
Bang the dice game is the love child of zombie dice and Bang! the card game (I reckon it was unexpected and there was drink involved).
Bang dice is a classic filler. Small, portable, easy to learn and totally forgettable. A filler game is like a best supporting actor. They’re important but they rarely get much screen time or talked about afterwards.
Bang dice is a Yahtzee em’ up. Everyone sits In a conspirital circle. You roll five Identical custom dice with the following faces
1 and 2 : shoot someone one to two players away.
Beer : gain a health point
Dynamite: get three of these and lose a health point. Also they can’t be re rolled
Arrow.: take an arrow token from the pile. Once the pile of a dozen or so runs out the Indians attack giving you wounds equal to amount of arrows you’re carrying
Gatling gun: roll three and you inflict one wound on everyone else and return all your arrow tokens. (Important to make the whole cranking handle action when you do).
The idea is to smoke your enemies but right there it gets a bit complex. At the start players secretly draw role cards
Sheriff : shows his card and takes two extra life points.
Everyone else’s role is hidden and the number of each varies depending on how many players take part (up to 8)
We have the deputies who win if the sheriff survives. The outlaws who win if the sheriff dies and the renegade who wins if he’s the last one standing.
The trick is to figure out what the other players are up to. Shooting the sheriff is usually an indicator you’re an outlaw. Figure out the rest yourself.
Each player also starts with a random character with a particular skill like gaining one life at the start of a turn or immune to dynamite. All with suitable gunslinger names.
The game is fast and fun. It’s a deduction style game but very simple and fast. With three to four players it’s just a simple dice chucker but from six players on it gets a lot more interesting as deducing whom the outlaws and bandits are is key. The game lends itself readily to western movie quotes and while it lasts it’s fun. I’d rank it up there with coup as a good solid filler
I picked up the expansion for it which I’m eager to try out and I’ll review that soon when I do.
Bang! Itself has been around for a while and is also a good filler game. Bang! The dice game seems like the younger cooler brother of bang and is well worth trying out. I’ll have it at Knavecon and we can have a game then hombre
Yehar!
Vic
For me ze war is over

When I was a young lad, a mere strip of a lad, I lived for a couple of years in Bray Co. Wicklow (or Wicla if you’re a local). I can remember walking home and passing a shop that had Escape from Colditz in the window. I always wanted to play it, but never did, probably because 30 seconds after seeing it in the shop my mind latched on to something else shiny. Flash forward a number of years and little has changed. What was I talking about again? I did get to play a quick game of the original 1973 version a few years back but i wasn’t a huge fan due to some weaknesses in the rules that could see players running down the clock. Enter the 2016 version which I was lucky enough to acquire at the UK games EXPO. Osprey games have taken it, knocked off the rust and updated a number of rules. Nothing too radical, more a refinement of the game. Gone is playing against the clock replaced now it’s a set amount of turns and a number of other subtle changes that makes the game a way more pleasant experience.

Thinking about it, I’m not aware of any other game where prisoners are trying to escape from a prison (dungeon crawls don’t count). Colditz is pretty unique. I won’t insult you by telling you the premise of Colditz (I’ll insult you in person at the next Knavecon) but suffice to say you have up to five players each commanding their groups of prisoner pawns hoping to escape the famous prison while one player takes the role of ze Germans (boo! hiss!) and tries to stop them.
The first thing you notice about this game is it’s production values. It’s a gorgeous game. Osprey have done a magnificent job on it. The artwork is excellent with a lovely old world feel to it. The board is beautifully illustrated. The rules clear and concise. The game includes some lavish touches like a historical booklet on the castle, neat little cardboard tuck boxes, piece trays that fit in a replica of a red cross aid parcel. Take out all the cardboard and you’ll find a copy of an original escape map for the castle on the inside of the box. It’s classy deluxe.

The game is still very much faithful to the original, very little appears to have changed, but the changes are numerous and subtle, things like tweaks to the map, changes to the number of cards, removal of the do or die rules. If you really want to go back the original rules are included for you to try out (Obviously we didn’t and played the new version).
The game is played out over a number of rounds (50 for noobs, 40 for less noobs and so on) after which the Germany player wins if none of the prisoners has gotten two of his boys out. The problem with the old game was everyone WOULD escape given enough real time, the limited amount of turns side steps this nicely.
Dotted around the map are a number of key escape points that can be moved through with the right equipment, keys for getting through locked gates, passes for walking past checkpoints, ropes for climbing down walls and wire cutters for cutting through barbed wire. None of these will mean jack if you don’t also have an escape kit (food, disguise, compass and map) for when you do finally shaw shank your way out. The good news is you start with one the bad news is you have to get two guys out (you can split the kit if you escape on the same turn).
The map is made up of a central spot called the appel, this is where your pawns start lined up and is den (safe from guards), outside this area is the inner courtyard where German guards patrol, you generally want to spend as little time around here as you can because the German guards will bump into you and if you’ve got escape equipment will stick you in solitary (have to roll doubles to get out). beyond the courtyard are the various rooms and halls, prisoners can move here (guards usually can’t) and if you get two pawns in a room that has the right symbol on it you get the corresponding escape equipment card (and transported back to the appel).

movement is real old school, you roll two dice (doubles grants an extra roll) and you add them all together as movement points, roll low (below 5) and you get an opportunity card, these grant a pile of options like fast travel to a particular room, hide equipment, open one of the three escape tunnels and so on. The Germans likewise get security cards that allow arrests in rooms, shoot to kill, roll calls and various other cards to help them and ruin the prisoner’s best laid plans
Once you think you’re ready to rock you can make a break for it (make sure you roll high), start burning your equipment to get down walls, through locked areas and through fences. If you’re caught by a guard outside the inner courtyard you get locked up but this time lose equipment, worse still it’s quite possible to get shot outside the grounds by guards.
The security officer (German) player has a tough time of it, they need to be horrible to the players (Obviously I shone at that role). Keeping them all in is like herding cats. In one game we played one of the escape player’s entire set of pawns spent over half the game locked up in solitary (I guess if you can’t do the time). The escaping player have to co-operate with each other and trade escape equipment, they WILL NOT escape on their own. This was way outside the comfort zone of my group, but I think they learned an important lesson they will never discuss.
As it turned out one prisoner got two guys out and won. Next time the timer will be lower.
This is great game, it’s a classic and the rule improvements are excellent. With newbie timing it can drag on. It’s important to keep it on the rails and take your turn quickly. The turn does whip about fast enough, there’s little down time. for a game which is pretty much from the 70s it stands up surprisingly well with more modern titles.

Coldtiz is tense and exciting, uncertain and unforgiving. Players can co-operate in escape but… do you really want to help someone else be the one who won the game? and THAT’S why I’d still be in prison at the end of 50 turns.
I’ll have this at Knavecon. Definitely, definitely check it out. Rules are simple, game looks good, kids will love it, adults too. Top game, real nostalgic trip but well worth your time
Huzzah!
Vic
Holiday home
Modern Art has been around for a very long time. It’s a Reiner Knizia game but in spite of that it’s well worth a look 🙂 It’s a bidding game with a theme tacked on. Shocker. For Sale is a simple enough bidding card game not at all unlike it.
Players first wind it up by bidding on properties then unwind it by selling them off for the money available in the buyer’s market. It’s a simple and fun filler game worth your attention

Two things strike me about the game. It’s overpriced and it’s bidding mechanic has a tiny twist that makes the game refreshing. The game consists of two small decks each of two dozen or so cards and a set of cardboard coins. That’s it. I’ve never seen it for sale (pardon the pun) for less than 20 quid.
The bidding mechanic is interesting. You bid one after the other until someone passes. Whomever passes takes the lowest value card and here’s the twist pays Half the bid they’ve made rounded down. The last person standing pays full value for the highest card. This is key. It gets away from the normal egging people on with false bids. It’s a closed pool of money too so there’s a limit on what you can do and it’s strategic bidding all the way.
The second half of the game sees a spread of money cards laid out one per player just like the house cards and players secretly put forward one of their house cards to snatch the best loot. Once all are revealed the highest house value grabs the highest money card. Since it’s a random spread of cards anything from 0 to 15k clever hand management and card counting is crucial.

So is it any good it being so simple? Yes. It really is. It’s a game that should be dry and boring yet it’s far from that. It’s got bottom. It requires quick thinking, bluffing, bullying and a head for figures. I played a buddies copy some time back and was impressed with it. I was able to get a copy at the Expo and having played it again I’m still impressed. It’s most definitely more than the sum of it’s parts. I can see some people not liking it. It’s pure marmite but I think it’s definitely worth your attention. It’s also neat and portable a really good holiday game for 3-6 players.
I’ll have it at Knavecon. It’s quick so I recommend a try.
Until then
Huzzah!
Vic
Francis Drake
francis Drake is a worker placement game in a similar vein to Age of Discovery. You play the role of a sea captain who will undertake Three (not four not FIVE!) voyages to the West Indies to try and score more points than your fellow sea men. School boy humor will reign.

You do this by sailing over and knocking the shite out of the locals and half inching all their gear. Bonus points for conquering cities and fortresses. Each player gets a number of action disks numbered one to four and has to place them face down on various objectives. Once all are revealed it kicks off and first in line at the trough (if they overwhelm the locals) gets the best pickings. There are limited spots at each of the dozen or so objectives so carful use of your action cards and careful bluffing is key. In the event of two captains attacking the same location with the same initiative on their action disk it’s decided by the captain that left port and set sail earliest.
Overwhelming the locals is straightforward. They have a number of visible cannons and men and a turned over card with a few more. So you need to bring more men and guns to the party (which you then spend) to win the day. Additionally you need to bring supplies to reach further objectives, a bigger ship to attack galleons and trade goods if that’s your sort of thing. Where in the world can you find these useful knickknacks? Why back in port I’ll warrant ship mate.

The Voyages are split into two phases. The Victualing and the Voyage (which we just spoke about)
Victualing is akin to opening the doors of Willie Wonkas factory to a mob of Augustuses. Players rush to be the first to grab whatever they think they need from the dock side buildings before raising anchor.
The dock is a one way street of cards which grant access to men, cannons, supplies, trade goods, bigger ships and various other bonuses a jack tar needs. The sizzle is that the first to jump on a particular card gets the most of that particular resource with players arriving after getting sloppy seconds, treacherous thirds and possibly ferocious fourths. If you pass a building you can’t go back so it’s a balance between stocking up and getting to the new world first while all the good stuff is still there (sloppy seconds etc.) It’s a really neat mechanic. Buildings are a spread of various goodie giving cards and these change from voyage to voyage so mind how you go.

The game is really nicely produced. It’s big. The board is big. The pieces are big. The various chits are big. The box understandably is big. It’s a proper man sized no nonsense Tonka Toy board. I like a good board but it’s often a pain if you combine that with a big player board and sets of cards. I was delighted the player board was small and self contained bar a neat little treasure chest to store and hide your ill gotten booty. The art is good, nothing stellar but more than adequate and not overly distracting. The whole thing feels good and solid when you play it. It’s like a Volvo of a game.
Gameplay is excellent. It’s fun and competitive with little or no dice, just decisions and opponent’s decisions to decide your destiny. Cock blockery abounds but no direct confrontation with other players and this feels right. It would have made the game very unforgiving if you could directly attack others. It supports five which is a nice round number (I know) for gaming. There’s a lovely game of two halves here with a lot of thought and strategy required but not to the point of over analysis

I like it. It IS pricey but definitely worth trying out. One of the Thur crew has it so I should have a copy of it at Knavecon 10 and definitely it’s worth checking out
Decent game. Well worth your time
Huzzah!
Vic
Onitama
Hive is a great little holiday game, sitting out having a drink, compact, easy to teach, fun but with enough depth for a seasoned gamer.
Enter onitama. In my eyes a similar beast and a possible pick for holiday game 2017. I picked it up at the games expo in Birmingham and finally got to play it having seen it all over the interwebs last year. Haven’t seen much mention of it this year but we’re a feckless lot we gamers.
The game is very simple. A lot of the tiny rule book is fluff or adverts. You have four pawns (or prawns if you prefer) and a bigger pawn called the master who move around on a 5×5 grid like chess pieces. The board is suitably japanesey as are the pieces. Much dishonor if you lose.

When the game starts all five of your dudes are lined up on your side of the grid, the master in the central home space called the temple the others two left and two right of him. Now you need to either knock out the opponents master or get your master into your opponents temple square.
So it’s a sort of checkers. Well yes and no but mostly no. In truth it’s all no. Movement is a little different and it’s what makes the game tick.
At the start five movement cards are drawn (suitably names after martial arts lore) two for each player and one at the side as the next in line move. The rest go back in the box. Players take a turn by picking one of the movement cards in front of them and using it to move one of their dudes onto one of the permissible spots based on the picked card. You then take the next in line card and pass the card you used to the other player as their next in line cards.
The game is quick and deadly. It’s all over very fast If you don’t watch what your opponents reach. Since movement cards swap between players thinking ahead is key. At least 3 moves.

Do not play this game with anyone who over analyses games or it will be a long haul. The game is pretty quick but it takes chess like concentration while you play. It’s all about making mistakes preferably your enemies. Seeing movement cards pass by and speculating when they’ll come back or setting up movement combos to wipe out enemy pieces is key.
Going directly for your enemy master is perilous. You need to reduce his reach by knocking out his students first. There’s subtly and sacrifice here
For newbies the movement can be a little confusing but it settles pretty quickly. After a number of games I can see a little bit of depth here but it’s going to take quite a few plays to really get into it. It is easy to learn but I dare say difficult to master. Replay is excellent. A pick of five movement cards from a possible twenty per game will see a lot of variety and I started to recognize certain cards as really useful after a time.

Production is magnificent. The box the game comes in has a magnetic lid, a roll up rubber play mat and lovely little pieces and cards all sitting pretty in recessed holders. It’s reminiscent to the original Tsuro in a number of ways.
The game reminds me of Hive in a way but it’s a lot bulkier and having played a lot of Hive I can’t compare it honestly. To me it doesn’t feel quite as good, so far I prefer the former. The more I think on it the more depth I see in it
It’s going to take a while to figure this one out. I’ll write another review of it in a few months time. For now it’s an intriguing and hopefully deep 2 player strategy game that is inexpensive and worth a look.
Huzzah !
Vic
This War is your War
I do not hate co-op games. I do think they’re like the coaches son. They need to work that bit harder then their fellows to prove themselves. There are some very fine coops I’m persuaded.
I just can’t think of any of them at this exact moment.
Truth be told I may not be the best person to review This War of Mine but I’m here now and so are you so let’s get on with it and we need not look each other in the eye for some time. TWOM is a single player game masquerading as a coop. It is. Seriously. The game has a little of the feel of Dead of winter with it’s events but there it ends. You don’t control your own dudes you take turns controlling ALL of the survivors and there’s no traitor mechanic.

The game is based on the now dirt cheap and seemingly good (haven’t played it but I will) video game of the same name. It sees you controlling a group of survivors in a war torn city struggling to survive in horrific conditions. You need to scavenge for food and other resources to ward off hunger and despair along with a few other ailments. It’s grim stuff. The map is grim the colors grim. A funeral home is more upbeat than this.

The game is played out over seven days where different tasks and decisions are made. During the day you try to improve your surroundings by digging out rubble and building simple gear from scavenged resources. This reminds me of the base building bit of video game Xcom. The amount of actions survivors can take are reduced by hunger, wounds and fatigue. Over work your survivors and they’re plum tuckered out the next day, don’t over tax them and you risk attacks or lack of food and resources from inaction. Some hard decisions need to be made.
At night you can send survivors to scavenge for resources, rest up or guard the building. Each of these paths lead to various card driven events and some moral choices in the form of numbered events with different possible choices from a large journal of events. So you might come across a family being harassed by a group of drunken thugs. Do you intervene and risk a fight or ignore it and risk moral penalties later on? I know what I’d do
The game is very nicely presented but to be honest it’s a single player puzzle game with random elements and a bit of push your luck. The moral dilemmas were lost on my group. We just took the most beneficial option for our team. There was no real connection with the game. All I saw was a set of generic stats and mouths do feed. The map is busy with a lot of cards laid out but it’s all logical. I suspect the designers realized a single player game wouldn’t sell so they attempted to make it a group experience but it wound up more of like students all taking drags off the one cigarette.

Like a lot of coops the people more in tune with the game will lead It and the others will fall in line and be ultimately bored. That happens here too.
I didn’t like it. I wouldn’t buy it but if depressing single player thematic games are your thing you’re in luck.
I think the designers made a fine stab at this game but the source material just wasn’t right for the type of game I like. It did achieve it’s goal however and I’ve made a conscious decision now to never start a war or visit untold horrors on others. Well played
Huzzah!
Vic
Like a Rhino stone cowboy
Rhino Hero is a lovely little Jenga+ game from Haba. Haba produce neat kids games and this is no exception. The concept is simple, you start with a spread of random shape cards and you need to be the first to get rid of all of them before your opponents do.

Cards have a couple of shapes on them which you stack folded wall sections upon. You have to place these wall sections down then put one of your floor cards on top of it. It makes more sense if you look at the pics. Cards also contain a symbol which forces an opponent to draw another card, allows you to spend two or makes the titular rhino (a big meeple) appear and you have to stand him on top of the tower constructed so far. Cause the tower to fall on your watch and you lose.

As I said. It’s Jenga with a little more. It’s good simple fun and kids will love it. It’s also cheap as chips. Around a tenner or so. While it lasts it’s fun but don’t expect much and you’ll be pleasantly surprised. Simple game younger kids will love it.
Huzzah!
Vic
Starred words
Do you own Caracassone already? Yes? Ok you don’t need Caracassone Star Wars. Do you Not own Caracassone or do you speak fluent Bocce? Ok go ahead and buy Caracassone Star Wars
CSW is a rethemed version of the venerable Caracassone a nice little gateway game. There’s a little bit of skill and luck mixed equally together here. It’s purely reactionary with a little bit of “card” counting. For all that it’s fun and nice and gentle. Children and non gamers will like it. Hardened gamers will still get something out of it.

The game consists of around 50 tiles which are drawn one at a time randomly and placed beside the growing map on the table. Tiles contain space lanes (roads), planets (monasteries), asteroid fields (castles) all of which have to be positioned to match up with ones already on the table. When you place a tile you also have the option to place one from your small pool of meeples and claim a spot (planet, space lane or asteroid field) if no one is already there. There’s a little bit of tactically play in denying players the tiles they want, throwing a tile shaped spanner in their carefully planned space scape, deciding when to use and when to hold back your meeples (like Kenny Rogers) and when to fight. Key to play is to not overcommit as meeples don’t come back to your hand unless they’ve completed a full space lane, asteroid or completely surrounded a planet.
A new addition to this version is dice based combat when opposing meeples merge or more interestingly when you place a tile next to a planet and have the option of meepling (c) onto the adjoining planet. Opponents roll 1-3 decide depending on their faction and possibly the tiles faction or if you use your single Big meeple to do your action. Highest dice wins and losing meeple goes home. Both parties more importantly score points for scrapping.
The farming which was always a bit confusing for new players is now gone. If you don’t understand ignore that last sense and this one too.

Two things strike me about this version. The combat is fun the game is locked in to the Star Wars theme so you can’t add any of the myriad of Caracassone proper expansions. That’s ok though. You get enough of the game in the base game. It was never meant to be a lifelong commitment.
Build quality is good. Artwork is good too. It’s Star Wars. It’s hard to get the artwork wrong in that. It’s also cheap as chips. You’ll pick it up for less than €20. All in all a neat little game with a new skin. Good fun and worth a look if you haven’t played it before
Huzzah !
Vic
The clacks appearing
There are some games that click (or clack) easily for me. Games like Robo Rally where there’s a programming mechanic, I tend to do well at. It doesn’t necessarily mean I LIKE that sort of game but at least I don’t lose as much as I do in other games. Enter Clacks, the Terry Prachett one not the other one. It’s based on the clacks communication system from the Diskworld novels. A set of semaphore towers manned by golem operators that repeat messages over long distances. Early telegram if you will. So how do you turn that into a game? If you were to ask a few of the players who tried the game Thur night we cracked it out, they’d tell you you don’t and the designers didn’t.

Theme wise it’s fairly strong. You’re racing to spell out all the letters of a randomly chosen word in Tetris like patterns of on and off lights. You accomplish this by moving your dude around the tower and playing cards with shapes on them which flip the light pattern. Obviously it’s a bit unwieldily getting the pattern you require easily and it needs a bit of planning, luck and ingenuity. If you pardon the pun it felt all a bit mechanical to me. While not actually solo it sort of feels like it is or maybe that was just my Borg like aloofness when I played.
Bolted onto this mechanic are cards to throw a spanner in other player’s works and a couple of additional rules for teams we didn’t bother playing.

In fairness it was late when we played so we didn’t see the game at it’s best. I’m kind of assuming the game has a best. It’s not a long game. The version we played was done and dusted in twenty mins. So filler material. Terry Prachett super fans will already have this and tell you it’s great. It’s only ok and there’s a lot more games more worthy of your attention.
Graphically it’s fine. There’s only so many ways you can represent 16 lights. After a game of it we Did feel like Picard with the Cardassians. There’s a set of mechanics in here. It’s debatable if there’s a game.
Huzzah!
Vic
Comic Vault Cork

I spoke with Cathal Travers a few weeks back and we shot the breeze about all things gaming, Cathal is an avid gamer and a regular at Knavecon. In case you didn’t know his online business the mighty Comic Vault is going bricks and mortar in Cork. This Wednesday see’s them opening their first shop in Cork at 15a Oliver Plunkett Street Lower.

Cathal took a few minutes out of preparations to talk to me about his plans
To start with the hours of business will be as follows with a grand opening planned in a few weeks
Sunday: closed
Monday: closed
Tuesday: 10:30 – 7
Wednesday: 10:30-8
Thursday: 10:30-8
Friday: 10:30-8
Saturday: 9-6

Comic Vault has been going strong for a number of years with it’s online business supplying Graphics Novels, T-shirts, the odd board game and all types of Merch. Now they’re going all out and plan to rev up the gaming scene in Cork with more of everything, more games, more merch, more something else that’s good. They’re going to set aside a dedicated gaming area and organise regular game evenings amongst other things and in the words of Cathal, “watch this space we’re only getting warmed up”*
I reckon this could be a trip for Knavecon on Tour in the very near future. From all the Knaves from all around, we wish you the very best in your new endeavour and having seen Comic Vault over the years we reckon you’ll make a splendid success of the whole affair.
Get down there on Wednesday if you’re anyway near!
Huzzah!
Vic
*he didn’t actually use those words but it was something like that
