Skirmish Archives - Punchboard https://mail.punchboard.co.uk/tag/skirmish/ Board game reviews & previews Mon, 09 Sep 2024 19:08:32 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.1 https://punchboard.co.uk/wp-content/uploads/2021/06/pale-yellow-greenAsset-13-150x150.png Skirmish Archives - Punchboard https://mail.punchboard.co.uk/tag/skirmish/ 32 32 Mass Effect: The Board Game Review https://punchboard.co.uk/mass-effect-the-board-game-review/ https://punchboard.co.uk/mass-effect-the-board-game-review/#respond Mon, 09 Sep 2024 17:21:14 +0000 https://punchboard.co.uk/?p=5549 So Mass Effect: The Board Game isn't a 1:1 recreation of any of the video games. It's also not a sprawling TTRPG full of its relationships and intergalactic power struggles. What is it then?

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So here it is. Mass Effect: The Board Game – Priority Hagalaz to give it its full title is here on my table and I’ve been an excited chap for the past couple of weeks. I lost a lot of time to the Mass Effect video games when they came out, and I’m a big fan of the universe, the characters, and the stories that came tumbling out of them. When I heard there was a licenced board game coming out, I think it’s fair to say I was cautiously pessimistic. The jump from digital to cardboard has been a tricky one so far, and a lot of attempts so far have nearly stuck the landing, but not quite managed it. Like a cosplayer trying to land in a hero pose and slipping onto their arse.

So colour me surprised when Mass Effect: The Board Game turned out to actually be pretty decent. It’s the board game equivalent of trying a vegan sausage roll for the first time. You might have very low expectations, but you know what – it’s not bad. Not bad at all. In fact it’s pretty damn nice, and if you’ve got a spare one going I’m still hungry.

Does this unit have a soul?

Let’s get a few things straight before we go on. If you’re expecting the campaign game to end all campaign games, the Mass Effect version of Gloomhaven which you and your friends are going to feast on for the next year of your lives, then you’re going to be disappointed. Instead, Modiphius, Calvin, Eric and BioWare have chosen to give us Mass Effect in microcosm.

mission book in play
Keeping this review relatively spoiler-free, this is the first mission in action.

What do I mean by that? Well, for a start each time you play through the campaign, you’ll play three to five missions. That’s it. Then it’s game over and time to reset. Here’s the first interesting thing though – that reset is as difficult as rubbing-out dry erase marker. There’s no legacy-style destruction of cards or permanent stickers on boards here. Instead, campaign activity and character progression is saved with a few wipeable pens.

Secondly, those of you who live and breathe the world of Mass Effect and the intergalactic stories carved from its bedrock aren’t necessarily going to find the RPG-like narrative you might have hoped for. That isn’t to say there’s no writing, or bad writing, because that’s not the case. There’s an entire narrative book included, and the writing in it is really good. It feels and sounds like Mass Effect, but it’s limited. Reading passages from the narrative book punctuates moments in the action, slapping flavour on like adding more sriracha as you work down through your meal.

Action is the keyword here though. Mass Effect: The Board Game is built around the run-and-gun cover shooter core of the digital games’ action sections, so it better do it well, and luckily it does. I mean, you’d hope so with Eric Lang at the helm, but nothing in life is certain. It uses the now-standard game book to set the landscape for each level, much like Gloomhaven: Jaws of the Lion and Artisans of Splendent Vale (review here) did before it. It’s a great way to do it. It takes up so little room, lets us have a ton of different levels, and dictates any special setup changes or rules adaptations. In Mass Effect, it also lets you keep track of each mission’s goals and how close you are to achieving them.

Hard to see big picture behind pile of corpses.

I’m delighted to say that actually playing Mass Effect: The Board Game is really easy. Why should I care though? I like complex games that suck on my brain like a parasite, right? True, but this game isn’t just aimed at me. At the low price the game’s being offered at (£40!!!) you can bet your backside that fans of the video game will pick this one up on a whim, even if they’ve never played a modern hobby game before, let alone read a review of it. A (relatively) small box game at an impulse purchase price, coupled with a smooth, easy game is exactly what needed to happen. Picture instant action instead of tear-soaked cardboard as your friends defect to Mario Kart while you enter the third hour of punching out Frosthaven tokens.

character sheet
The character sheets are big, dry-wipe, and very easy to discern what’s going on.

Playing the game is easy, fun, and tactical. Firstly, there are always four characters in the game, regardless of how many people are around your table. Four players take one each, two players take two each, three can take turns with the extra character – it doesn’t really matter. It means there’s no extra balancing needed, no additional rules exceptions saying things like ‘with x players add y + 2 tokens into the draw bag’, or nonsense like that. Again, beginner-friendly. It also means it’s actually a very satisfying solo experience. Sure, you control four characters, but if you’ve ever played an X-Com game, it’s not exactly beyond your ability.

The game is run by a bunch of dice. The first player rolls 12 of them, chooses three with matching symbols to carry out actions on their character’s sheet, and then passes the remaining dice to the left. Rinse and repeat. The last player only gets three dice to roll, but in the next round, they get first dibs on a fresh dozen dice – nice! Action is skirmish-style with line of sight for aiming, each aggressive action having a damage number and your targets having a defense value. Equal or exceed the defense and they die. Easy. Kills grant you XP which you can spend to unlock new actions and abilities on your character sheet, with some needing the one directly above unlocked first, so you still get that tech tree feel for customising your character.

For the most part the missions are fun and exciting. You’re constantly fighting and kinda role-playing your characters. Wrex likes to get up close and personal, using built rage to unleash more damage, while Garrus can do more damage from range. If you know the characters you know what to expect. You’re constantly attacking enemies, hacking turrets and doors, collecting loot, moving around to reach objectives, and reacting to the constant stream of replacement enemies that spawn in. It’s really good to see that the choice between Renegade and Paragon is present. The way you choose to approach a mission determines its outcome and gives different benefits down the line. Paragon victories give additional dice to the action dice pool, while Renegade success give you tokens which let you change a die to any result you like.

Throw it out the airlock.

Getting the licence to make a Mass Effect board game was always going to be part holy grail, part poisoned chalice for Modiphius. The reason we love video games is because they give us the opportunity to play things beyond the scope of traditional means. You couldn’t hope to replicate the scale, intricacy and emotion of a series like Mass Effect with a board game. When designers try, they’re invariably met with “This should have just been a video game”. The difficulty is in not throwing the baby out with the bathwater, which Eric and Calvin have managed, but not without concessions.

close up of the mass effect minis
As standard, only the good guys have minis. The baddies are cardboard tokens.

The biggest issue most fans might have is the fact that there’s only one story covered in the box. Granted, there are multiple paths through the story and plenty to explore, but it’ll always start with one of three missions and end with one of three. The missions can also feel quite samey in some respects. Objective tokens that you collect are abstract and have context based on the mission, but are often a case of ‘get to a hex and use a mission action to collect the token’. The waves of enemies become incessant, which is great for a run-and-gun, but some of the illusion is broken when one just appears behind you because a card told you it had to be there, not because it made sense tactically or in the context of the mission.

These two points alone might be enough to make you have second thoughts, and I would certainly understand if someone played the game and said “You know what, it’s just not for me”. The missions themselves can feel a little constricted too, with the space to move not being as big as you’re used to in the video games. But that’s where you have to remember, this isn’t a video game. These missions are pastiches of Mass Effect’s levels. They’re the essence of Mass Effect’s soap operas, not a facsimile recreated in cardboard. You’re not going to be getting Shephard to bump uglies with space guys and gals in the game, but there’s nothing to stop you smooshing your minis together and adding a little extra meta spice to proceedings.

Set your expectations ahead of time, and make sure the other players know what the haps are too.

Final thoughts

So Mass Effect: The Board Game isn’t a 1:1 recreation of any of the video games. It’s also not a sprawling TTRPG full of its relationships and intergalactic power struggles. What is it then? It’s a snapshot. It’s a moment in time. It’s a series of action sequences which you can relive like it’s Groundhog Day, approaching it differently each time. Take a different four of the five available characters on your voyage each time. Go Paragon or go Renegade, choose your path through the three missions, and decide whether you want to take on any of the optional loyalty missions for your characters.

mission, narrative, and rulebooks all in one shot
All three books are really well made and edited, which makes a big difference for me.

I think it’s fair to say that Mass Effect: The Board Game isn’t a particularly difficult game. Sure, I had characters knocked down during my plays, but I never suffered a full squad wipe, nor did I feel like it was likely to happen. It makes you feel powerful, like you’re wading through waves of Cerberus and Reaper minions, but that you’re always likely to emerge victorious, and I like it. I like the idea of unlocking cool abilities and seeing how they combine with my teammates’, and knowing that I’ll probably get a chance to try it.

If you’re looking for a sprawling space opera skirmish campaign, I’m keen to point you towards Rogue Angels, a game which I previewed a while back which felt like Mass Effect in all but name to me. As a package though, Mass Effect: The Board Game is the beer-and-pretzels implementation of a cherished franchise which was doomed to never please everyone, but came out dripping with Mass Effect nostalgia and good feelings.

If you and your friends like nothing more than scrapping around in the Mass Effect Universe a few times a month, wiping the cards clean, then starting again while you catch up and knock back a few beverages, I think you’ll love it. On a personal note I am over the moon to have a campaign game that I can play and complete! I actively reject most campaign games here at Punchboard because I simply don’t have the time to invest in them, so I really hope other designers sit up and take note.

40 quid for a decent skirmish game with a really good rulebook, optional miniatures, and a beloved franchise handled with so much care is an absolute bargain. Bravo to all involved.

Review copy kindly provided by Modiphius Entertainment. Thoughts and opinions are my own.


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Mass Effect box art

Mass Effect: The Board Game – Priority: Hagalaz

Design: Eric M. Lang, Calvin Wong Tze Loon 黃子倫
Publisher: Modiphius Entertainment
Art: David Benzal
Players: 1-4
Playing time: 60-90 mins

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Godtear Review https://punchboard.co.uk/godtear-review/ https://punchboard.co.uk/godtear-review/#respond Wed, 24 Nov 2021 14:02:55 +0000 https://punchboard.co.uk/?p=2284 For many people, board game nirvana is teams of finely-detailed miniatures beating the fluff out of each other. Godtear, from Steamforged Games, is a game which epitomises the idea, where warbands of humans, creatures and... rocks throw down the gauntlet and vie for domination of the battlefield.

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For many people, board game nirvana is teams of finely-detailed miniatures beating the fluff out of each other. Godtear, from Steamforged Games, is a game which epitomises the idea, where warbands of humans, creatures and… rocks throw down the gauntlet and vie for domination of the battlefield. Rather than focusing on convoluted campaigns full of epic tales of sword & sorcery, Godtear boils the formula down to its pugilistic essence. It’s a duel for two players, where each tries to be the first to five victory points. Prepare your warbands, sit opposite your opponent, and let battle commence.

It’s just a phase

Playing Godtear is much easier than the thick rulebook would have you believe at first glance. You’ll either move, reinstate a fallen comrade, or use one of the skills on your characters’ cards. That really is all there is to it. The rub, of course, comes in how exactly you choose to use those abilities.

godtear minis
Competition near the centaur of the board (sorry…)

I like the way turns take place. There are two distinct phases to every turn. In the first part, each player usually positions their forces on the battlefield, and may use a skill or two to buff their allies. The second phase sees each player taking turns to move units and attack, instead of moving all of them at once. The distinction between the two won’t become clear until your first game, but you’ll some come to appreciate the tactical nuance of the preparation part, which is known as the Plot Phase. It’s like gangs squaring up against one another in West Side Story – or Anchorman, depending on your frame of reference.

The second – or Clash – phase comes next, and it’s where the best-laid plans come unwound. It’s equal parts planning and improvisation, because you can almost guarantee things won’t happen the way you expect them to. Units get dispersed, Champions fall, and people place their banners on the Godtear objective spaces, which is where the big points come from. Whether those points translate into VPs is another matter.

Tug o’ war

VPs in Godtear don’t come from knocking lumps out of the other player. Each round of the battle is a tug of war, trying to move the turn token closer to your end of the ladder on the side of the board. Some actions might only move it one space towards you – eliminating an enemy model for example. Finishing the turn with your banner on an objective space though, and there’s four steps up for grabs.

godtear dashboard
Each Dashboard has spaces for your skill cards, wounds, and status effects

If you end the round with the token on your side of the ladder, you claim it and flip it, and claim the VPs on the back of it. The points for the middle rounds are worth more than the start and the end, which gives you plenty of opportunity to come up with all manner of plotting and scheming. It’s a really nice system, and it’s something I haven’t come across before. It’s a nice twist on the usual battling systems where you’re either looking to kill everything, control the map, or a bit of both.

The wildly different asymmetry of the different warbands makes things really interesting. Some have small units with the intention of swarming the enemy, whereas some focus on defense and controlling the banners. While it leads to some really interesting match-ups, it means you’re unable to play effectively unless you’re familiar with your warbands, and those of your opponent. If you aren’t, you’ll get thumped by someone with experience. Godtear is a game you need to get into in order to do well.

Room to grow

Godtear is as much a system as it is a game. With the starter sets you get a couple of warbands, a double-sided board, and all the tokens and dice you need to play. Expanding your game comes in the form of buying new standalone warbands, which all come with a champion, units, a banner, and the skill cards they need. They’re reasonably expensive, at £24.99 a throw, but its still cheaper than big-box expansions.

godtear game in progress from above
The battleground from above

If you’re wondering why you might want lots of warbands, it’s because games aren’t limited to one squad squaring-up against another. Each player can have up to four groups of champions and followers to make up their army, but I’d probably go for no more than three. It leads to a really packed, tense battlefield, but for every extra group each player controls, the amount of thinking and the length of the game grows exponentially.

close-up of minis
“Yes! I’m surrounded! Wait…”

I really like the idea of combining sets and controlling huge warbands, but I think to get the most from it, it needs to be your kind of game. Needing to know what each different champion and group of followers can do, and how best to counter them, is a big undertaking. Personally I find it stressful, and I find myself over-analysing every single move, just like I did with Spirit Island. Your mileage may vary.

Final thoughts

There’s a lot to like about Godtear. It’s clearly had a lot of time and care lavished on it, from the gorgeous minis, to the balance between very different units. I’m particularly fond of the need to only buy one starter set to have everything you need to play. The idea is clearly for players to build up collections of champions and units, learn how best to use them, then see how you fare on the battlefield.

It could be pretty costly to build up a big collection, but then that’s true of any mini-based battle system. Personally, I like the fact that combat is dice-based. They’re custom dice which are loaded in such a way that not too much randomness is introduced, but just enough to give you tricky choices to make at time. Weighing up your options and deciding whether to take a chance is a great feeling for me, but purists who want perfect information might not like it.

Dice
These resolution dice for hits and damage are really nice.

If you think your group would like this sort of game, I think Godtear is a great option. The biggest problem Godtear has, is making a dent in a crowded market. There’s a lot of competition out there from the likes of Super Fantasy Brawl, Mythic Battle Pantheon, and Steamforged’s own Skytear, to name just a few. I haven’t played those games yet, so I can’t comment as to how Godtear compares, but what I can tell you is that it’s a streamlined, fast-playing skirmish game which I’ve really enjoyed. The non-linear scoring with the apex coming halfway through the battle is a nice touch, the components are gorgeous, and it’s a very easy teach. I highly recommend it for anyone looking for a tabletop skirmish session.

Review copy kindly provided by Steamforged Games. Thoughts and opinions are my own.

Godtear is available from our sponsor – Kienda. Sign-up using this link to get 5% off your first order over £60.

godtear box art

Godtear (2019)

Designer: David Carl, Alex Hall, Steve Margetson
Publisher: Steamforged Games Ltd
Art: Thomas Lishman, Doug Telford
Players: 2
Playing time: 60-120 mins

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