how and when. That being said, it is also a game of patience and repetition, and getting into the game knowing that it is not going to be an in and out situation. You will never win quickly, and very rarely will lose quickly either.

Score: 9/10

Theme and Art

Old Jo

The artwork is stark and evocative, and it does a great job in setting the mood. The muted color scheme also adds to the feel, while also helping the game sheet feel less overwhelming.

The setting is left vague, only with a brief explanation of what is the current situation and not how it got there. It is left to the player to fill in the gaps. But I didn’t feel that this stopped me from being immersed into the theme and caring for the characters around me.

Score: 7.5/10

Conclusion

Resources

The Tracker is a tense, methodical and analytical roll and write with a continuous sense of dread and slowly building up your path to the end. And I described this game as slow many times during this review, but yet not once I felt the game was sluggish. Instead, it is a game that takes its time in progressing, and encourages the player to do the same. It is also engaging for the whole duration, and the scouting and combat setup is both thinky and exciting.

In the PnP realm, this one for me easily stands out if you read the description and see yourself in this world and you understand the pace of the game you’re getting into. But, if those things are for you, you will find here a well crafted and well designed game that will reward smart plays and will engage your brain (or leave them on the floor if you’re not careful enough).

Rules and Components: 7.5/10

Gameplay: 9/10

Theme and Art: 7.5/10

Score: 8 / 10

PnP Review

Let’s Preview More: Rollin’ Campus

1-5 Players

Designer: Rafael Lozano

Publisher: My Turn Games

Link for the Campaign

Live (or re-live) the days of university in Rollin’ Campus. Using dice, live the Greek life, get a lousy job, try to live up to your family expectations, and maybe, just maybe, go get some study done. But is this an A+ effort or does it just flunk the rest?

How to Play

Help Sheet

At the start of each turn, first thing is to activate your add-ons. These will give you free bumps on their respective tracks and additional moves if you assign dice to them.

Then the active player rolls the event dice and all the regular dice. The events affect everyone, adding some tracks, preventing others from being used or other various effects.

Then the active player will use a number of dice depending on the player count. Each dice is associated to one of six tracks: study, classroom, Greek life, student job, sports and, least but not less important, PARTY TIME.

Each track will move in different ways. Study and classroom are complementary to advance in classes, sorority / fraternity house will move up in groups, sport are a simple linear (well, spiral really) and so on. Moving up the tracks will also give you movement on other tracks. There are also three tracks that cannot be directly be assigned but move according to the others: money, family expectations and maturity.

After a certain number of turns, game ends. Each track gives you a number of points according to completion. There is also happiness and sadness tracks that are accounted, most points win.

Rules and Components

Sports Track

Rules are well organized and nicely illustrated. They are a bit sparse, leaving some areas unclear, but this is an early prototype and, as it appears with my interactions with the designer, they are quite keen on improving quickly.

The sheet itself is super duper busy. I mean, we have tracks and tracks and tracks. But, I appreciate how the iconography is clear and easy to distinguish, and I feel a big Hadrian’s Wall influence, which is always a compliment.

I would love to see this as a double sheet just to have bigger icons. That might be my old man’s eyes, but I prefer to have clearer glance. And, again, that might be a possibility in the future.

Gameplay

Different tracks

As I mentioned earlier, this takes great influence in big ping-pong-y comborific roll and writes and condenses it down to a 10-15 ordeal which, at least for me, the exact length it needed to be. Most games I end with that feeling that I wish I just had a turn or two more to squeeze in more points. That leaves you wanting to be even better next time.

I also quite enjoy how different the tracks feel. While I’m not totally sure about the balance as it is now, that is something that could be easily tweaked. But in my many games, be it as a nerdy hard working fellow or a party time jock, my scores have been all within a fine range.

Theme and Art

Job and Money

The way each track abstracts the experience with it is really smart. Some jobs earn more, but leave you unhappy, while working on the library pays nothing, but it does make you smarter. Being good at sports is tiresome, but makes you mature and your family proud. And you have to party either too little or so. much to become a legend. Anything else is just waste of time.

The sheet itself has a nice sloppy look, it does feel like college. The icons are a bit bland and generic, but then again they look very Microsoft Word-ish, which is entirely appropriate. That’s how I would put it: this looks, very thematically, as a college student was creating it.

And the reason why I say it is like this by design is because the rules are other materials related to the game are beautifully illustrated with very refined art.

Conclusion

Score

Rollin’ Campus is a game with purposed contradiction: it is comborific but quick, smart but chaotic, tense but silly. It’s great game if you want something the offers the feel of intricate strategy but in a coffee break (or beer break more appropriately) timeframe. There are some refinements needed from now to release, but not that gets in the way of fun.

Preview

Let’s Preview More: A Very Merry Made-For-Tv Movie

1-99 Players

Designer: Jake Burgoon

Publisher: Self Published

Link for the Campaign

In this cozy game, we are trying to create a classic cheesy romantic comedy where two people fall in love over Christmas, snow, cookies and caroling. But is this movie going to warm everyone’s heart or will everyone just change the channel?

How to Play

Scenes

Before starting the game, just select three out of six characters to be the leads. For those characters, their once per game ability is available from the start. Then you’re ready to go.

Each turn you roll 3d6, one of one color, two of a different color. Obviously those need to be christmas colors.

With the singular die you can add a character to one scene. You can add them in any order, but within each scene values need to be ascending. Some spots are also just for the leads. Each time you add a character their development goes up by one. On the third spot, you will advance in the development track, and you unlock the once per game ability for the secondary.

Once a scene is complete, you get their bonus. For the top row, it’s ornaments (more on it later), reuse of dice or money (that allow you to modify the rolls). For the bottom row, it’s points. Once you complete both top and bottom on the same column, you get an extra bonus.

With any dice (including the singular one if you wish), you can add to your set. Those values can be used separately or combined. These are either shapes, that will allow you to complete more of the tree, or ornaments that will advance in their individual tracks.

After 15 rounds, game is over. You tally the points for the ornament and development tracks, scenes completed and left over money, losing points for an incomplete set.

Rules and Components

Set Decoration

The component is, basically, just a sheet. It’s simple, cute, very Christmas-y and all the game information is clearly laid out. It’s nothing super crazy and unique, but it does get the job done.

The rules are a pleasure to read. They are infused with charm, wit and made-for-tv lingo, but also do a great job in conveying the rules of the game in a clear manner. Even for a prototype, I was able to get into the game and play without any issues or doubts.

Gameplay

Ornament Scoring

The game if fairly straight forward at first. With your singular dice, you pretty much always want to go for a scene, then fill up as much as possible of the tree with the other two. There some tricky aspects though.

For the scenes, it’s quite tough to fill them all, so you need to decide when to go for the bonuses (and which ones), and when to go for points. Setting yourself up for later is key. Also, you will need to use characters if you want to maximize scenes, specially the leads, after the third time, which is a bit inefficient since you don’t get development benefits, so it is not always obvious.

For the tree, you have to balance advancing in the tracks (since they require high dice combination), or just filling up a lot. Also, setting up proper shapes and how to fit them is important, specially in late game.

Overall, this is a quick playing easy to learn game, but I was very gladly surprise to see a good decision space. As I mentioned earlier, I hope there will be additional content for this game to expand this even further and add variety.

Theme and Art

Movie Name

I absolutely love the theme here. It is cheesy silly Christmas comedy in a nutshell. Personally, I always randomize the leads and try to come up with the stories from there. I honestly wish the scenes were a bit more open, mad-libs style, to take that even further. I mentioned that to the designer, and he did say something like this was coming, not only for the scenes but for the character themselves. And I’m here for all the silly stories to come!

The art style is a bit too simple for me, with the icons being a bit on the generic side, but the elements on the sheet are done in a cohesive and very charming way. The art on the six characters is lovely and fun, though.

Conclusion

Scoring

Ever since the designer contacted me I can’t stop playing this game. It takes the theme and really runs with it. If you are a theme first gamer looking for a quick and satisfying time, you are not going to be disappointed. It is not, and nor does it try to be complex, the same way made-for-tv movies are not meant to be blockbusters. It is charming and dainty with a small town charm to it.

I noticed I repeated some words on this preview: charming, lovely, cheesy. This game not only is themed like a made for tv movie, it’s designed like one. That should tell you all you need to know if want to back this or not.

Preview

Let’s Preview More: SkyCraft

1-99 Players

Publisher: NukaZombee

After a few very bleak releases, NukaZombee comes out with a whimsical journey through a land of orcs, alchemy and air balloons. But is this journey going to soar but is the orc’s curse is just too much?

EDIT: A few corrections due to a rules misunderstanding.

How to Play

To setup, put the enemy on the first spot on its path, your character in the middle and gems on the spots on the player sheet and map. Each turn is broken into three steps: move, actions and enemy movement.

To move, the player rolls two dice, one sets the destination and the other for the move amount. If the player acquired any constellations they can use them to change one or both of the values to get to specific spots.

On the actions, first the player can move one of the gems between the classes to get different bonuses, then getting ingredients or mapping stars. Then, depending on where the player is, they can get more ingredients or heal the villagers . Finally, the player can craft items and brew/sell potions. After that, the orcs advance one space, two if the player went off of the edge of the map.

The player wins if they are able to get the healing skill to max and do one more healing, and lose if the orcs reach the final spot, the King.

Rules and Components

Take this section with a grain of salt, since this is an early preview copy and lots can and will change. As of know, the rules have a great and vibrant layout and use a lot of visuals to show each element of the game. However, as of now, they feel incomplete and a few spots are unclear. Again, early preview copy. The game is perfectly playable, even if a mistake or two are there.

As I mentioned, the visuals are clear, vibrant and rich. There are two sheets, one for the map and one for the player. The player sheet works great, rules are embedded on each spot and they work really well. The map, while beautiful, lacks a bit of usability, specially a spot to clearly see which villages are there.

Gameplay

SkyCraft is not rules heavy, but it’s surprisingly thinky and requires a lot of planning to be successful. Movement is the main challenge, just getting to the right place and getting the right ingredients or skills at the right time. There are four skills, and you can only move laterally and one gem per turn. Having flexibility with the movement will probably mean that you are not healing or foraging as well.

Healing is a bit odd. You have one die, plus one for each gem on the healer class, and you have to roll within a range, not less or more. Whenever you succeed you advance on the skill, if not you move back. The odd part is while you do move towards having more gems as your skills increases, it also requires more dice and a harder roll. It’s not always advantageous to skill up.

Even with these hurdles, as of know the game is fairly forgiving in terms of the challenge of completing the goal before the orc gets to the final spot, specially when there is a potion that moves back the orcs a whopping 20 spots.

Theme and Art

I absolutely love the art for this game! The characters, both the one available on the preview and the ones announced, are goofy and have a lot of personality. The map is also interesting, with even spots that share a type being unique.

The theme for the most part comes through as well, with the character just flying around the land and, in my mind, tossing healing potions right to villagers head. There are a few spots that I feel it could be better.

One, it bothers me to no end that we are stealing from the villagers we are trying to save. It could be donations or something else, but stealing just feels wrong. Also, the orcs as of now feel mostly just like a timer. They are not a looming scary presence that can cause havoc, they are just walking around up until the next step.

Conclusion

Despite my criticisms, I feel like SkyCraft is a blast to play. It’s a game where you take very little to get into, but then slowly start to realize that if you don’t plan right, you will not do well. It’s a game about understanding the odds and planning your turns ahead of time, and when you are able to pull it off you it’s exciting.

Unsurprisingly, there are a few balance issues, but even with those the game feels rewarding and complete. And, on top of it, knowing that there will be extra characters I’m super excited to see what they are going to bring to the skies.

NukaZombee has a knack for making longer roll and writes feel like a breeze, and I feel engaged the whole playthrough. If a thinky but whimsical adventure is up your alley, you will find a great game here!

PnP Review

PnP Review: Lepra

1 Player

Designer: Denis Kurdiukov

Artist: Denis Kurdiukov

Publisher: Nuka Zombee

In Lepra, you’re trying to survive a horrible plague and find a cure before your town is consumed. Is your destiny to be the saviour or are you down with the sickness?

How to Play

Harbor Area

To setup the game, you just need two sheets and two pairs of dice of different colors. First, you roll all 4 dice, with each color being one coordinate. That square on the map is hit by the plague and crossed. If that spot is already taken, you find the first spot without plague in each direction and cross them. Then, for free, you can quarantine one spot on the map. Quarantined squares can take one hit from the plague before succumbing to it.

Then, you can use any of the four dice to take one dice action, and you can also use resources you acquired to take spend actions. Resources other than coins need to be spent in groups, so if to earned 3 food and needs to spend 1, the last one is lost.

Each of the four areas must be filled in different ways. The cross needs to be filled from the bottom up, and only takes resources, the graveyard needs to be filled one column at a time, the harbor needs to be filled one row at a time and with values summing to a specific value, and the workshops can be filled freely, and give you bonuses for completed rows and columns.

Each area at a certain point gives you an ingredient for the cure. If you find all four you win the game. However, if you ever have a 2×8 area of a 5 square cross, you lose.

Rules and Components

Workshops

I know rules for PnPs, specially ones just released, are in constant evolution, but Lepra already starts with a mostly well written piece. There are a few areas where the wording could have been better, but I do also appreciate the faq in the end. I complained about the layout of Nuka Zombee’s rules for Recycled, and I do feel like it’s much better here.

The sheets, however, are totally too dark. I understand the thematic reason for if, and while I do appreciate it, it gets in the way of good usability. Explanations on how each area works are written near them on the sheet, which is good. But it’s red on a very dark background, and while it is readable on the pdf, when printed it becomes quite hard.

Score: 6.5 / 10

Gameplay

Plague and quarantine

In its essence, Lepra is a games about action economy and “just enough” spending. With a single dice action per turn, you have to be precise on when and where to spend it to get you close to victory. Since you spend resources in bunches, ideally you gather and spend the exact amount, as the surplus could be used elsewhere. That ties in, for example, with the harbor. It’s quite interesting how to obtain a good amount of a certain resource you will earn less of the other.

Some actions gives you purges, which completely burn down a house, preventing the plague from hitting or spreading from there. Obtaining those in the right time and spending them in the exact spots is crucial for victory. However, if you take too long obtaining more purges you can leave yourself unprotected from the lose conditions.

In a practical sense, it’s a very straightforward game, but it’s also one that challenges your decision making to have a chance of wining.

Score: 7.5 / 10

Theme and Art

Ingredients for the Cure

As I mentioned, Lepra is very theme focused. All areas make thematic sense, in a super abstracted sense of course, and the visual is striking and stark, as the theme requires.

There is one area, I few, it’s quite lacking, which is the village itself. It doesn’t feel alive, or meaningful other than the puzzle that the game imposes. But it does feel like a deliberate to keep the game simple and streamlined. And, after exploring the expansions, I feel even more like that’s the case as this issue is addressed on those. In China, we have the wall parts, Africa has the wells and Aztec has the ritual sacrifices, all giving more personality to your people.

But, since we are just considering the base, I feel like it was a missed opportunity to not give meaning to your people, and that makes it trivial in a sense to put them in harm’s way or to sacrifice them. And that is so central to the theme of the game.

Score: 7/10

Conclusion

Cemetery, Church and Town

Lepra is a slow burning and tense game with a very streamlined and elegant set of rules. The challenge is that to win you have to walk on the edge of risk and efficiency, and that is exciting.

But, it’s not groundbreaking or particularly memorable. I will absolutely play this from time to time, and I feel like it rewards replay for the honing of your skills. But it’s not one that will stick with you after you put it away, something I felt on the past couple of Nuka Zombee’s games.

Rules and Components: 6.5/10

Gameplay: 7. 5/10

Theme and Artwork: 7/10

Score: 7/10

PnP Review

PnP Review : Recycled

1 Player

Designer: Nuka Zombee

Artist: Nuka Zombee

Publisher: Nuka Zombee Games

In a distant future, you are a lone scientist left behind in a remote planet, where you have to use your wits and science to survive. But is game mechanically solid or does it make you feel like garbage?

How to Play

Action List

On each turn, you roll 3 dice. Two will be used to take actions, and the last one will be used to check for accidents.

For the action, each dice gives you action points to use for various actions, or you can combine both to take a single action. Excess action points are lost. The actions are basically build building, either directly or through multi phase for some of them, or to generate resources.

Most buildings generate resources locally, meaning that it will be marked and spent from the building itself, and each building has a maximum capacity, usually 6.

The left over dice is combined with another roll to check for accidents, which will usually drain some resources. The lower the roll the worst the loss.

You win the game if you manage to survive 75 rounds, or if you build and produce everything needed for the rescue. You lose if you ever spend your last food, oxygen, sanity or radiation.

Rules and Components

Buildings

While not being a rules heavy game, Recycled does have a lot of nuances to the game flow and actions. Luckily, the rule book does a good job in explaining everything and giving examples. The descriptions could be a little more xkmpl te and the examples a little more extensive, but they do good job.

I am not a big fan of the layout, though. While it looks great and it does use the same style of the components, it is organized in diagrams and tables instead of a regular sequential rule book. That might be a personal issue, but to. my neurodivergent brain it’s just a bit too busy.

The components are great. Both sheets are not only well illustrated, but they are easy to consult, and have all the information needed readily. All resources in this game are circles, and the circles mean something different in each building. However, the building symbols are distinguished enough that you can internalize quickly their meanings.

Score: 8/10

Gameplay

Buildings and resources

Recycled feels very different from most PnP roll and writes. It’s a continuous slow burn where you need to be methodical in your approach and assess the areas of risk and work towards them. Nothing is done quickly and you can’t just turn around and solve an issue in a turn.

The dice mechanism is really interesting. You can either use your big dice to get a lot done, and risk worst accidents, or you can do less actions and be safer. And, what’s best, it’s not a constant choice, it’s all about timing and reading the situation.

This game, interestingly, does not have mitigation. You have to make due with whatever you have. However, double or triple 1s are a safe turn, at least. But that also. mean that you really have to look ahead and plan for worst case scenarios.

The one thing is that 75 turns is quite a lot, and unless I’m required to play for it, like with the pioneer expansion where you cannot build the shuttle, surviving that long does not feel like a good path when compared to the shuttle.

Score: 8.5/10

Theme and Art

Turn tally

Recycled uses a retro-futuristic aesthetic, full of nobs and dials and switches. It has a very grim, mechanic and barren look, which works perfectly with the theme. Even the tjr a are marked with tallies as if written on a wall. Honestly, you could not read a single. line of description and get exactly what is going on.

One thing that is not an issue so much as it is a missed opportunity, but the additional planets have different setup and different starting resources, but they don’t have particular mechanisms. Infected planet does not feel particularly infected or hot planet does not feel particularly hot. 

Score: 9/10

Conclusion

Shuttle launch

Recycled really stands out from other print and play games. The word that defines this game is methodical, and it wears it on its sleeves the entire time. Despite being just two pages, it fills its longer playtime with meaningful decisions and a intensity thinky game arc that requires attention and planing.

And that whole feel ties with its theme. It is deliberately desolate and scenario scientific, and it reminds me so much of many sci-fi books that go to this more realistic approach.

It is not, I believe, a game for everyone, specially on the PnP realm. It’s slow and long, contrary to the norm. But it is smartly designed and it shows from the first play. It is also tough and quite the nail biter.

Rules and Components: 8/10

Gameplay: 8.5/10

Theme and Art: 9/10

Score: 8.5/10

Preview

Let’s Preview More: Koala Rescue Club

1-100 Players

Designer: Phil Walker-Harding

Artist: Meredith Walker-Harding

Publisher: Joey Games, Postmark Games

Live on Kickstarter on August 13th

In more nature related partnership of Joey and Postmark, we go and try to create forests and rehome our adorable furry friends. But is this a game of good koala-ty?

Disclaimer

The team at Postmark Games very graceously provided me with this first sheet as a preview copy for me to play and analyze. There was no additional compensation.

All components and rules presented here are in prototype form and subject to change as the project develops.

How to Play

Shapes table

Setup is simple, each player needs a sheet, and one single d6 that will be shared by everyone.

The game goes for 2 rounds of 15 turns each. On each turn, a d6 is rolled, and player draw the relative shape either in circling uncircled trees or circling the koalas in already circled trees. You cannot mix both, and the shape needs to be used in full.

After drawing the shape, if the player completes a row or column of koalas (not just trees) they get the bonus, that can be access to new areas, circling hospitals for bonus points, volunteers to manipulate the die or additional circles. The player can also earn merit badges if they complete certain criteria.

At the end of each round, player score for areas full of trees, full of koalas and hospitals. Most on both rounds score plus the merit badges wins.

Rules and Components

Trees and Koalas

The rules have that very specific Postmark look and style, being mostly white, text with a few illustrations as examples. It does mostly require you to have the sheet besides you, but they are clear.

The sheet is big and bright, and icons are clear on what they do. My only problem is that since you have to double circle everything, the circles are a bit small, leading to a messy sheet.

Score: 7.5/10

Gameplay

Rolls and Scoring

I’ll say right away that my analysis is for this first map and rules. I’ll explain why this distinction later on.

Koala Rescue Club is all about fitting the shapes. There is plenty of good decisions of where, when to go for trees or Koalas, and what to invest in to score in each round. But it is undoubtedly a family weight game, very light and fast. It’s not a bad point in any case, as far as simple roll and writes this one is immensely fun and satisfying.

But here’s the thing. This is a Postmark Games, and I know that each additional map. will have its own changes and quirks to make use of this very simple and clean base. I don’t think it will anything but a family weight game, but there will probably be some interesting twists.

Score: 7.5/10

Theme and Art

Merit Badges

I mentioned how the gameplay is very family oriented, and I feel the same for the art. It’s cartoony, colorful and adorable.

That is the second game Postmark and Joey make to not only feature a particular animal (we had Scribbly Gum about moths before), but also to actively bring information and funds to the conservation of said animal, and I fully appreciate that.

Score: 7.5/10

Conclusion

There is just something satisfying about fitting shapes in different manners, and this game features that front and center. It’s a very cute and accessible game that still feels satisfying to more gamer-y brains.

As it is, the replay value is limited, as each game will be mostly the same. But, as I mentioned, this is the first map. Replay and variety will probably come later.

But even just as it is, it’s a game that is fun, inexpensive and helps a cause. What’s not to like about that?

Rules and Components: 7.5 /10

Gameplay: 7.5/10

Theme and Art: 7.5/10

Score: 7.5/10

Preview

Let’s Preview More: Warriors and Writings – Sword, Spell and Squid

1-4 Players

Designer: Nathan Wells

Artists: s0ulafein, Indi Martin

Publisher: Nice @ Dice Games

Check out the Kickstarter Here

On this expansion, Warriors and Writings add in the magic duelist Bladecaster and we venture in the River. But does it add to the flow of the game or is it just a bit fishy?

Disclaimer

I have received an advanced copy of the expansion from the publisher to review, but the opinions expressed here are my own.

This is an advanced copy, so every presented here is subject to change. Also, no stretch goals will be reviewed.

The Bladecaster

The Bladecaster

This character is an agile one, focusing on movement and quick melee hits. It is inspired by one of my favorite specializations from D&D and I do feel like it does it justice.

Comparing to the heroes before, it’s just slightly more complex than the two initial ones, and definitely more straightforward than the ones from the first stand-alone expansion. However, it has very interesting gameplay. To be honest, I think it’s my favorite of them all so far.

The River Rush

The River Map

It’s a long map with a river going through where you’re fighting a huge kraken. The main change is that there is a boat that is only available during certain rounds, and if you don’t move it in time you get stuck.

I like how it forces you into decisions of what to go after, and it adds an element of urgency from the very start.

That being said, I do have one big issue: why are we killing tortoises? Couldn’t it have been anything else?

Conclusion

Kraken Head

If you read my review of Warriors and Writings you will have an idea if the game is for you or not. There is nothing in this expansion that will change your perception on that.

Personally, I love it. The two additions do not add a unnecessary complexity, but they do add a ton in terms of interesting decision space and thematic flair.