Sunday, December 20, 2015

Dead of Winter Review - One of the Most Immersive Games You Will Ever Play

Barricade the doors and board up the windows, because today we're trying to survive the zombie apocalypse with Dead of Winter: A Crossroads Game.


The world as we know it has ended and humanity lives in small colonies anywhere they can find food and shelter. Game publisher Plaid Hat Games decided that the Dead of Winter zombies are of the slow, shambling variety (seen in The Walking Dead, George Romero's Series) which is fortunate because we're going to need all the help we can get. We'll leave the fast zombies (Left 4 Dead, 28 Days Later, and World War Z) to the professionals.

TL;DR
Dead of Winter is a blast, but there's a lot for a new player to take in. A single game of Dead of Winter can take up to two hours, so if your group typically doesn't have a lot of time, you should pass on this game. If cooperative games are something your group likes, this will be a hit. With it's huge cast of characters and decent selection of main objectives, Dead of Winter has a lot of replay value. The game is heavy with roleplay elements that are great for immersing your story-driven players.

Pros                                                                         
Lots of variety                                                          
Immersive gameplay                                                
Characters are unique and fun to play                      
Can play co-op or with a betrayer                          
Difficulty scales well with group size
Has a hardcore setting for a bigger challenge
Incredible theme with artwork and writing

Cons
Can be overwhelming for beginners
Mistakes can spiral out of control
Many, many small pieces
Needs a box organizer
Has some mature themes/gruesome art

Objectives
The players are members of a survivor colony trying to last through the winter with an ever-dwindling amount of supplies. Will they stand together in the face of adversity, or abandon all hope as morale drops to an all-time low? Dead of Winter suits 2 to 5 players, and definitely gets more fun as you add more people. It's nice to have games that go beyond 4 players, which seems to be a common cut-off point for group size. Having more players doesn't trivialize the game mechanics either, since they are tied to the number of players (or characters) anyways.

Winning the game comes down to completing the Main Objective, such as maintaining a supply of food or eliminating a requisite number of zombies, before the deadline.  Each player also has his or her own personal objective that they are trying to achieve, such as having food, weapons, or fuel in their inventory as the game ends. Beware the betrayer, a player with a personal objective to sabotage the group as they struggle to survive. Most betrayer objectives involve reducing the groups morale to 0 and owning a particular set of items. Playing with a betrayer is optional, but it really takes the stress of surviving to the next level.

All is not lost if you have a betrayer in your colony. Colony members can call a vote to exile somebody from the colony at any time for any reason. The exiled player gets to keep their characters and equipment, but they draw a new personal objective card. From a player perspective, it's really nice that getting exiled doesn't mean, "Okay, Matt, you're exiled. Go sit in the other room until we're done playing. You lost." Exiled players can still play (and even win the game) alongside the non-exiled players.

Between the main and personal objectives, players typically have their hands full. Most games would say, "Alright thats enough to keep them busy." Dead of Winter is not most games. Each round has a "Crisis" that occurs, which also demands an amount of food, medicine, or fuel. Players are forced to make tough choices, "Do I use this medicine on myself, or put it toward the crisis? I will die if I take one more wound, and I need to scavenge for supplies. But there's two players after me before the round ends, maybe they can get the rest of the medicine. But they also might need to get supplies for themselves too."  You can see how a single minor choice can impact the entire table.

The only reward for completing the crisis is avoiding the penalty for not completing it. You don't get anything, you just hold on for one more round. If you beat the crisis and then dump a few extra resources towards it, you can gain morale, at the risk of being short-handed next time. The penalty for failing to meet the requirements of a crisis varies from bad stuff to very bad stuff.

Gameplay
Dead of Winter's gameplay is riddled with choices, especially the press-your-luck kind. Each player only gets a few of actions each turn, and some require the player to roll for "exposure," the inherent danger in this frozen, zombie-filled wasteland the characters live in. It's a brilliant way that the gameplay reinforces the theme of the game. Exposure is rolled with a red 12-sided die, with six safe sides, two frostbite sides, three wound sides, and one zombie bite side that not only instantly kills your character, but turns them into a zombie that attacks all nearby survivors.

When traveling between locations, players roll exposure, since the characters are out in the cold and zombies are everywhere. Fuel cards can be spent in lieu of rolling the exposure die. This represents your character driving a car safely to and from the area, but at the cost of resources. It's that risk-reward choice again. "We need supplies, I could use some fuel to go scavenge safely, but that's one less resource we'll have, so I'd need to find really useful stuff to make it worth it. Or I could take a chance on rolling for exposure and maybe take a wound  or even die outright."

Every time you touch that red die, your character has a, 8.3% chance of outright dying and possibly killing everybody else around you. But hey, you have a 50% chance of being totally fine. How much of a gambler are you?

Finally, you've made it through the snow and ice and zombies and you're at the gas station, now it's just a matter of grabbing everything and getting the hell out of there. Wrong. You get to draw one card and keep it. Don't want that card? Well, you could look at another card, if you don't mind taking a risk (seeing a trend yet?) Each additional card you look at adds a "noise token," up to four extra times. It's the character looking more thoroughly in the area, tripping over debris and knocking shelves over. Stumbling around in the dark looking for cans of food, bullets, and pill bottles is not a quiet process, and zombies get attracted to the sound. Again, the mechanics reinforce the theme. Anyways, at the end of the round, zombies are added to locations, a 6-sided die is rolled for each noise counter on an area, for every 5 or 6 rolled, a zombie is added. Additionally, one zombie per character at a location is added automatically. Most non-colony locations can only fit 3-4 zombies, and if an area fills up, characters there get overrun and die. Are you seeing how this can get out of hand? So maybe you don't want that fuel card you drew, but how badly did you want something else?

Characters
There are a lot of characters in this game. The base game comes with thirty unique characters, and there are three promo characters that have been released as well. The characters have their profession listed on the card, which gives you some nice context for their special ability. You have your typical pre-apocalypse jobs like accountant and lawyer, and a couple of oddball ones like pirate, ninja, and stunt dog. Yes, you can play as a golden retriever in the zombie apocalypse. You should, too, if you get the chance.

With an army of characters to choose from, each game is different.
Naturally, some characters are better than others, but most of them really excel at specific tasks. Some characters are good fighters, some are good at searching, and some are great when left to maintain the colony. Adapting your play style around the characters you have is the key for success.

There's no hard limit to the amount of characters you can control, but more characters attract more zombies and consume more food, so you'll need to make sure you can support them all. If all the characters you control die, you're not out of the game, just draw a fresh one and try not to turn this one into zombie poop.

Crossroads
It's called Dead of Winter: A Crossroads Game, after all. In addition to those tough decisions, each player has a "Crossroads" card that comes up on their turn. Crossroads cards are activated in different ways, such as "A character from the colony goes to the gas station." Once activated, the card presents a particular choice to the player or group.

"You find a map, it looks like coordinates for a supply drop back when things weren't as bad. Maybe it's still out there. Option 1: Follow the map to the supply drop. Gain 3 food. Roll for exposure twice. Option 2: It's not worth the risk, I'd freeze to death before I found anything. Nothing happens."

Alright more choices: Do I want to hunt around in the cold for some much-needed supplies, or play it safe and stick to what I can find in the gas station? Three food is a lot, and it won't even cost me an action. This could be a big turn for me. On the other hand, I might die out there, and we really need this character's ability. 

Additionally, every character has a crossroads card in the deck that is specific to them. It might only trigger if they are in play, or offer a special option if they are in play. Going back to the previous example, the crossroads card might say, "Option 3: If  so-and-so the survival expert is in play, he leads you to the supplies with no trouble. Gain 3 food. Do not roll for exposure." It's a good feeling when your character gives your team a bonus through the crossroads mechanic. The crossroad cards bring more depth to the characters this way, you see how they respond to problems and (sometimes) get a peek into who they were before the world went to hell.

Before we move on, I offer you three words: Sparky's crossroad card.

Theme/Immersion
I feel like I don't really need to make this it's own section, but I'm going to anyways. Dead of Winter is one of the most immersive games I've ever played (aside from roleplay games like Dungeons and Dragons.) If immersion is something you and your friends want, this game will not disappoint. I'm not even a big zombie fan and I thoroughly enjoy this game.

You don't even have to take my word for it (even though you should.) Dead of Winter won two awards for best theme in 2014, one from Dice Tower, and one from BoardGameGeek. If that still doesn't convince you, then you're in luck because I have more stuff typed out down here.

All of the visual designs for Dead of Winter are spot-on. The cards, game board, and location sheets all have this worn edge design to them that makes it look like they were written on whatever scrap was on hand. The crisis cards convey the feeling of hopelessness, emergency, or misfortune. It's especially cool how the images on the crisis cards are colored using only shades of gray and bright red. It really makes the world seem bleak and desolate.

The characters look great on their cards. Thirty-three characters in total, and they all look (mostly) different. The way these people are portrayed gives some insight into their personality; the brazen sheriff takes off a zombies head with a baseball bat, the methodical doctor tests samples of zombie flesh, the weary trucker sits down with a beer and a thousand-yard stare. Bright red accents make another appearance in these illustrations, but on a handful of them it is suspiciously absent. The instruction manual gives credit to Fernanda Suarez for illustrations, while David Richards and Peter Wocken are noted for graphic design. Great job guys.

Writing is equally important for theme, and Dead of Winter has some real talent on hand in that department as well. The passages in the instruction manual waste no time getting you right into the story. Each main objective has it's own introduction paragraph that you read out before you begin, and they're all great.

"Is today Groundhog’s Day? I can’t remember anymore. Weird how hunger lets one dwell on such trivial thoughts. Shouldn’t every brain cell be conserved right now? The canned goods ran out a week ago, and the grains followed soon after. The chickens are gone and so is the last of the venison. We’re living off what scraps we find in town, but they aren’t enough. I’ve never thought myself an evil man, but God help me, my thoughts are dark of late. I know I’m not the only one. There just isn’t enough food to go around, and it’s hard not to feel bitter when it has to be shared with people who don’t pull their own weight. These thoughts are wrong. I know that. It’s no one’s fault that the skill they possess belong to another world. Another time. Our intellectual capacity is what separates us from animals, yet when our most basic needs cannot be met, it’s hard not think and act like animals."

So good! How's that for immersion? The colony is balanced on a razor edge, trying not to fall away from everything that makes them human. They're starving, cold, and living in constant fear. Survival instincts within the people are telling them to shed morality and do what has to be done in order to live.

Speaking of humanity (or lack of) there are several passages that you read if the betrayer wins. All of them are dark, grisly outcomes and there is one for each betrayer mission. My advice is don't let the betrayer win (easy, right?) because these conclusion paragraphs will bum your table out for the rest of the night. The manual tells us that Mr. Bistro is the mind behind the incredible writing in Dead of Winter.

The Pieces
Oh, the pieces. There are a lot of them. There's over 190 parts in the box, and most of them smaller than a nickel. Now, you won't need all of those pieces every game, but you will need them on-hand. You can use twenty different little plastic bags for everything if you want, but I would absolutely suggest getting a box organizer if you intend to play this game more than once. I got mine from thebrokentoken.com and it was $28. The price is well worth it. The organizer is solid wood, great quality, and doesn't come apart when you pick it up. It will cut your set-up time down drastically and you won't have pieces falling off the table left and right or decks of cards getting knocked over.

Here's what the organizer looks like. All the decks of cards are easily reachable on the left. The character and zombie standee box comes out so you can pass it around, and the 6-compartment tray that holds all the tokens comes out to reveal the dice and turn tokens underneath. Anyways, this is a review of Dead of Winter, not box organizers, sorry folks.

With that said, the cards and pieces in Dead of Winter are decent quality cardboard. They don't feel flimsy and they have held up well over the course of many games. The character standees have great detail, making it easy to pick your doctor, librarian, or sheriff out from across the table. My only complaint, and it's a minor one, is that the fortune teller's standee looks a lot like a zombie. We've had a couple mix-ups with her in the past, but it didn't break the game or anything.

The zombie standees are equally detailed, but there are only 3 different designs for them, so you'll be seeing that same guy-in-a-tan-jacket zombie a lot. I wish the game included a few more zombie standees, because it only comes with thirty. After you've got all thirty zombie standees on the board, you have to switch to the little flat zombie tokens for the extra. I'm thankful they included those so that we don't have to use pennies or something, but they get easily overlooked and sometimes we unintentionally cheat. I suppose running out of zombie standees is the game's subtle way of telling you to get your act together and start cleaning house.

Conclusion
I think just about everybody should own a copy of dead of winter. I would only suggest against it if you only play with young children, or if you simply never have the time for a long (90+ minute) game like this. Its pricing of $42 is about the average cost of this kind of game. The mechanics work well, the characters are vibrant and fun to play, and the variety of main objectives gives you the reason to play again and again. Get out there and team up with your friends to smash some zombies, fortify your colony, and survive the Dead of Winter.

Thursday, December 17, 2015

The Resistance Review - A Spy Thriller Guaranteed to Shake Up Your Game Night

Grab your night vision goggles and your grappling hooks because today we're taking a look at The Resistance.

The Resistance Second Edition box cover.
Indie Boards & Cards' The Resistance is a social game set in a futuristic cyberpunk world where the government has taken over. The government's spies have infiltrated a secret group of rebels, known as The Resistance. Will the resistance be sabotaged from within, or can they identify the spies before it's too late?

The game plays from 5 players all the way to a whopping 10 and takes place over the course of five rounds, called missions. It's great to have a game that suits large or uneven groups of people on hand for those crowded game nights.


TL;DR
The Resistance is a must-have for any game shelf. Its secret identity and social deception gameplay is second to none and will bring you hours of intense, memorable fun to your table. Versatile in play size, The Resistance is great for groups that struggle to find games that can accommodate more than four players. The modular format of the expansions allows players to choose which extra roles and rules to play with and which ones they would rather leave in the box. All the game pieces look good, feel good, and are very durable.

Pros                                                                           
Fast-paced game                                                  
Rules are easy to learn                                          
Game is different each time                                  
Easily portable                                                      
Doesn't have tons of small pieces                        
Expansions add even more options                      
Fits in the box well, even with expansions
The box isn't very big, about the size of a hardcover book

Cons
Can get too intense for some people
Players need a decent poker face
Making a mistake can ruin the game
People can get left out in larger groups
Sometimes gets a bit loud
Friendships called into question

Group Size
The Resistance really shines in odd-numbered group sizes, with 5- and 7-player games being the easy favorites. 8+ player games take a bit longer, a player might not get taken on any missions, and the leader token rarely makes it all the way to the last person, leaving them out of core parts of the game. Playing multiple games nullifies this problem by giving everybody a chance to be squad leader, but it should still be noted.

On the other hand, larger groups get more chaotic. New plot cards are introduced in 7+ players that reveal character cards, which opens up many more opportunities for establishing trust or framing friends.

Number of players changes the balance of the game a fair amount as well, with the 6-player game feeling like the weakest version to play. 7-player games and beyond give the resistance an extra lifeline on round 4, requiring two fails to sabotage the mission.

Even-sized groups favor the resistance a little too heavily. 6- and 8-player are the worst offenders, with 6-player having the lowest probability of unknowingly taking a spy on a mission and 8-player having low-end spy probability in addition to needing 2 fails on mission 4 to cause a spy victory.

5 players - 40% chance of a spy
6 players - 33.3% chance of a spy
7 players - 42.8% chance of spy - 2 fails required on round 4
8 players - 37.5% chance of spy - 2 fails required on round 4
9 players - 44.4% chance of spy - 2 fails required on round 4
10 players - 40% chance of spy - 2 fails required on round 4

A problem we run into fairly often in 6-player games is that we get an all-resistance member squad going on mission 2. They succeed, and say "Alright well, there's no reason to bring anybody else." and they repeat it twice more, resistance wins. It's just dumb luck, but it's frustrating for the spies, and feels like a hollow victory for the resistance.

Gameplay
With the right group, The Resistance is a lot of fun. Once players get used to the game, it really picks up. Everything a player does or doesn't do can be a clue to their identity. Watch who gives plot cards to who, watch who votes to Approve a sketchy-looking squad, watch who doesn't seem all that surprised at a failed mission.

The game itself goes quickly, its the lying, accusations, and pleads of innocence that take up the most time.

As a member of the resistance you play the detective, observing your friends and scrutinizing every move they make. It can be nerve-wracking, but it's also a big thrill to root out the spies before they can take the game. It can also feel like a bummer when the person you've trusted all game turns around to win the game for the spies in the final hour.

Spies enjoy the rush of plotting in the shadows, framing their friends, and watching them accuse each other of being the bad guy. You get to put on your best poker face and look shocked as one mission after another comes up red. For a challenge, try to win the game by getting the Vote Track to 5 instead, put those "Strong Leader" and "No Confidence" cards to use, create chaos, and watch the resistance lose the game for themselves.

Regardless of which side you just played for, at the end of the game you'll want to shuffle everything back together and jump into it again.

Plot Cards
Introduced in the "The Plot Thickens" (which is packaged with the 2nd Edition game) expansion, plot cards are the spice behind The Resistance's gameplay. They add a ton of variety and depth to the game, giving players powerful one-use abilities, forcing the current leader to do something, or forcing a certain player to vote first in the approve/reject phase.

As a spy, drawing a plot card gives you a couple options:

Plot cards are the ace up your sleeve. Use them wisely.
"Do I give this to another spy so we can control the game later, or do I give it to a resistance member to build trust?"

 The options only get more interesting as the game goes on:

"Do I give this powerful card to the guy people are already suspicious of or do I play it safe, but risk giving the resistance team more control over the game?"

As resistance, you get interesting choices when it comes to playing plot cards:

"Okay so we think Jim is a spy, if he ends up going on this mission, I'll check which card he plays so we know."

Now, you've possibly strong-armed Jim into playing a Success card, even if he's a spy. You can check it, or you can save your card for later. You don't have to do it just because you said you would.

The Art
Tableau art shows you a dystopian future.
(I should mention that my opinion here is exclusive to the Second Edition of the game. Editions 1 and 3 might use different artists, and Third edition's art style is notably different.)

While there aren't a lot of pieces to prominently display art in this game, the parts that do are great. All of the graphic designs chosen for the game reinforce the futuristic cyberpunk enviroment. The game's manual credits it's graphic design and illustration to: Luis Francisco, Jordy Knoop, Michael Rasmussen, George Patsouras, Jordan Saia, Maryam Khatoon, Luis Tomas, Vinh Mac, and Alex Murur.

Each side of the 3 play mats (the game calls them Tableaus) features a unique, beautifully illustrated area of the government-dominated cityscape. Missions take place in crowded train stations; crowded streets covered in flashing corporate billboards; and high above the city, among the towering skyline and smog-choked air.

The character cards could easily have just been solid red or blue with the words "Spy" or "Resistance" on them, but each of the character cards has a different spy or resistance member portrayed on them. There are well over 20 character cards, and every illustration looks like a person you would expect to see in this sort of setting. Trench coats, scars, tattoos, sunglasses, and form-fitting armor are totally fashionable in this bleak future world.

Which side are you on?


The Pieces
At first glance, it may seem like The Resistance has a lot of pieces. Fear not, most of them are duplicates, since there needs to be enough for ten people. I feel like I've already talked a fair amount about the Tableaus and cards (plot and character) so I'll just cover the leftover pieces.
The smaller pieces for tracking points, votes, and squad members are made out of a durable cardboard material. I hesitate to even call it cardboard because they feel and look more like a soft plastic. They have a good, solid feel to them. You won't run into issues with these bending or getting tore up unless a player is deliberately trying to destroy your game parts. They even seem to be somewhat water-resistant, I just ran one under the faucet for a couple seconds as a quick test. The piece is still usable and holds its shape, however the backing of it is now loose and would likely peel off if an anxious player were to pick at it.

Most of the pieces are large enough to easily keep track of, being about the size of your thumb. Five smaller, quarter-sized pieces are used to keep track of the mission outcomes, and two dime-sized markers follow the round and and vote tracks. The biggest piece, the leader token is easy to spot as it makes its way around the table from leader to leader.

It's important to have the right tools for the job.
My personal favorite pieces are the "Team Tokens." These tokens denote the team members that are assigned the current mission, but the cool part is that they each have a distinct rifle graphic. Which gun you use doesn't impact the game at all, but it's a fun little way to get into character. You have your typical AK-47 style weapons, a couple sniper rifles, and a sub-machine gun. Even with a ten-player full house, you only need to use 5 team tokens, but I  take out the whole pile, call it "The Armory" and let the team leader choose which guns to hand out. I like to give fake 'orders' to my teammates as I assign them a weapon. "Cover me from that rooftop with this." as I hand them a sniper rifle token or "Alright Patrick, it's you and me." as I assign us both an assault rifle.

The Expansions
I really enjoy the way expansions are implemented into The Resistance. "The Plot Thickens" (included with the second edition game) adds a lot to the base gameplay, and we have never played without it. The other two expansions "Hostile Intent" and "Hidden Agenda" each come with multiple gameplay variations, or modules. You can use more than one module at a time to have a very deep, complicated game, or just pick one and try it out. To explain and review the mechanics of each module would warrant it's own post, so I'll try to be brief.

Hidden Agenda introduces the Assassin module (from The Resistance: Avalon), the Defector Module, and the Trapper Module.

Assassin Module - One resistance member is secretly the 'Resistance Commander.' The resistance commander knows which players are the spies. If the resistance wins the game, the spies get a vote at the end to 'assassinate' the player who they think is the commander. If the commander is killed, the spies win instead.

Defector Module - Up to two players are 'Defectors.' They draw from the defector deck before each round to see if they remain loyal to their current side or defect to the other, leaving the players guessing as to the defectors current allegiance.

Trapper Module - An extra player is added to each mission. The party leader each round assumes the role of the resistance trapper, a vengeful operative hellbent on rooting out the spies from his organization. The trapper chooses a player at the end of the mission and excludes their vote from the outcome, and then can look at it, either confirming or denying his suspicions.

Hostile intent introduces the Hunter, Reverser, and Inquisitor modules. I don't have this expansion, so I haven't played any of these modules. BoardGameGeek.com describes the modules as follows:

Hunter Module: The battle between resistance and imperial has become more intense. It is no longer enough to target facilities in missions - the target has become personal as both sides look to neutralize their opponent's leaders. In this module both the resistance and spies must identify a specific individual among the opposing team to win. Hunters introduces many new game concepts that bring a whole new level of deduction and deceit into The Resistance.
Reverser Module: Reversers have the ability to change the results of any mission – in the hands of the resistance this can make a doomed mission succeed, or turn certain victory into defeat. A very interesting and potentially chaotic twist that is certain to change your meta game forever.
Inquisitor Module: The Inquisitor is an optional player ability first seen in Avalon. The player with the Inquisitor will be able to look at the affiliation of another player and is a simple way to ensure every game is full of interest twists and turns as the Inquisitor uncovers the truth (at least their version of the truth)

The expansion modules are great for adding new twists and excitement to your games of The Resistance, but they can be overwhelming to inexperienced players. Hunter and Assassination modes don't seem that rule-heavy, but I would avoid running things like Defector until everybody was comfortable with the game.

Recommendation
Buy this game. Second Edition comes with "The Plot Thickens" expansion and is $10 to $15, Third Edition comes with the "Hostile Intent" expansion and costs $30 to $35 and has new art.

You can buy "Hostile Intent" and "Hidden Agenda" by themselves for around $10 a piece. You cannot get "The Plot Thickens" outside of the 2nd Edition box. Third Edition has done away with plot cards as a mechanic in the game.

Which edition you buy is up to you, either way, you won't regret it.