Category: Should You Try

Talking about the games you should try

  • Should You Try: Star Wars Shatterpoint

    I kinda knew I didn’t like shatterpoint going into the game, but I still think there is enough in there that if you are interested in it it could hook you and the game is interesting to turn over in your mind as a designer that it’s probably worth getting to table at least once. Interesting post #2 right out of the gate, recommending a game that I actually don’t like. 

    Things I like about the game

    Before we get into what doesn’t work for me, I kinda want to get my teeth into what works about the game. The games attack roll and damage resolution are interesting. It’s fun to be able to pick which options you like out of the tree and it does limit the amount of damage you can do when you roll hot and crit out. There is probably a right answer in every roll that you make, but it is more often than not that there is a decision for you to make. 

    Additionally I want to compliment the sculpts. Figures from shows with vastly different animation styles and tones are brought together in a large enough scale that they feel fun and chunky. The sculpts are really cool and it’s a huge temptation to pick up a pack just to paint every time I’m at a game store that sells them.

    Now Behold as I Unleash My Inner Star Wars Fan and Complain

    The primary problems I have with the game are actually probably intentional design decisions meant to sand the rough edges off a pretty unforgiving genre of game. Like let’s think about it, say you’re a huge star wars fan, and you spend hours maybe even your nights over a couple of weeks learning how to build and paint minis only for in your first game you move darth vader out of place (your only painted figure) only for him to get ganked by half your opponents team and die. 

    That is a rough experience. Sure, technically your fault, but also, you didn’t know that Darth Vader could die. He doesn’t do that in any of the movies or shows so it only makes sense to have him wade into a mess of fear and dead men. It isn’t fun to hear “the game has to balanced so he has to be able to die” and the experience could sour you on the whole genre. 

    So, from a designer perspective you have been given the license to an incredibly popular franchise likely to have reach outside the space you primarily design for so how do you solve the aforementioned problems? 

    Well You Make Shatterpoint

    In shatterpoint if a model is reduced to 0hp they get a token. Do that three times and they die. This means that most models spend the whole game on the board doing something. Additionally the semi-random nature of model activations (models are activated based on when their card comes up in a deck) it is harder for your model to get hit three turns in a row by your opponent’s heaviest hitters and die immediately without you sending some help out there. 

    These Seem Like Reasonable Design Decisions, Why Are You Complaining? 

    In my opinion they also rob the game of some of the juice that I come to skirmish games for. 

    Because every model is roughly equally hard to kill Darth Vader can get tar pitted by unnamed clone troopers who he should be able to turn into clone trooper flavored giblets. This robs the game of a lot of the narrative flavor. 

    Additionally while models getting removed is a feel bad for the player whose model is removed it also is a huge action point in the narrative of the battle to the player who does the removing. In my estimation the sigh of relief when an opponent kills a problem threat out of your list or the groan of terror when a melee blender lives and gets to fight back is the juice of the game. Yes it can feel bad in cases where your big scary monster gets jumped, but to me it feels worse when what should be a big scary melee blender is just equipped with a double ended wet pool noodle. 

    Okay but What’s Horton Doing Over There?

    Ah yes, The Elephant in the room. I played judgement for almost a year and a half. I play bushido. I like games for sickos. I don’t mind a game where you pull your opponent’s jersey over their head and lay into them until the ref separates the two of you. I understand from a philosophical perspective that these games can have a new player experience problem. Getting absolutely dumpstered by something that you didn’t even know was in the game feels bad, but I was weaned on that type of game ever since I was a wee lad playing yugioh and Anti-Spell Fragrancing players into the dirt. 

    I also know what I’m getting into. When I pick up a game it is very easy for me to see the grease, to find the points where the system breaks and extract enjoyment from snapping the systems over my knee. Not everyone does. And that’s okay.

    Introducing people to the world of minis gaming by throwing them in the deep end doesn’t always work. Why not start with something a little more forgiving? And why not design that if you’re making a Star Wars Game. This is why I don’t like shatterpoint, but I think you should try it.

  • Should You Try: Bushido

    Hire a Samurai

    Hello and welcome to Should You Try, my blog about miniatures games and if you should try them. In todays issue, hailing from Britain it’s Bushido!

    Bushido is a game that, much like the deadly shinobi of the media it aims to emulate, is rather elusive. As a skirmish game with a simple name like bushido, where facing and zone of control and range bands come into play you would expect it to be a historical game. However, beyond just the basic samurai it also includes Tengu, Yokai, Undead, things that go bump in the night and of course, Crabs. So despite being ultimately a fantasy game, it is mechanically more in line with a historical vibe.

    What do I mean by that?

    Well, what I would consider typical of fantasy games (Relic Blade, Warcry, Mordheim, Warhammer fantasy) is vast legions of nameless henchmen that are in service to either an existing named character from the fiction, or your own home grown general. In bushido, most characters have a name, so the fantasy is less imagining your own heroes and more mashing semi-historical action figures together; less Skyrim, more Dynasty Warriors. This feeling also migrates over to the gameplay. While skirmish games have trended simpler and gamier over the course of the medium where games like Judgement and Malediction are often drawing more from video games and other tabletop games than they are the historical format that these games have at their roots, Bushido is much more a peer with the historical games. You have tables for how many wounds an attack does, the aforementioned zone of control and range bands, and each fighter has unique properties that match its weapons and gear. Additionally the fights match up to if not an actually realistic simulation of historical japanese martial arts, at least a verisimilitudinous one.

    How do I mean?

    Well in say warcry for example, the way a melee combat often plays out is two models get in range of each other and then, they take turns rolling dice and spending resources to try and reduce each other’s health to zero. Sure the weapon matters, but only insofar as at what distance and with what speed can it whittle down an enemies health. This is fine, but does not give the feeling of a desperate melee combat or a swift clash. It feels… like you’re playing a game.

    On the other hand in Bushido, when two models engage, both players get to decide whether they’re going on the offensive or defensive. To explain the mechanics of the game a little, when a melee happens both players get a number of dice equal to the fighter’s melee stats, then they decide how many dice they want to spend on attack and defense. Then the players roll those dice. If a player went all in on attack, they can often roll far enough ahead of the opponents defense to strike down a model in a single blow, but if you go all out into attack, you leave yourself open for counterattack and your opponent could be a little defensive, survive and strike you back. 

    This mimics, if not how real samurai fought, at least the way samurai fight in kurosawa movies, which to my brain reads as how samurai should fight. 

    This makes the base gameplay, the moment to moment of Bushido fun, and if it sounds interesting to you, I think you should try it. The app (I didn’t mention this but all of bushido’s rules live in the app) makes it easy to play. If all you take away from this is that Bushido is a cool samurai game with an interesting combat resolution mechanic, then I think that’s great, but Bushido’s great design also expands to the macro scale.

    In a lot of games what can happen with objectives is that the game turns into a scrum for the objectives. This can be fine, but can often lead to the models touching and then feeling like they stand next to each other and deplete each others health bar. Lots of games circumvent this by letting you shove models around, or leave combat, without penalty, but Bushido circumvents this through mission design. In the missions I’ve played, there is typically one objective for the first couple rounds of the game, which then changes in the second half of the game to a different objective. This means that when the game would turn into that objective slog, the points are scored and it’s now a scramble for the new objective (or your carefully laid plans coming to fruition.) This extends the games feel of a dynamic tense showdown out from the micro scale to the macro scale.

    And taking another step back, the game is reasonable to collect. Warbands tend to be in about the 6-8 model range for standard warbands with outliers going as low as four and as high as like 16. There are what I would call a reasonable amount of tokens and the game is played with d6s and measured in inches, so no funny dice or proprietary measuring sticks. The Themed warbands all provide what is functionally a complete warband that gives you clear direction with a faction that you might want to play, and the starter sets provide a similar benefit, with the primary difference being they tend to hover at around half of a complete warband. Models are easy to assemble and are either pewter or 3d printed resin depending on what batch they’re from. How they are aesthetically will vary from person to person, but I found them pleasing to look at and fun to paint, if a little towards the over-detailed size. 

    Now I have played only a handful of games and demos so take what I’m about to say with a grain of salt, but from reading about some of the warbands and their strategies this game can very easily turn into what I call a hockey fight game. Instead of both players fighting on even footing, it is very easy to accidentally build a slant list that attacks your opponents on an axis they are entirely unprepared for, figuratively pulling their jersey over their head and letting you wail on them until the ref separates you. The Awoken for example stack fear and can get to a point where you just cannot engage them. There are ways to counter everything in the game, but if unprepared for this type of game you can accidentally get yourself into a situation where one player just doesn’t have a great time. 

    Thus I must conclude that I think You Should Try Bushido. Mechanically unique in a way that I haven’t experienced another game of its like and a thematic success. Just make sure you have a compassionate teacher.