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Review: Cards of Cthulhu (DVG)

Posted by Denny Koch on August 12, 2014

CardsofCthulhu_boxGame: The Cards of Cthulhu

Publisher: DVG
Published in: 2014
Designer: Ian Richards
Era and Topic: Contemporary / Hypothetical / Cthulhu Myth
Components: 8 Investigator cards, 8 Follower cards, 10 Item cards, 8 Cult Gate cards, 4 Minor Horror Cult cards, 4 Major Horror Cult cards, 4 Unspeakable Horror Cult cards, 60 Minion Cult cards, 7 Custom Cthulhu Dice, 4 8.5″ x 11″ Cult (player) boards, 10 Metal Custom Cthulhu Coins, 1 player help sheet
Game Type: cooperative card game (1-4 players)

HFC Game-O-Meter: Ebullet1


Our Rating (1-10):

Graphic Presentation: 8
Rules: 8
Playability:
7
Replay Value:
6.5

Overall Rating: 7

PRO Cthulhu! Can be played as a solitaire game or cooperatively. Great artwork. Very simple and fast game for the Cthulhu quick bite. Fast game play, almost no setup time.
CONTRA Very high random element: game can be unbeatable or a stroll in the park. Very simple mechanics without surprising elements (like special events). Not all required information are printed on the cards, which unnecessarily forces the players to refer to the rule book during a game. All cults have the same cultist types, which appears somewhat generic.

Introduction

 Ia! Ia! Cthulhu Fthagn!

As we already mentioned in our Hornet Leader – The Cthulhu Conflict review, we are Cultists. We are avid fans of Cthulhu and the other Great Old Ones, so we love playing games about the Cthulhu myth. It’s always interesting to see how a game approaches the topic and how it deals with the signature features of this universe: Great Old Ones, gates, minions, cultists, investigators. There is a vast plethora of Cthulhu games on the market, monster games like Arkham Horror, quick and fast games like Elder Sign, or the Call of Cthulhu LGC.

So – when we played the new “Cards of Cthulhu” game in our HFC Test Lab, the most interesting question about “Cards of Cthulhu” was: is the game bringing any new angle or unique feature to the topic?

Why do we need another Cthulhu game and what sets the game apart from the other games?

Cards of Cthulhu is a quick, very simple game. It can be played as a Solitaire game as well as with 2-4 players who play the game cooperatively vs. the paper AI. Both options work without any adjustments to the rules. Each player assumes the role of an Investigator. The goal of the game is to fight 4 cults whose cultists try to awake a Great Old One by opening gates and raising minor, major and unspeakable Horrors. The time limit is set by the card deck; if the cultists don’t manage to overrun the world before the deck runs out, the players win.

The game was designed by first-time designer Ian Richardson and published by Dan Verssen Games (DVG). It was a Kickstarter game where all stretch goals had been reached by the backers, so the game offers some nice bonus features like mounted boards and metal coins.

Game components and graphic presentation

Box contents plus Bonus pack

Box contents plus Bonus pack

The game is shipped in a sturdy, solid box with cool Cthulhu artwork on the cover.

The box contains 10 Investigator cards, among which players choose their character. The other cards are shuffled into one large deck, containing all types of playing cards like Cultists, gates, Minions, items, Followers. The cards are of a good printing quality, but appear to be somewhat thin. Since we sleeve all our card games, this wasn’t a problem at all.

Generally, the illustrations on the cards are quite thematic and true to the topic. What we didn’t understand, though, was the simple fact why the Investigators and the Followers have the same illustrations. We know that each character is meant to be a “generic archetype” and not “Susan Miller, the journalist”, so that’s the explanation why each character can appear as an Investigator as well as a Follower. So you can “be” the Priest and at the same time recruit the Follower “Priest”. But to us, it would have been more atmospheric if each Investigator was a unique character with a unique picture. Playing a character and then getting the exact copy with the same illustration as a Follower simply felt awkward.

In addition, there are 4 mounted cult boards, representing one cult each (the Cults of Cthulhu, Arwassa, Chaugnar Faugn, and Yog-Sothoth, respectively). During our first game, the boards warped heavily and tended to turn around on the table when we touched them, but the warping was entirely gone when we unpacked the game for the second time. Since then, the boards remained plain and didn’t warp at all anymore.

There is also a Help Sheet which offers quick rules reference for the players. We always appreciate help sheets, regardless of how simple a game is (and Cards of Cthulhu is certainly one of the easiest Cthulhu games out there) – it serves as a rules reminder and is especially helpful when you didn’t play a game for a while and want to return it to the table without re-reading the entire rule book.

The game contains three types of special dice, Health dice, Body dice, and Spirit dice. These dice are used for combat resolution. The black dice are nicely done, but one of our players had slight problems in distinguishing some of the numbers, which are printed next to a colored tentacle-shaped object. Other players didn’t have any issues at all, so this doesn’t appear to be a general problem.

The currency within the game is “Experience” which is represented by golden metal coins. These were added as a Kickstarter stretching goal and we thought them to be really cool. Pure cosmetics, but much more evocative than counters.

3 types of special dice are used to resolve combat

3 types of special dice are used to resolve combat

Besides the full-color rule book, the game also contains an artwork book, which illustrates the origination process of many illustrations with comments and explanations by Cloud Quinot, the artist (who also did the artworks for Hornet Leader – The Cthulhu Conflict).

The overall production quality is, as usual with games published by DVG, very good. Especially the artworks are very atmospheric and true to the topic with painting-like illustrations. As in Cthulhu Conflict, the artist did a great job to convey a very special, very dark Lovecraftian atmosphere.

There is also a “Cards of Cthulhu Bonus pack” available which includes 7 more Cthulhu dice and 10 more coins. This is helpful if you play the game with more players, so players won’t have to share the dice – and you can never have enough coins. But the Bonus pack doesn’t include any additional cards, or rules, it isn’t a game expansion! So whether additional dice and coins are important enough for you to buy this expansion, is a matter of personal preference (you could also share your dice among all players and use coins of your local currency).

Rules

The 24-pages-full color rule book is very comprehensible with lots of illustrations, examples, and short, clear instructions. Only the first 15 pages are rules, though. After the rules section, you will find a sample game, and several Cthulhu short stories by renowned professional authors (you can download the rulebook here on the official DVG website)Read the rest of this entry »

Posted in Fantasy Games A-Z, Games A-Z, Misc. Fantasy games, Reviews | Tagged: , , , , , , | 1 Comment »

Review: Battle for Stalingrad – The Epic East Front Battle Game (DVG)

Posted by Andreas Ludwig on July 2, 2014

Stalingrad_box_mockup200Game: Battle for Stalingrad – The Epic East Front Battle GameReview

Publisher: Dan Verssen Games (DVG)
Published in: 2014
Designer: Dan Verssen

Era & Topic: WW2/ Urban Warfare in Stalingrad
Game Type:  Card Game
Contents: 168 Full Color Cards, 1 Full Color Counter Sheet, 1 Full Color Rulebook 

Number of Players: 2

HFC Game-O-Meter: E

 


Our Rating (1-10):

Graphic Presentation: 9
Rules: 9
Playability: 8
Replay Value: 9

Overall Rating: 9

PRO Quick set-up, well written rules, many options despite using simple mechanics, fitting to the historical theme, both sides play differently, enthralling and tactical game play…
CONTRA  …that might be slowed down because some cards are not as clear in their meaning as they should be; Uranus cards can be crippling for the German player if no counter cards are in hand; a tracking sheet for combat would have been nice

Introduction

Many (if not most) wargamers who are interested in the World War II topic are particularly drawn to the fightings of the Eastern Front. The fierceness of the battles fought on that front, the gigantic scale of this Clash of Titans, the different style of the tactics used by the Soviets and the Germans, all this seems to create the background for a scenario that is ideally suited for wargames.

Fighting for Stalingrad on the gaming table!

Fighting for Stalingrad on the gaming table!

Today the name Stalingrad is directly connected to the senseless brutality of war and is the epitome of the war of slaughter fought on the Eastern front. When the Wehrmacht started the largest invasion in the history of warfare, Operation Barbarossa, the invasion of the Soviet Union, with more than 4 million soldiers, 600,000 motor vehicles and 750,000 horses along a front almost 3000 km long, the city of Stalingrad was rather unimportant – as General Field-marshal Paul Ludwig Ewald von Kleist said:

The capture of Stalingrad was subsidiary to the main aim. It was only of importance as a convenient place, in the bottleneck between Don and the Volga, where we could block an attack on our flank by Russian forces coming from the east. At the start, Stalingrad was no more than a name on the map to us [Clark, Lloyd, Kursk: The Greatest Battle: Eastern Front 1943, 2011, page 157]

In the course of the later events of the war, it became a battle of prestige however – for both Hitler and Stalin – and this caused it to turn into one of the bloodiest battles of WW2. For over 5 months, the city saw extreme close quarter battles, soldiers fighting for single rooms in buildings like grain elevators, apartment blocks, factories, warehouses etc. or for other ‘strategic points’ like streets, staircases and sewers and both sides had high casualties to suffer. The nerve-wrecking close combat and man-to-man killing (which was called Rattenkrieg (rat war) by the German soldiers) was accompanied by the terror of artillery and air attacks that laid the city into ashes. The harsh winter weather, a lack of supply and ammunition because of a complete encirclement of the German forces in the city in the later stages of the battle, and the ability of the Soviet forces to bring in reinforcements eventually ended the Battle of Stalingrad and resulted in an total of about 2 million Axis and Soviet casualties.

Because of the fact that wargamers usually have the historical situation in mind and know a great deal of their era of particular interest, there is always the point of “how close and how accurate can a wargame be” in regard to the historical battle and how good it works as a game. The new DVG game we are reviewing here was announced with the promising words:

The Battle For Stalingrad puts you in the rubble-strewn streets as the German forces fight through one block of the city after another. The only hope for both sides is to secure the city before they run out of blood and food.

As the game unfolds, you’ll see one section of the city after another ground into rubble by your ceaseless fighting. As the city deteriorates, the amount of supplies generated for your men decreases. Supplies are the lifeblood of your army. Without them, you cannot move or attack, and you’ll suffer higher casualties in combat.

In the end, you’ll be scrambling through the ruins, as much in search of food as the enemy.

Let’s see if the PR announcement actually matches the game experience and what you can expect on your table 🙂

Presentation

Battle of Stalingrad (BoS) is a card game that comes in a very sturdy box that has a glossy finish, giving the feel of quality even before you open it. The first thing you see is the striking cover art done by Christian Quinot (who also did the great artworks for DVG’s Cards of Cthulhu game), evoking a feeling of desperation and chaos that seems rather fitting to the topic of the game.

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Review: Hornet Leader – The Cthulhu Conflict (DVG)

Posted by Denny Koch on February 27, 2014

Cthulhuconflict_boxGame: Hornet Leader – The Cthulhu Conflict

Publisher: DVG
Published in: 2013
Designer: Dan Verssen
Era and Topic: Contemporary / Hypothetical / Cthulhu Myth / Air-to-Air and Air-to-Ground warfare
Components: Expansion to Hornet Leader, Basic game required!
Game Type: Mixed: Board, counters, card-driven

HFC Game-O-Meter: D


Our Rating (1-10):

Graphic Presentation: 9
Rules: 8
Playability: 
7
Replay Value:
9

Overall Rating: 8.5

PRO Cthulhu! Hornet Leader! Both combined in one game!! Combining both games is a very cool and innovative idea. Can be played as a solitaire game or cooperatively. Great artwork, includes many elements from the Lovecraft universe
CONTRA Higher random element and more luck dependent due to Chaos caused by the Great Old Ones (which fits perfectly to the setting, but could be a turn-off for conservative Hornet Leader players because your careful planning and strategies can and will be destroyed within minutes)

Introduction

 Ia! Ia! Cthulhu Fthagn!

As you may have guessed (for example from reading our Call of Cthulhu: The Card Game articles), we are Cultists. We love everything dealing with Cthulhu and the other Great Old Ones. We play games like Arkham Horror, Elder Sign, the Call of Cthulhu LCG, or video games like Dark Corners of the Earth. And, of course, we watch even the most esoteric movies like the modern silent movie adaption of Call of Cthulhu.

The game can be played solitaire or cooperatively

The game can be played solitaire or cooperatively

So, you can image that we were very happy when Hornet Leader: Cthulhu Conflict arrived in our HFC Test Lab!

We are also fans of DVG’s “Hornet Leader: Carrier Air Operations” game (which we play cooperatively, since despite the fact that it is marketed as a Solitaire game, it also works great as a Coop game). So when Hornet Leader: Cthulhu Conflict was published as an (quite strange and unexpected) expansion to a down-to-Earth realistic Air combat warfare game, we got very excited.

Cthulhu Conflict isn’t a standalone expansion; ownership of Hornet Leader: Carrier Air Operations is mandatory because the game uses all material from the basic game and adds new rules, cards, counters, and markers to the mix.

This review will not deal with the core game mechanics and the gameplay sequence of Hornet Leader, so if you don’t know what this game is about and how it is played, you should read our extensive HL review first. It will give you a good overview about how the game works and what kind of game to expect.

It is assumed, both by the expansion and by our review, that you have basic knowledge of Hornet Leader and know how to play the core game. In this review, we will focus on the differences, how the expansion works, and how (good) the setting is portrayed in the game.

Like Hornet Leader, Cthulhu Conflict is scenario based, following the same choice options (game length, difficulty level) you already know from HL. In addition, the game is suitable for Solitaire play as well as 2-player cooperative gameplay vs. the paper AI. Both options work fine and coop games don’t need any adjustments to rules or gameplay. 

Game components and graphic presentation

The game is shipped in a box which is smaller and lighter than the Hornet Leader (HL) box. The HL box, of course, is a heavy monster full of cool stuff, and remember: you will use the contents of both boxes.

Box contents

Box contents

The box contains 56 additional cards (additional aircraft, new target cards, new event cards), 178 counters (bandits, sites, phobia markers), 4 Campaign sheets, and a full-color rule book. All components have the specific “HL look & feel” and fit to the main game seamlessly.

The game includes a Player Log Sheet, printed on a somewhat stronger paper. This serves as a master copy sheet and you can copy it at your local copy shop (or any photocopier at home or at work). There is no pad with several sheets in the box, so if you want to take the box to a friend, you should make sure that you photocopied enough player log sheets. If you don’t want to make physical copies, there is also a PDF version of the log sheet available from the official web site for free download, which can be printed out. The combination of adding a physical photocopy master and offering a digital download version is very user-friendly (adding a full pad with sheets would be the friendliest version, but this is, of course, a question of cost).

The overall production quality is, as usual with games published by DVG, very good. Especially the artworks are outstanding – in contrast to the usual technical images on the cards, the artworks (especially on the target cards) are true to the topic and very stylish with almost painting-like illustrations of creatures and places. The artist did a great job here to convey a very special, very dark Lovecraftian atmosphere.

Rules

The 12-pages-full color-rule book (which is also available as a free download from the official DVG website) doesn’t repeat the original Hornet Leader rules but refers to the HL rulebook for basic gameplay purposes. It details only the differences and rules changes as well as descriptions for new units and additional rules.

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Posted in Fantasy Games A-Z, Games A-Z, Historical Games A-Z, Leader Series, Misc. Fantasy games, Reviews | Tagged: , , , , , , , , | Leave a Comment »

Review: Phantom Leader Deluxe (DVG)

Posted by Denny Koch on December 23, 2013

phantom_boxGame: Phantom Leader Deluxe Edition

Publisher: DVG
Published in: 2013
Designer: Dan Verssen
Era and Topic: Vietnam War / Historical / Air-to-Air and Air-to-Ground warfare
Components: 336 Full Color Cards, Full Color Rulebook, 2 Full Color Counter Sheets (2×176 – 5/8” counters), 8 Full Color Campaign Sheets, 1 11”x17” Full Color Mounted Tactical Display, 1 Full Color Player Sheet, 1 Ten-sided Die, 1 Full Color Player Log Sheet
Game Type: Mixed: Board, counters, card-driven

HFC Game-O-Meter: D 


Our Rating (1-10):

Graphic Presentation: 9.5
Rules: 8.5
Playability: 
9
Replay Value:
10

Overall Rating: 9

PRO Modern and stylish presentation; Suitable for beginners and veterans alike; components of high quality; solitaire game which also works perfectly as a 2-player cooperative game; much to decide and consider during a game; many randomized elements provide a high replayabilty; adjustable in game length and difficulty level; comprehensive and clear rules; easy to learn, but demanding and challenging gameplay; provides background information about friendly aircraft and weapons…
CONTRA …but still no information or design notes about enemy units; no hints about coop gameplay included in the rulebook

Introduction

We love aviation wargames like Thunderbolt Apache Leader (GMT) and Hornet Leader (DVG), especially since these solitaire games can also be played cooperatively by two players. And we are notorious for our special interest in coop gaming!

Phantom Leader Deluxe

Phantom Leader Deluxe

We were looking forward to playing Dan Verssen’s Phantom Leader Deluxe, a game portraying the Vietnam air war (actually beginning with the Cuban Crisis), part of DVG’s Leader Series, and when the game entered our HFC Test Lab, we were very happy to find out that this implement of the Leader Series works as excellent as a cooperative game as it does as a solitaire game – as do the other games of the Leader series, despite the fact that this additional option isn’t mentioned anywhere in the rules or on the game box.

Phantom Leader Deluxe is an update to DVG’s original Phantom Leader from 2010 (re-worked in order to adjust it to the standards set by Hornet Leader). So the new game version is adding more aircraft, the Cuba mission, making adjustments to the campaigns, adding more pilots for each aircraft type to choose from, more targets and more Event cards. All in all, more content and more options, so switching from the original Phantom Leader to the Deluxe Edition is certainly worth the money, if you are a fan of the game. There are tons of new stuff compared to the original version, and the new stuff isn’t just for show or chrome, but really adds to the experience and variety.

So what’s the game about? In Phantom Leader, you take command over a tactical fighter squadron. You can choose between playing as US Navy or US Air Force, which offer different aircraft types and pilots. All four campaigns come in two versions: as US Navy campaign and as US Air Force campaign, which doubles the tactical and strategical options, and lets you find out who does a better job.

The game includes four campaigns, starting with the 1962 Cuban Missile Crisis, followed by the 1964 War in the South campaign, 1967 Rolling Thunder, and finally 1972 Linebacker. You don’t have to play the campaigns in chronological order, and in the basic game, they are not linked with each other. There is an optional rule which allows you to play them as a large combined campaign, though, but normally, you pick only one campaign at a time.

Each campaign consists of a variable number of “missions” (scenarios or targets you will attack), so you can play each campaign as a short, medium, or long campaign, as your time allows. In addition, you can adjust the difficulty level of the campaigns to your experience and play style. Since the flight missions are determined randomly, as are the enemies you will face in the combat area, this concept ensures a high replay value.

At the beginning of a campaign, you choose the members of your fighter squadron (you cannot choose aircraft which were not in use at the year the campaign takes place, of course). Then, you start with your first mission where you learn what your target is, where it is located and how heavily it is defended. You then get the chance to load your fighters with various weapons and gadgets. After the briefing, your squadron takes off towards the target. Random events (triggered by cards) as well as randomly placed enemy defensive units will make it harder for you to reach the target zone. Enemy units consist of various kinds of units – ground units like infantry, anti-air sites, and air units (enemy fighters which try to force you into a dogfight).

The target can by anything from a factory, a convoy, a shipyard, a base, a rescue mission...

The target can by anything from a factory, a convoy, a shipyard, a base, a rescue mission…

Once you managed to reach the target, you have to fulfill the mission objectives which are detailed on the current target card. Objectives vary, depending on the kind of target, and will sometimes surprise you.

After fulfilling the objective (usually by destroying a target or various targets), you will have to steer your fighters out of the combat area and back to base. If a fighter was shot down, there is a chance that the pilot survived, so you will also have the chance to rescue him in a Search-and-Rescue attempt. The last part of the mission is the debriefing step, where your performance and the pilots’ stress levels are recorded. Missions can be quite stressful, so it is possible that your pilots will be unfit for the next mission after returning to their base.

Since a campaign consists of several missions in a row, and you only have one fighter squadron, one of the main challenges of the game is to think about when to use which pilot – you always have to keep in mind that they could be shot down or suffer too much stress to be useful in the following missions. This adds a strategic level to the otherwise tactical gameplay of flying single aircraft into a combat zone where they will be attacked by enemy units and dogfighting other fighters.

In Phantom Leader, you don’t have to learn how to pilot an aircraft (your chosen pilots are perfectly capable of flying them without your assistance, so this isn’t your problem). You are the leader and mission commander back at the air base who tells each pilot where to fly, when to fly, and which loadout to take into combat. So if you find your fighter squadron horribly wrong equipped against the target or the encountered enemy units, and they are shot down or so stressed that they are sent into the med bay afterwards, this isn’t their fault – it’s yours.

A bad mission outcome and failure to achieve the mission objectives is almost always caused by bad planning, wrong equipment, and wrong decisions. And some bad luck, of course, because the game contains many random elements which change from mission to mission. You cannot influence which defensive units appear at the scene or which surprise events make your life harder. But you can influence bad luck in rolling your dice by choosing the right equipment, pilot constellation, and flight maneuvers.

Like in a RPG, your pilots gain experience points when flying on a mission, and have the chance to level up to the next higher skill level (at least in a medium or long campaign). Levelling up has significant impact on the various stats of a pilot.

Game components and presentation

The components within the heavy game box are of a very high quality (as it is with all games of the Leader series). The box contains a full-colored rulebook, a 10-sided die, lots of counters, cards, and markers. The overall game style is modern and visually appealing.

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Review: Blocks in the East (VentoNuovo Games)

Posted by Denny Koch on October 16, 2013

BITE_BoxGame: Blocks in the East – The Russian Campaign 1941-1945

Publisher: VentoNuovo Games
Published in: 2012

Designer: Emanuele Santandrea
Era and Topic: World War II / Russian Campaign 1941-1945
Components: Two 87×62 cm mapboards (double laminated), rules manual (scenario booklet incl.), 1 booklet (Germany Strategic Map, Scenario Setup Charts, Play-Example), 317 wooden blocks, 318 PVC stickers (laminated),
100 wooden cubes, 50 cylinders, 30 discs, 50 factories, 7 dice

Game Type: Block game

HFC Game-O-Meter: D bullet5


Our Rating (1-10):

Graphic Presentation: 8
Rules: 8
Playability: 3

Replay Value: 7

Overall Rating: 6

PRO Colorful map; interesting combination of military and production / economics mechanics which leads to tough decision-making about where to spend the resources; great support by the designer; Rules 3.0 are solid and allow for an interesting, multi-layered game with a well-thought out sequence of play and combat sequence
CONTRA Practical issues when actually playing the game: hexes are far too small and become crowded, which makes it difficult to keep track of units and terrain; printing errors on the map; dice-fest (may be a “pro” for some gamers, though); vital information only available on the official website for download, not included in the game box, so internet access is a MUST

Introduction

We love block games! We really enjoyed games like “Richard III” or “Julius Caesar” and think of the design as elegant, efficient, and smooth. In addition, in a block game, the Fog of War (FoW) comes naturally without clumsy concepts like “concealment counters” or “hidden units”, where you have to remember the position of each unit all the time.

Block games are full of surprises, the block system is transparent, step losses are handled easily and naturally and the FoW aspect is great.

Box contents

Box contents

Because of our past experiences with block games, we were quite enthusiastic when we heard about “Blocks in the East“, a new block game by Italian game company “VentoNuovo Games.” Operation Barbarossa is always an interesting scenario, we greatly enjoyed the strategic depth and opportunities of conducting a Russian Campaign in games like “The Russian Campaign“, or “Totaler Krieg“.

Blocks in the East (BitE) is an interesting mix of various game concepts, put together into one game: first, it’s a block game, which means that units are not depicted by counters or miniatures, but by wooden rectangular blocks. A sticker on one side of the block contains all information about the unit; a unit is reduced in steps by rotating it 90° until removed from the map when the last step is taken, while the opponent only sees the black back side so he is often unsure about the strength of the enemy units.

Second, BitE uses a hex grid on the mapboard. This isn’t unique in block games – there are several others with a hex grid, e.g. “Euro Front”, “Athens & Sparta”, or “Texas Glory” – but (with good reason) most block games use an area or point-to-point movement system. Since blocks are somewhat massive, area or point-to-point-movement appears to be more suitable. In hexes, the exact position of a block matters, and hexes must be very large to avoid a crowded map. You can push more blocks into an area or align them around a point on the map, so we were curious how BitE solves the problem of overcrowding a hex with blocks. The idea of using a hex grid (which is great for counters) together with the use of so many wooden blocks and how this game would deal with this situation, fueled our interest in the game.

Last but not least, what we read about BitE sounded like an interesting light wargame / consim hybrid. There is a hex grid, the rules contain many options for additional chrome, there are basic consim concepts like ZOC, terrain, or supply. At the same time, there are no combat odds or CRTs (Combat Result Tables) but tons of dice to be rolled (as in Axis & Allies or Zombies!!!). The colorful map looked beautiful on all the internet pictures we saw and the game appeared to be modern and interesting enough, so we were happy when our copy arrived in the HFC Test Lab.

Game components and graphic presentation

Box, contents, and initial preparations

Sticker sheet

Sticker sheet

When the box arrived, we were surprised – the blocks were smaller than expected. They are significantly smaller than blocks from any games by Columbia Games. Well, we considered this as a plus because we thought this would certainly help in avoiding a crowded map.

Blocks

Before you can start playing, the stickers have to be applied to the blocks. The game contains a sticker sheet with the usual NATO symbols (there is also a special edition available which uses unit pictures instead of symbols). The blocks come in several colors, red for the Russians, black for the Germans, and several other colored blocks (white, green, blue) for minors and/or special units.

What we were missing in the rules (or on the sticker sheet), though, was information about which stickers belong to which blocks. Many of them were easy to assign – “normal” Russian and German units could be applied without problems. But we couldn’t figure out the meaning of some of the other stickers (informational ones, special units), and consulting the rule book didn’t help much because there is only a short list of game components which mentions which color belongs to which nation.

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Posted in Historical Games A-Z, Reviews | Tagged: , , , , , , | 15 Comments »

Review: Sentinels of the Multiverse (Enhanced Edition, Greater Than Games, LLC)

Posted by Denny Koch on April 2, 2013

SotM_box

Game: Sentinels of the Multiverse (Enhanced Edition)

Publisher: Greater Than Games, LLC
Published in: 2011
Designers: Christopher Badell, Paul Bender, Adam Rebottaro

Game Type: Cooperative, fixed-deck Card Game
Topic: Superheroes vs. Supervillains
Contents: 578 cards (63 x 88 mm):

– 10 Hero Character CardsOFFTOPIC_rund– 10 Hero Decks of 40 cards each
8 Villain Character and Game Text Cards
4 Villain Decks of 25 cards each
– 4 Environment Decks of 15 cards each

Number of Players: 2-5 (meaning: 3-5 hero characters)

HFC Game-O-Meter: E bullet2


Our Rating (1-10):

Graphic Presentation: 8
Rules: 9
Playability:
8
Replay Value:
 9

Overall Rating: 8.5

PRO Very thematic; perhaps the most “superheroic” superhero game out there; unlimited combinations of super heroes, super villains, and environments ensure a very high replay value; easy to expand; cool universe; very diverse heroes (tanks, supporter, damage-dealer, deck controller…), villains and environments offer much variety; very simple rules but demanding gameplay; almost no setup time; well thought-out gamebox (deck dividers provide a perfect storage system)
CONTRA Hard to win with certain hero / villain / environment combinations; two players are required to take 2 heroes each or the game will be unbeatable; storage system doesn’t work with sleeved cards; some important info counters are not included in the game but have to be crafted by the players themselves

Introduction: What is “Sentinels of the Multiverse”?

Sentinels of the Multiverse” is a cooperative, fixed-deck card game based on a (non-existent) Comic book universe – it’s not Marvel, it’s not DC, but nevertheless – it conveys the authentic feeling of a rich, living, complex Comic book world.

SotM_quote

Uttering the inspiring quote while playing the card is fun!

Players take the role of a super hero. Each super hero has his or her unique back story, super powers, and own agenda. The “character card”, which shows the image of the player’s chosen character, is drawn like a comic book cover, and you can easily imagine that your hero is the hero of their own comic book series. In addition, you can even find different drawing styles for different heroes.

The hero’s fixed 40 cards deck consists of special powers, items, equipment, instant actions and you can find inspiring quotes from “Sentinels Multiverse” fictional comic books on the lower half of each card, together with a fictional reference to a non-existent comic book – which is quite nice and strongly reminds of references to other issues in Marvel comics.

Ra

Egyptian Sun God Ra is a damage dealer

In other words – Sentinels of the Multiverse (SotM) does a very nice job in “simulating” a Comic book universe. This works so good that it actually feels very thematic, very superheroic (it soon became for us the most atmospheric superhero game currently out there!). The fact that it isn’t based on Marvel or DC characters has one additional advantage: the designers are absolutely free in designing the characters. There are no limits, no restrictions on how to develop a certain character. That makes it much easier to design a “damage dealer” character, or a “deck control and support” character than in creating a Captain America or Green Lantern deck, where players have certain expectations what this character does – and does not. If you are a comic book fan, you will even recognize some of the most famous comic book heroes in SotM characters – some are obviously influenced by their “real” counterparts, but they are never a cheap copy (for example, we discovered aspects of Iron Man, the Punisher, Batman, or the Flash) .

Each SotM character, each Super Villain is very distinct and strongly differs from the other characters in the game. So playing a different character is an entirely new experience each time and you have to adjust your teamwork and tactics according to this character’s traits, strengths and weaknesses. Trying out a new deck without knowing what to expect, and finding out what it’s about, is really exciting.

Hero "Bunker" has a special armor which can switch between various "modes"

Hero “Bunker” has a special armor which can switch between various “modes”

The rule book tells the background story of “Sentinels of the Multiverse”. You will learn about the “Freedom Five” and their mission, about the Super Villains who plan to conquer or destroy the world. In the Core Game, there are four different arch enemies (varying in complexity levels). You can choose to fight Omnitron, the sentient robot factory, an Alien Warlord, Baron Blade, the mad scientist (who is somewhat inspired by Marvel’s Doctor Doom) or Citizen Dawn (with some similarities to Magneto and the Brotherhood of Evil Mutants). In addition, you can choose among four different environments where your game takes place, for example a hostile Mars Base, the Ruins of Atlantis, or Insula Primalis, an archaic tropical volcanic island with dinosaurs!

In addition, Greater Than Games began to publish little comic book episodes (the “Freedom Four annual #1”) in addition to the character biographies on their official Sentinels website which add some spice to the background story. If you want to learn more about the characters, the environments, and the back story, this website is highly recommended. After a while, you begin to believe that SotM is an existing, fully fleshed-out comic book universe. The official forum on the same website is also recommended; here you find in-depth strategies for all characters and a lively fan community.

The game can be expanded very easily by adding new decks, villains, and environments. Since all decks are fixed, you have to learn to play with what your hero has at his or her disposal. There is no deck building, no collectible element, and each character can (and must) be played out of the box. There are several expansions available which bring more complexity to the game by adding characters with very synergistic dynamics, who need much preparation time and optimized play.  New special rules can be included in decks very easily without inflating the very lean rule book.

In the Core game, the 10 super heroes play very differently and their decks offer varying complexity levels. Some characters are easier to play because they work quite straightforward. Other characters require preparation and the combining of various effects – Absolute Zero, for example, who had an accident in a sub-zero atomizer, has the special power of dealing fire or ice damage to himself. At first, this doesn’t make much sense, because a hero is incapacitated once his Health Points have reached zero. But over the course of a game, Absolute Zero learns to deal damage others whenever he suffers fire damage or to heal himself by suffering ice damage, so this leads to very nice synergistic effects.

Villains (handled by the game’s AI) also play very differently. They have a personality created by their special rules (elegantly included into their character cards and deck), and are all very dangerous and very serious opponents which are quite hard to beat.

Last but not least, each Environment (also handled by the game’s AI) is generally hostile (both to the players and to the villain), and surprises the players with dangerous events and interruptions which can’t be ignored and have to be dealt with while fighting the super villain, adding another danger level to the game.

Graphic Presentation and Component Quality

Unboxing the Basic Game

Unboxing the Basic Game

Sentinels of the Multiverse is shipped in a solid box with a plastic inlay which is optimized for storing all decks (even the first two expansions!), separated by their deck divider cards.

The cards are standard-sized, so they can be sleeved quite easily with default card sleeves. But watch out, if you sleeve your cards (as we did), you cannot use the storage system provided by the game box, because your cards become slightly too large. It would be perfect if the designers would have added just a few millimeters to their plastic holding inlay to satisfy all players who prefer to sleeve their card games.

The cards are strong and glossy, but since they are black, they are more prone to tear and wear than white cards (this was the reason why FFG printed their LCG cards on a white background as opposed to the black CCG predecessors). So sleeving the cards is highly recommended, regardless of the fact that the overall card quality is very good.

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Review: Rise of the Zombies – The Zombie Apocalypse Survival Game (DVG)

Posted by Andreas Ludwig on March 8, 2013

Game: Rise of the Zombies – The Zombie Apocalypse Survival Game Review

Publisher: Dan Verssen Games (DVG)
Published in: 2013
Designer: Dan Verssen

Topic: Surviving in a  Zombie Apocalypse
Game Type: Cooperative-Competitive Card Game
Contents: 168 Game Cards, two 6-sided dice, 8 Plastic Stands for Survivor Characters, 1 Sheet of Counters, 1 Digital Timer, 1 Rulebook

Number of Players: 1-8OFFTOPIC_rund

HFC Game-O-Meter: E 


Our Rating (1-10):

Graphic Presentation: 8
Rules: 8
Playability: 9
Replay Value: 9

Overall Rating: 8.5

PRO Easy game mechanics, fast to learn, good written rules, lots of decisions, very thematic, good simulation, high replay value because it is difficult to win, cooperative, quality components (cards, rule book, box)…
CONTRA …but some of the components are less convincing (counters hard to read because of the chosen font which sometimes looks too cramped; plastic stands are ugly and don’t hold the counters in place too well; the timer looks a bit cheap and battery sometimes detaches from the electrical contacts so it stops working), no player aid, for some players the extremely unforgiving nature of the game may lead to frustration.
________________________________________________________________________________________________________________

Introduction

RotZ_table

Zombies on the table!

There are so many Zombie games available on the market that it didn’t really awake my interest when Dan Verssen Games announced Rise of the Zombies, their new game funded by Kickstarter. We own several Zombie themed games and all of them are fun to play once in a while, but there was no reason to believe that a new game would actually bring some new game experiences to the table, so this game was not really on our radar. Then a review copy of the game arrived out of the blue and we did what we always do when a publisher sends us a new game – we quit playing the games we were currently playing for fun, took Rise of the Zombies into the HFC Test Lab and started our test sessions. 

So, what is the game about? It’s the usual setting you would expect from a Zombie game: the players are survivors in a world which was overrun by Zombies, no one knows what and why it happened, the world is just a looting ground and life is reduced to a constant run from a safe house to a new shelter, while trying to survive the walking dead. Actually, the rule book draws you into the story right away by letting you read a letter written by a certain “Gordon”:

The Howler is very dangerous because she attracts more zombies

The Howler is very dangerous because she attracts more zombies

“If you can read these words, there is still hope. On these sketch cards you will find my recounting of The Last Days of our World. Did it start in the water? The food? As a bio weapon? I never found out. 

I was touring Washington D.C. when the President declared a National Emergency and the Army barricaded the streets. Trapped in my hotel room, I watched Apache helicopters firing wave after wave of rockets into the shambling masses surging up Pennsylvania Avenue. I sketched what I witnessed on the cards you are holding now. For two days, the helicopters came, and my towering hotel shuddered from the ever approaching blasts. The third day was the worst. I awoke from a troubled sleep to silence.

Just before dusk of the fourth day, flames engulfed the White House. It burned throughout the night. At dawn, our flag over the White House had fallen. I raided the hotel’s kitchen for food and supplies and began my trek out of the city. For six days, I slept in sewers, slunk down alleys, and peered out of garbage dumpsters, sketching deep into the night to preserve my sanity. Seeing was never a problem. Something was always on fire. They were everywhere. Swarming. Searching with mindless eyes and rending flesh with outstretched hands. They never slept. They never stopped feeding. They mindlessly stalked the living. That’s all they did. 

I met other survivors along the way, but they each fell to the mindless hoards through carelessness or misplaced courage. On the seventh day, I found this house. I call it my Safe House. It was fortified with boarded windows and barbed-wire around the front yard. I met the guy who did the work. He was a construction worker before things went bad. There are more of them every day, and it is dangerous to sneak out for food. I don’t know how much longer I can stay here. I saw an Army helicopter circling the park on the other side of town yesterday. If I see another one, I’m making a run for it. I asked the construction worker if he wanted to come with me, but he said he’d stay here for a while and wait for the Army. I wish him well.

I’m leaving my sketches behind as a sign of hope. All is not lost. We will survive”

-Gordon

This letter explains the situation at the beginning of the game because the players start in the mentioned safe house, and since it’s not really safe there anymore, they will have to follow Gordon, who left the house to make a run for the rescue helicopter he saw.  This story introduction also gives the background for a very distinctive art style that is used in the presentation of the game: it’s a card game and all cards are sketches, pencil drawings that look interesting and fresh, and that’s what Gordon left behind to give other survivors some hope. It’s a nice touch, a great introduction for such a game and it did awake our interest and we wanted to know more…

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Review: Homefront – home is where the fun is?

Posted by Andreas Ludwig on March 27, 2011

Game: Homefront

Platform: XBox 360
Publisher: THQ, 2011
Developer: Kaos Studios
ESRB: M
Genre: FPS
Setting: speculative fiction
Players: 1/32 (offline / online)


Introduction

When I consider all the games that will be published this year and especially the shooter games, then actually 2011 is a great time for fans of the Xbox 360 and for all those who still look for their holy grail of shooters. I know, because that’s my personal quest this year (to use a bit of RPG language). So many big names and so many not-so-big-names are competing for the shooter crown this year that I think the chance to find this sort of a holy grail in the genre can’t get any better. I mean, there has to be one or more real hit when you read the 2011 titles like Gears of War 3, Bulletstorm, Brink, Ghost Recon: Future Soldier, Section 8: Prejudice, Earth Defense Force: Armageddon, Battlefield 3, Call of Duty Black Ops, Crysis 2, Halo: Reach, Medal of Honor, Warhammer 40K: Space Marine and many many more.I don’t know why 2011 is such a shooter-heavy year, but it is – and I like it.

The US under Korean occupation

So, as an Xbox 360 guy, I am prepared to play some great games this year and as a wargamer, shooters are part of my hobby and I was – and still am – really looking forward to playing some hopefully good or even outstanding shooter games.

I played CoD: Black Ops, which was extremely disappointing as a single player experience (I loved the SP campaigns of MW 1 and MW 2, but Treyarch simply can’t create convincing campaigns, the campaign in World at War wasn’t that much fun, either. This time, though, they just packed in as many enemies as possible, in as tight corridors as possible, turned off the AI completely and said ‘go, shoot everything that moves or that just stands dumb around and have… ehh… ‘fun’), but which is probably the best CoD multiplayer so far. It’s interesting that a game can be as shitty and as great all at the same time, but unfortunately if you are not an online gaming competition guy, you don’t get much for your money. Anyway, this is not about BLOPS, but the SP/MP dichotomy reminds me a bit of Homefront.

I also played Bulletstorm, which is a great game, in the SP campaign and the MP coop mode, it’s completely over the top in what it does, and it does it all damn well. It’s extremely fun to play, it’s that simple. But BS is not a game I play as a wargamer and so I was still waiting for a game that would give me a certain military setting and a bit more sim-like combat than the usual military arcade shooter fun. And so things got interesting when I first heard about Homefront.

Homefront is a game done by the folks who did Frontlines: Fuel of War, which I did not play (except for the demo). I don’t remember why that game wasn’t on my to-play-list, but when it returned to my radar, noone was playing it anymore, so it was pointless to start playing it online. That’s a general problem with online shooters (except for the really big names in the field) – if you come too late to the party, everybody else has already moved on to the next battlefield and the online area is a wasteland.

The Homefront launch was supported by a big public relations campaign or one might say propaganda machine. Ads everywhere, Microsoft made a special deal with THQ that DLC will come out for the 360 first, the developers hyped their own game over the top at any given opprtunity, they got more than one nomination and you got the impression it’s the best thing you could play on any system, new features, new setting, ‘we will make everything better than everybody else’, ‘we can compete with the Big Ones’, ‘yes, we CAN beat CoD‘, a game that will get you really into emotion and so on. They sounded really convincing and from what I could watch (all the trailers and interviews and movies and stuff) and read, everything looked actually damn fine. They had experience with online shooters as well and said they will bring 32 player together which is a rare thing on consoles (Frontlines even had 50 something on the Xbox 360) and that convinced me to preorder it. I also read the novel (which is quite enjoyable) and watched the movie Red Dawn (which is downright trash and not enjoyable), so I was prepared with a background story and ready for a great game and excited when the game eventually arrived from the UK.

This is just to tell you that I wanted to like this game, I really wanted to like it and I was open for what the developers would show me as a new emotional, immersive shooter experience. They said they wanted to establish their own universe, their own big shooter franchise with Homefront and there were even early talks about sequels and all, so after reading the novel I was prepared to be part of the Resistance and get it going… and so I put the game into my console and started the campaign. Here’s what I found in this great new shooter, fasten your seatbelt, Ladies and Gentlemen, this is going to be a helluva rough ride and a crash landing, enjoy your drinks while you can.

Story or what’s all the hype about?

Well, you may call it story or plot or whatever you like, but so far it’s a matter of fact that shooters seldom introduce you to stellar storytelling. Usually you get some short hints why you are the one killing everybody in sight over the next hours and that you have to do it, either because you are a cool guy, or you belong to a band of cool guys, or at least some cool guy has to be rescued by you, stuff like that. You listen to it, you read it, while thinking ‘jeez, stop it already and let’s go on with it, I have been playing these games for years now, it’s just shoot and don’t get shot, so let’s do this.’

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Review: Lightning: D-Day!

Posted by Denny Koch on February 25, 2011

Game: Lightning: D-Day!

Publisher: Decision Games
Published in: 2004
Designers: Dan Verssen
Era: World War II, D-Day (Normandy invasion)
Game Type: Card game
Players: 2
Contents: 110 full color cards, Quick Play rules
Average Playing Time: 30 min

HFC Game-O-Meter: E


Our Rating (1-10):

Graphic Presentation: 7
Rules: 6
Playability:
9
Replay Value:
5

Overall Rating: 7.5

PRO Very short playing time, almost no setup time: perfect starter, filler, or closer game; nice historical photos, small box and quick gameplay = perfect travel game, strategically challenging, tough time limit, amazingly high simulation value, very short rules…
CONTRA …which may be too short and imprecise for some players, artwork somewhat boring, not too much variety

Introduction

A card game about the Normandy invasion 1944

Lightning: D-Day! was the first game of the “Lightning Series” by designer Dan Verssen, a game series consisting of five very small and fast card games. Other games in the series are Lightning: Midway, Lightning: North Africa, Lightning: Poland, and the contemporary Lightning: War on Terror.

We own the game for several years now and we also had a small review on our old HFC website, but we recently “rediscovered” it and decided that this game is cool and needs a new review in our ambitious Operation Review Reset.

The Lightning games are famous for their speedy gameplay, very short rules (1 sheet of paper!), and low setup time. They can be played within 30 minutes, but they still offer a strategical challenge and are a tough nut to crack. Lightning D-Day isn’t an exception from this rule; the Allied player fights against a brutal time limit while the German player tries to slow him down and to make his advance as costly as possible.

As the name suggests, Lightning: D-Day! deals with the Allied Normandy invasion on June 6th, 1944. One player controls the Allied forces (US, British, and Canadian units), the other player controls the German forces. There is no game board; the play area is defined by five beach cards which represent the historical landing areas (named Sword, Juno, Gold, Omaha, and Utah beach by the Allies).

Gaining control over Omaha Beach is much harder than controlling the other 4 beaches

Both players control a fixed number of units or Forces per beach (3-4) which represent the historical units from both sides, for example the Canadian 3rd Inf., the British 7th Armored, or the US I Corps on the Allied side or the 21st Panzer, 352nd  Infantry on the German side. In addition, both players have draw decks of Action cards which heavily influence the combat. Action cards can lower or raise the attack or defense value of units (by representing bunkers, squad cohesion, artillery, the chaos of battle) or add special bonuses to a beach, for example by placing the famous 101st and 82nd Airborne there. Stragglers on the Allied side and reinforcements on the German side can further fortify a landing zone.

A game is played over 5 turns, each turn representing roughly one hour. Each turn, the conditions for the Allied player improve, representing his successful landing and advance on the beaches. After five turns, the number of beaches controlled by the Allied player is counted. The game outcome or victory level depends on the number of beaches in Allied hands. The Allies have to control at least four of the five beaches to achieve the historical outcome; less than four beaches mean a draw or a German victory.

Because of the time limit of five turns and the limited number of actions each player can resolve on a beach, one game doesn’t take longer than 30 minutes which makes the game a perfect starter, filler, or closer game on a game meeting when there isn’t much time left for a larger wargame or for “warming up” before moving over to the more complex games.

Despite being a small and fast card game, Lightning D-Day is challenging and requires strategical decision-making and planning in advance for both players.

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Review: Hornet Leader – Carrier Air Operations (DVG)

Posted by Denny Koch on February 3, 2011

Game: Hornet Leader – Carrier Air Operations

Publisher: DVG
Published in: 2010
Designer: Dan Verssen
Era and Topic: Contemporary / Historical and Hypothetical / Air-to-Air and Air-to-Ground warfare
Components: 330 Full Color Cards, 2 Full Color Counter Sheets (352 counters), 8 Full Color Campaign Sheets (Libya 1986, WWIII North Atlantic 1986, Iraq 1991, Israel Defense 2003, North Korea 2007, Taiwan Defense 2008, Russia 2012, Iran 2014), 11″x17″ Mounted Tactical Sheet, Full Color Player Aid Sheets
Game Type: Mixed: Board, counters, card-driven

HFC Game-O-Meter: D


Our Rating (1-10):

Graphic Presentation: 9.5
Rules: 7
Playability:
9
Replay Value:
10

Overall Rating: 9

PRO Awesome presentation; excellent production quality; heavy box crammed with cool stuff; historical and hypothetical scenarios; solitaire game which can be played as 2-player cooperative game; tough decision-making; interesting mix of tactical and operational gameplay; large variant of aircraft; world-wide missions; various adaptable difficulty-levels for beginners up to experts; Navy and Marines variants; lots of “chrome” adds to the atmosphere; rulebook includes background information about weapons and friendly aircraft…
CONTRA …but no information or design notes about enemy units; no hints about coop gameplay included in the rulebook; service years and aircraft type should have been printed on the counters for easy reference; only one log sheet in the game box


Introduction

We are big fans of Thunderbolt Apache Leader (GMT), so we were looking forward to Dan Verssen’s Hornet Leader – Carrier Air Operations, the latest game in DVG’s Leader Series.

Believe it or not, the "Solitaire game" Hornet Leader is one of the best cooperative wargames ever!

We are also notorious for our special interest in cooperative games, so we were really delighted when we discovered that Hornet Leader (HL) isn’t only an excellent solitaire game but also a very challenging 2-player cooperative game experience which requires much teamwork, planning, and tough decision-making.

In Hornet Leader, you are in command of a Navy aircraft squadron, stationed on an aircraft carrier. The game is scenario based and offers historical and hypothetical contemporary scenarios ranging from Libya 1986, Iraq: Operation Desert Storm 1991, Israel Defense 2003, North Korea 2007, Taiwan Defense 2008 up to WWIII North Atlantic 1986, Taiwan Defense 2008, Russia 2012 or Iran 2014.

Scenarios (“Campaigns“) come in various difficulty levels, ranging from introductory to expert. You can also “tweak” all scenarios if you want them to be easier or more challenging by adding “advantages” or “disadvantages”. In addition, you can choose to play each scenario as an US Navy or US Marines squadron which means that you have different aircraft at your disposal (because Marines carriers are smaller and operate closer to the shoreline) and different rules regarding the target zones of your attacks. You can also play each Campaign as a short, medium, or long campaign, depending on how much playing time you have at your disposal. Combined with the fact that you face different enemies each time you play the scenario, this system ensures a very high replay value.

There are different types of mission, you don't destroy targets day in, day out - sometimes, you also fly Search & Rescue Missions or protect your own fleet

The main objective of the game is to fly “Missions” where you destroy enemy ground units, for example tanks and convoys, stationary installations (Radar stations, factories) or fight enemy fighter squadrons or fleets. There is a large variety of available targets which have different special traits as well as variable numbers of protective ground units and/or fighters. Some are easy to destroy, some are tough nuts. Some can be destroyed in addition to a primary mission as a secondary target. Each destroyed target is worth a certain number of Victory Points, so you have to pick your targets carefully.

The game is an interesting mix of card game with a game board (“Tactical Display Sheet”) and counter system. Aircraft are represented by cards (and counters while flying a mission), their weapons are counters. Random events and the composition of enemy forces are determined by card draw, the main target is represented by a card, but you fight ground forces and enemy aircraft which are randomly drawn counters on the Tactical Display Sheet.

Coop gameplay isn’t much different from solitaire gameplay, except that each player commands their own aircraft. But you plan and fly your missions together (which requires much coordination and teamwork to be successful). This variant works great and is really challenging, so if you know another Hornet Leader player in your area, you should give it a try together. To be honest, in our opinion, Hornet Leader is one of the best cooperative wargames ever published

After intensive Hornet Leader sessions, we have to admit that we became enthusiastic HL fans. This is a very good game, it’s demanding, it’s very variable, it’s challenging, and it’s just fun to play. But more about that later…

Game components and graphic presentation

The heavy gamebox is crammed with cool stuff

Hornet Leader is a game with a very high heft factor: the heavy box is crammed with high quality components such as a mounted (!) map-board, various counter-sheets, card-packs, a full-color rulebook and more. This big gamebox isn’t a bluff package (like what you probably know from some other game publishers, big boxes filled with little stuff and much cardboard), here you get a heavy box full of cool stuff for your money.

The overall production quality is very good. The counters are of a thick, sturdy quality and with a nice glossy coating which gives them a very attractive look and a great feel. It’s not a problem to punch the counters from the counter sheets, they are accurately pre-cut without being too loose (so that they would fall out of their counter sheets during shipping).

The full-color cards are also of a very high quality and glossy. The artworks are really cool and add much chrome to the game. There are various types of cards – Aircraft, Target cards, and Event cards.

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