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Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Diablo III Ultimate Evil Edition in Video Games
Jun 19, 2019
When Blizzard brought Diablo 3 to the Playstation 3 and Xbox 360 systems, there was great delight amongst gamers. The ability to play the amazing game on consoles was a dream come true as was the 4 player co-op that was a key feature of the game.
With Reaper of Souls releasing for the PC soon after, many console fans longed to continue their adventure and thankfully with the release of the Diablo III: Ultimate Evil Edition, players can enjoy both Diablo 3 and the Reaper of Souls add on for their consoles, both new and past generation.
Players can play solo or with up to four players as they battle unending legions of undead and supernatural enemies across a vast and highly-detailed world.
Take note that the game is a challenge and Reaper takes great delight with rifts, bounties, and amazing loot, but with it comes a deadly and vast array of enemies that will not stop until you are dead.
As a long time PC player of the series, it was great to see that the loading screens were gone and how fast and smooth the game ran on the Playstation 4, without compromising any of the amazing graphics and locales that the game was famous for.
All the player classes were in place and it was nice to see the Crusader, Wizard, Monk, Demon Hunter, Barbarian and Witch Doctor in action on a console. The game offers an apprentice mode to veteran players can include newbies in their adventures and players can transfer their characters via a USB to another system so they can play with friends.
Players who own Diablo 3 can also move their characters over to the new edition with ease.
The great social aspects of the Xbox One and Playstation 4 allows players to stream their gameplay and also enjoy four players playing in one game at the same time, a truly great achievement for PC users who at times had to wait for friends to purchase a copy of the game to play.
It is hard to find anything to fault in the game, some may complain about buying Diablo 3 and needing to purchase this set to get the Reaper content instead of getting the option to upgrade, but when you look at all of the bonus material and enhanced features, this is simply a must own game for any console owner.
http://sknr.net/2014/08/20/diablo-iii-ultimate-evil-edition/
With Reaper of Souls releasing for the PC soon after, many console fans longed to continue their adventure and thankfully with the release of the Diablo III: Ultimate Evil Edition, players can enjoy both Diablo 3 and the Reaper of Souls add on for their consoles, both new and past generation.
Players can play solo or with up to four players as they battle unending legions of undead and supernatural enemies across a vast and highly-detailed world.
Take note that the game is a challenge and Reaper takes great delight with rifts, bounties, and amazing loot, but with it comes a deadly and vast array of enemies that will not stop until you are dead.
As a long time PC player of the series, it was great to see that the loading screens were gone and how fast and smooth the game ran on the Playstation 4, without compromising any of the amazing graphics and locales that the game was famous for.
All the player classes were in place and it was nice to see the Crusader, Wizard, Monk, Demon Hunter, Barbarian and Witch Doctor in action on a console. The game offers an apprentice mode to veteran players can include newbies in their adventures and players can transfer their characters via a USB to another system so they can play with friends.
Players who own Diablo 3 can also move their characters over to the new edition with ease.
The great social aspects of the Xbox One and Playstation 4 allows players to stream their gameplay and also enjoy four players playing in one game at the same time, a truly great achievement for PC users who at times had to wait for friends to purchase a copy of the game to play.
It is hard to find anything to fault in the game, some may complain about buying Diablo 3 and needing to purchase this set to get the Reaper content instead of getting the option to upgrade, but when you look at all of the bonus material and enhanced features, this is simply a must own game for any console owner.
http://sknr.net/2014/08/20/diablo-iii-ultimate-evil-edition/
Purple Phoenix Games (2266 KP) rated Posthuman in Tabletop Games
Aug 25, 2021
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Paul Kellett (118 KP) rated Snowdonia in Tabletop Games
May 4, 2019
Great replayability (2 more)
Good solo mode
Plenty of expansions
Fiddly set up (1 more)
Worker placement suffers a bit at 5 players
It's a train game, isn't it.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
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Purple Phoenix Games (2266 KP) rated Space Kraken in Tabletop Games
Jul 22, 2021
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Ollie SB (2279 KP) rated Predator: Hunting Grounds in Video Games
Apr 26, 2020
Mission Variety (2 more)
Teamwork
Character/Weapon Customisation
A fun game to play solo or with friends
Predator: Hunting Grounds is a new game from IllFonic, who previously created Friday the 13th: The Game - and it's easy to see the similarities between these games.
The idea is simple, you either play as the Predator, or as part of a 4 man fireteam.
As the Predator, your mission is simple, kill everything! To do this you will be able to seamlessly jump through the trees, using your various weapons/gear to hunt down and ruthlessly kill anything that moves.
As part of the fireteam, you and 3 other players will be given a mission to complete. You will have various objectives to complete within a time limit, before calling for a chopper and getting the hell out of there! During your mission you will have to fight your way through various waves of AI enemies to avoid being killed in action. Oh, there's also the small matter of avoiding the Predator as well, obviously.
Having played this game for a few hours, I'm finding it very fun so far. As you level up you will be able to unlock new weapons and gear, and the customisation options are quite impressive.
This game is totally online so you will be playing with other players around the world, however if you can I would suggest getting a fireteam full of your friends, it makes it a lot easier to complete the missions when you can communicate properly with your team.
As this game is very new, and it is an online game, there are a few bugs/glitches at the moment, however I'd imagine these will be fixed within a few updates.
The idea is simple, you either play as the Predator, or as part of a 4 man fireteam.
As the Predator, your mission is simple, kill everything! To do this you will be able to seamlessly jump through the trees, using your various weapons/gear to hunt down and ruthlessly kill anything that moves.
As part of the fireteam, you and 3 other players will be given a mission to complete. You will have various objectives to complete within a time limit, before calling for a chopper and getting the hell out of there! During your mission you will have to fight your way through various waves of AI enemies to avoid being killed in action. Oh, there's also the small matter of avoiding the Predator as well, obviously.
Having played this game for a few hours, I'm finding it very fun so far. As you level up you will be able to unlock new weapons and gear, and the customisation options are quite impressive.
This game is totally online so you will be playing with other players around the world, however if you can I would suggest getting a fireteam full of your friends, it makes it a lot easier to complete the missions when you can communicate properly with your team.
As this game is very new, and it is an online game, there are a few bugs/glitches at the moment, however I'd imagine these will be fixed within a few updates.
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