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Level 7: EscapeI’ve been a big fan of Level 7: Escape since I first played it at GenCon a couple years back. The basic concept of the game is simple: You’ve been kidnapped by aliens based out of an Area 51 look-a-like named Subterra Bravo. Now something has gone wrong in the facility, the stasis pods you were being held in have cracked open, and you need to figure out how to escape from the complex as everything goes to hell.

It’s a co-op ‘crawler, but with gameplay that’s based primarily around escape instead of combat. The scenarios are clever, varied, and tell a nice little story over the course of a full campaign.

I wish that the game supported more than 4 players, but the only real problem I have with the game is the rulebook, which has proven to be very difficult and convoluted to use during play. As a result, rules are frequently missed and mistakes are often made. This has hampered my enjoyment of the game, particularly because it provides a hurdle that needs to be cleared whenever I come back to the game after a long break (and all those niggling little rules go scurrying off again).

So I’ve ended up compiling a completely revised rulebook.

DESIGN NOTES FOR THE REVISED RULEBOOK

The key problem with the published rulebook is that it features both procedural and indexed organization.

Procedurally-organized rules are listed when you use them. (For example, you might say: “When you make an attack, first you do X, then you do Y, and that will tell you if Z happens.”) Index-organized rules, on the other hand, are grouped together into broad categories suitable for quick reference. (For example, you might say: “Z is something that will happen during A, B, or C.”)

Either of these approaches can work well. And, in fact, you can use both of them at the same time as long as both sets of information are fully functional. Unfortunately, this isn’t the case with the Level 7: Escape rulebook. Instead, half of the rules are indexed under general headings and half the rules are listed procedurally.

This is a really huge problem.

For example, there’s a section of the rulebook titled “Raising Fear” and it includes a list of things that raise your fear. One of the items on the list is, “When you leave a tile with a darkness marker, raise your fear by 1.” That rule is not listed in the procedures for moving off a tile. Later in the rulebook, however, there are other effects that raise fear which aren’t listed in the “Raising Fear” section.

You can see the problem: If you’re wondering if something raises fear or not, you can’t reliably check the “Raising Fear” index. Simultaneously, if you’re wondering what to do when moving off a darkness title, you’ll likely check the procedure for moving off a tile and end up forgetting to raise your fear.

In practice, it’s even more confusing because there isn’t a single section of “indexed rules”. Instead, these little index sections are scattered haphazardly around the rulebook. So if you’re following a procedure detailed in the rulebook, you can never be sure that there isn’t some crucial step that’s buried somewhere else.

For this revised rulebook, the rules are reorganized to be entirely procedural: If you need to move off a tile, look at the rules for movement and you’ll see everything you’re supposed to do (including raising your fear level if the tile has a darkness marker on it).

In practice, this has resolved a lot of the confusion surrounding the rules of the game and drastically reduced the number of errors being made during play. Hopefully you’ll find this to be true at your table, too!

UNOFFICIAL ERRATA

The rulebook also includes the errata and clarifications from the official FAQ. However, in addition to those changes I also discovered a number of other discrepancies or unclear rules in the course of my revising. In order to make the revised rulebook as clear as possible, I needed to include some “unofficial” errata.

All of those changes, however, are listed on the final page of the unofficial rulebook (along with an explanation of my rationale for making a particular ruling in each case). So if you want to make a different choice than I did, it should be easy enough!

It should be noted, however, that I’ve made no effort to resolve some of the difficulties found in the Scenario book for the game. I’m afraid that’s beyond the scope of this project. The official FAQ will resolve several of the most problematic mechanics (including the game-breaking errors in the final scenario), but when it comes to the remaining issues I recommend just taking your best guess. (When in doubt, go with the option which makes the game more difficult for you!)

Level 7 - Revised Rulebook

Revised Rulebook (PDF)

(If you have a printer that can do booklet printing, I recommend it.)

Arkham Horror - Fantasy Flight GamesI’m a big fan of co-op games in general and, as I’ve mentioned in the past, I think they’re a great way to introduce new players to theme-rich boardgames.

One potential drawback to co-op games, however, is the “alpha-quarterback”: A single player that dominates the game by effectively making all of the strategic gameplay decisions. The alpha-quarterback might be the person most familiar with the game, a person with generally deeper strategic insight, or just a forceful personality. Whatever the case may be, however, the result is that only one person is really playing the game and everybody else at the table is reduced to being their pawn. (A related problem can also occur if four or five more experienced players are all collaborating as a collective “alpha-quarterback”, while one or two new players are effectively turned into spectators.)

In most cases, quarterbacking can be avoided through the simple expedience of the more experienced players simply choosing not to do it: Instead of making decisions for new players (“you should go fight that monster”), they can use their expertise to discuss the general strategic situation and then offer the new player a few options of actions that they might want to consider.

Because it’s generally possible for people to choose not to be jerks, a lot of people think that quarterbacking in co-op games is only a “people problem” that isn’t really relevant to game design itself. This, however, is an over-simplification: The problem with co-op games that are trivially quarterbacked is that they’re really solo problem-solving games that are masquerading as games for multiple players. (Pandemic is an excellent example of this type of game.) It’s like adding a rule to Solitaire saying that two players should alternate turns and then claiming that it’s a two-player game.

There’s nothing wrong with alternating-play Solitaire if everybody’s having fun, of course. But it’s not an ideal way to design a game even if an individual group doesn’t default to quarterbacking while playing it.

DESIGN SOLUTIONS FOR QUARTERBACKING

The solutions for quarterbacking are:

HIDDEN INFORMATION. (Which often doesn’t work because there’s no motivation not to share the information, but can at least create the impression that individuals are contributing by discussing the information they have access to. However, games like Hanabi make hidden information co-op work by making the hidden nature of the information integral to the game design.)

TACTICAL DEPTH. (In these games, groups may coordinate on a large-scale strategy but there’s enough tactical depth in each player’s execution of that strategy that individual players are still allowed to play the game even with aggressive quarterbacking happening in the same room. Arkham Horror, for example, does this with a fair amount of success: Quarterback all you want, but the individual players are still responsible for playing through their encounters.)

INCOMPLETE INFORMATION. (By hiding information from all of the players, decision points are turned into a gamble. A simple version would be a draw deck containing white and black cards: If a white card is drawn, certain actions will be advantageous. If a black card is drawn, a different set of actions will be advantageous. Players can offer input about which card they think it’s going to be, but nobody really knows and so it’s ultimately up to the current player to make the guess and determine which set of actions they should be attempting. Knizia’s Lord of the Rings, for example, does this with a stack of tiles that determine the pace and sequence of various horrible things. The shortcoming of this solution is that if the system is actually completely random, then the decisions are meaningless. And if it’s not completely random, then there’s a viable strategy and that stategy is still open to quarterbacking.)

TRAITOR MECHANICS. (These enforce the hidden information solution by providing a motivation for concealing information. Battlestar Galactica does this, for example.)

REAL-TIME PLAY. (These enforce the tactical depth solution by making it impossible for a single player to make all the decisions that need to be made within the time allowed. Space Alert and Escape: The Curse of the Temple are examples of this.)

Of these solutions, real-time play seems to be the only surefire solution to the quarterbacking problem. (Hidden information can be shared, tactical depth can still be micro-managed, incomplete information still lends itself to strategic quarterbacking, and a game with a traitor isn’t actually co-op). Other co-op games generally need to rely on a mixture of techniques to mitigate the quarterbacking problem (although exceptions like Hanabi do exist).

(It should also be noted that the “this is really just Solitaire, but you alternate turns” problem isn’t limited to co-op games. For example Dungeon Roller pretends to be a competitive game, but is really just two people playing solitaire and then comparing their scores.)

Ex-RPGNet Reviews – Go Wild!

October 17th, 2013

Tagline: A strong card game, reinforcing this line of family-oriented card games which made a name for itself with Twitch.

Go Wild! - Wizards of the CoastLast year Wizards of the Coast released a series of four family-oriented card games (in the tradition of Uno and Skip-Bo): Twitch, Pivot, Alpha Blitz, and Go Wild!. After reading about it in an RPGNet review I picked up Twitch and quickly became completely addicted to its fast-pace play style. On the strength of Twitch I ended up buying the other three games in this abbreviated line and have been slowly playing my way through them (in addition to Twitch I have also reviewed Pivot here on RPGNet – a review of Alpha Blitz will pop up whenever I get around to playing it).

So far I have been heartily impressed, and the games have readily taken their place alongside other family favorites, such as the aforementioned Uno and Skip-Bo.

Go Wild! is a trick-based game (like Hearts or Spades) designed for 2-6 players. There are six suits of cards – five colors and the wild cards. Each player is dealt twelve cards, which forms their hand. The game is played in a series of rounds, each of which is made up of three tricks. You win a trick by more cards of a particular color — which is determined by whoever leads the trick — than anybody else.

At this point it sounds like a pretty tame, typical game. You might as well pick up a copy of Hoyle’s. But this is where the designers throw you a curveball: You score a variable number of points depending on which trick in the round you win, plus, if you win the first trick of the round, you become the Wild One. Here’s how it works:

If you win the first trick of the round, you score 1 point. In addition, you become the Wild One (there’s a card included that identifies the Wild One). On the second trick you score 2 points, and on the third you score 3.

Here’s the cool bit: Only the Wild One can use wild cards.

In other words, the strategy of the game is not just to win the most tricks – but to choose a specific strategy which allows you to win. Do you toss out as many cards as possible on the first trick of the round in order to secure the Wild One? Or do you gamble a little bit and hope to pick up more points by winning the later tricks?

The most important question to be asked of games like this, however, is: Does the concept actually work in execution? The answer here is: Yes. Absolutely. Go Wild! is an excellent game, exploring a new and interesting variation upon the old trick-based card game concepts. In that sense, Go Wild! continues the strong tradition I found in Twitch and Pivot. Not only are these fun games, but they are extremely innovative.

The only serious problem I had with Go Wild! was the rule for who got to lead the first trick of the game: The youngest player. Okay, fine. Works all right the first time. But when you play two or three games in a row, it becomes a little frustrating for the same guy to always have that advantage.

I was most impressed by the fact that the game proved itself to actually by playable by two players. Most games listing 2-X players are “playable by two players” only in the sense that the rules work – the entire dynamic of playing is skewed by the presence of only two players. Because of the complex tactical consideration of Go Wild!, however, two players can easily challenge one another.

Of the games in this line, Twitch is undoubtedly the best (it’s guaranteed to consume hours and hours of your free time). That being said, Go Wild! will definitely be placed on my To Be Played shelf, and not my Been There, Done That shelf.

Style: 4
Substance: 4

Author: Grezegorz Rejchtman
Company/Publisher: Wizards of the Coast
Cost: $6.95
Page Count: n/a
ISBN: 1-57530-601-8

Originally Posted: 1999/10/23

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

RPGNet Review – Falling

August 15th, 2013

Tagline: Another excellent, if not so cheap, Cheapass Game.

Falling - James Ernest (Cheapass Games)Cheapass Games has created quite a reputation for itself. Producing games from the cheapest materials possible, they create highly affordable games with highly original premises. Almost all of their games have catchy titles and/or taglines, and their concepts are usually intriguing and amusing enough in their own right so that, even if the gameplay doesn’t catch your fancy, the product is still well worth the cost of entry.

And I say that as if their gameplay is usually poor. Quite the opposite is true – Cheapass Games doesn’t just have a reputation for their cheapness, they have a reputation for the high quality and playability of their game concepts. In short, Cheapass has ushered in a breath of fresh air to game design. Because they can produce games with such a low overhead they can experiment in many different directions very quickly, and with comparatively low risk. As a result you can see Cheapass play with and discard innovative game mechanics that other companies would be forced to milk for years, if they ever tried them in the first place.

Which brings us to Falling, an innovative and relatively unique card game. As with all of Cheapass Games’ products the first thing I heard about it was the tagline: “Everyone is falling, and the object is to hit the ground first. It’s not much of a goal, but it’s all you could think of on the way down.”

Instantly intrigued I surfed over to the Cheapass Games website and went digging around for more information. I came across an article written by James Ernest, the game’s designer and the driving force behind Cheapass Games, discussing some advanced tactics he had recently discovered… long after releasing the game.

I knew right then and there that I had to possess a copy of Falling. Most games, you understand, are like Sorry or Candyland — what little strategy and tactics there are in such games was known by the designers before the first playtest. It is the games which take on a life of their own, which have hidden complexities and dynamic interactions between their components which result in strategies and tactics which the designer never dreamed of, which are the very best games. Games like Chess and Diplomacy. If Falling was truly that type of game, and it contained the same type of powerful innovation found in other Cheapass Games, it was definitely packed with potential.

Unfortunately I couldn’t find Falling anywhere. I scanned the Cheapass racks (with their distinctive white envelopes) in, literally, half a dozen stores without any luck.

Why not? Because Falling is sold as a card pack, in one of those little cardboard boxes, on playing-card stock, for a price of $9.95. From Cheapass Games? What the heck?

Well, after playing the game it has become quickly apparent why this is the case. The cards simply have to be of a higher stock than your typical Cheapass game because, as the box says, Falling is a “frenetic” card game. Without the durability of an actual playing card, anyone owning Falling would quickly find themselves in need of a new deck.

So is this Cheapass Game worth a not-so-cheap price tag?

Hell, yeah.

THE RULES

Falling reminds me of another favorite game of mine, Twitch (from Wizards of the Coast and reviewed elsewhere on RPGNet). They’re both copyrighted for 1998 and therefore I won’t engage in pointless speculation as to which came first – it is far more likely a case of simultaneous inspiration (or drawing from some primal source with which I am wholly not familiar).

I say they remind me of each other, because both of them are “turn-less cardgames” – instead of following a set play order, like your typical card game, both Twitch and Falling feature simultaneous play by all the players at the table. No lazy downtime from these games (I actually managed to work up a hefty sweat while dealing for Falling).

In Twitch, simultaneity is accomplished because the basic mechanic of the game is determining the play order – the card one person plays determines who goes next, and if anyone else can play before that person can, then that person has to pick up the discard stack.

Falling, on the other hand, does it in a completely different fashion. One player is the dealer. Throughout the game all that the dealer does is deal cards, he doesn’t play at all. In fact, the dealer is dealing cards continuously throughout the game, proceeding sequentially from one player to the next. While the dealer deals, the players are all playing cards on themselves and against each other all at the same time.

Cool, huh?

In an unmodified situation (such as the very beginning of the game), each player starts with a single “stack” of cards. The dealer will deal one card to each player’s stack, and then move onto the next player (remember, once he starts dealing, he deals continuously). As the players receive cards, they can pick up one card at a time (and only the card on the top of a stack), which they can play on themselves or on another player.

As cards are played, however, things will change very quickly. The main mechanic in Falling are cards known as “riders”. Essentially, a rider informs the dealer how to deal to a player. There are three types of riders:

Split. A split card tells the dealer to start a new stack for the player (so he would deal one card to the existing stack, and then deal a second card to start a second stack). On subsequent turns, the dealer will deal one card to each stack (however, a player can get rid of a stack if he can play through all the cards in that stack before the dealer returns to him – a dealer only has to deal to stacks he can “see”, unless there are no stacks present in which case he automatically creates one).

Hit. A hit card tells the dealer to deal an additional card to each of the player’s stacks.

Skip. A skip card tells the dealer not to deal to that player this time around.

A player can only have one rider on them at a time. The dealer picks up the rider when he finishes its instruction (so a rider is only in effect for one turn).

In addition to the riders there are also “action” cards, which can be used to manipulate the riders in various ways:

Stop. A stop card destroys the rider. Put the rider in the discard pile, along with the stop pile.

Push. A push card takes a rider which has been played on you, and “pushes” it onto another player.

Grab. A grab card takes a rider which has been played on someone else, and “grabs” it – applying the rider to yourself.

Finally there are the Ground cards, which are placed at the bottom of the deck before the deal begins. If you are dealt a ground card you have hit the ground and are out of the game. The only way to avoid this is to “Stop” the ground card as soon as it is played (in which case it is placed back in the deck by the dealer). Because the ground cards are all grouped together once they start coming out it is generally useful to “Skip” your turn and to “Hit” other people (since having them dealt more cards makes it less likely that they can avoid the ground cards or stop them effectively).

There are a couple of extras (including, ironically, the “Extra” cards) – but that’s the core of the game.

DOES IT WORK?

Yes. Absolutely, positively. We had a rough start-up, since we had several neophytes who couldn’t quite get their heads around the “simultaneous play” portions of the game, but after a few trial runs (during which the dealer dealt very slowly and stopped often so that people could ponder how the game worked) we were able to quickly vamp things up to speed.

And at that point the game rocked. Just like Twitch people became speed demons around that table.

One thing we found of particular interest, though, was the differences in gameplay based on the speed of the dealer. We had a couple of very methodical dealers, who would deal at a steady, even pace. This allowed a bit more of personal reserve and tactical consideration. On the other hand, the speed demon dealers – who would race around the table as quickly as possible – inspired a rapid-response style of play in which you did your best to disadvantage the other players while keeping your disadvantage as limited as possible.

IS IT FUN?

Falling - James Ernest (Paizo Publishing)You’re kidding, right?

I have a very large shelf of games (which, coincidentally, is coming to be dominated more and more by Cheapass Games). However, there is a small, select handful which get played time and time again. After one short evening of play, Falling has joined that select list. It is fun, it is engaging, and it is captivating. We were playing at a sizeable family gathering, and our initially small group had soon maxed out my deck many times over. Falling was drawing people to it from across the room.

So get out there. Scour your store for it (it may very well be in the last place you look, as it was for me). Buy it. You won’t regret it.

Style: 5
Substance: 5

Author: James Ernest
Company/Publisher: Cheapass Games
Cost: $9.95
Page Count: n/a
ISBN: n/a

Originally Posted: 1999/08/16

I absolutely adore real-time card games. They are so much fun! Unfortunately, most of the people in my immediate circle of gamers are completely disinterested and I almost never get to play them any more. They also seem to have fallen out of fashion. It makes me all frowny-faced.

It should be noted that Paizo reissued this game. I don’t own the new version, but my understanding is that the rules have not been changed and the only difference is that the game has been re-themed to feature Paizo’s crazy goblins.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Little Dead Riding Hood is a cute little game where little girls wearing multi-hued hoods and wielding high caliber glocks race their way to granny’s house through werewolf-infested woods.

The game has, for all intents and purposes, been universally panned. The reason for this is simple: The rulebook is very bad.

Actually, let me be clear here: The use of the word “bad” here is completely inadequate. It’s like saying, “The Earth is bigger than a basketball.” It’s technically true, but completely misleading in its lack of scale. It needs to be understood that the rulebook for Little Dead Riding Hood is simply dire: It includes two different sequences of play which contradict each other. It has inconsistent use of terminology. It has an illustrative “board explanation” which contradicts the written rules. And, to provide the cherry on top, a significant number of common game play scenarios can’t be resolved using the rules as written. It’s a twisted and essentially unplayable mess.

BUT…

… there’s actually a pretty fun little game in there.

Once you muddle your way through the rulebook’s morass the game actually proves to be interesting, clever, and dynamic with some unique ideas lurking under the hood. (Pardon the pun.)

So I decided to write a revised version of the rulebook in an effort to both clarify the rules as written and also supplement them as necessary in order to resolve key mechanical problems. Hopefully the result will be to make the game both easier to learn and more enjoyable to play.

The revised rulebook does NOT include the clarifications of how specific helpers and cards are resolved. You should reference the original rulebook for that information.

You can also download this file at Boardgame Geek. (You can also find the original rulebook there if you’d like to compare them.)

Little Dead Riding Hood - Twilight Creations, Inc.

Revised Rulebook (PDF)

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