ZombiesZombies!!!
Twilight Creations, 2001

The Zombie Apocalypse is here! In this game that led off the Zombie game craze in 2001, players explore a modular board and kill zombies. Lots of zombies. The game comes with 100 plastic zombies, but if that isn’t enough, you can buy packs of more zombies! The object of the game is to be the first player to reach the “Helipad” tile to escape the infested city, or to kill 25 zombies. Players build the board as they go, exploring the city, adding zombies and slaughtering their way to victory.

Today, there are Zombie games galore, but Zombies!!! still stands out as a simple, well balanced, hack and slash board game. The instructions are clear and well written, the toy value is fantastic with so many little minis and the re-play value is good because of the massive number of board combinations. Plus the fact that there have been 12 expansions and several spin-offs from the game.

During their turn, players draw a board tile and place it, add zombies, combat zombies on their space, draw and play event cards, move their player token and move zombies. Combat is simple, being resolved by a simple roll of a 6 sided die.

A nice feature is that when a player draws the Helipad space, the player with the least amount of zombies places it, helping to balance the game.

So if you are looking for a medium weight kill-em-all type zombie game, this game is for you. Recommended.

MysteriumMysterium
Asmodee, 2015

Mysterium is a new cooperative mystery themed board game where one player is the “ghost” and the other players are “mediums” attempting to solve a murder by channeling the spirits. This game is simply described as “Clue” meets “Dixit” (see previous review).

At the beginning of the game, a certain number of suspect, room and weapon cards are placed on the table (depending on the number of players). The ghost player sits behind a screen, which shows the assigned suspect, room and weapon for each player. (determined randomly). Each player must try to first determine their suspect from clues given in the form of Dixit-type art cards (see sample below). The “ghost” is not allowed to give clues other than cards. The card may be trying to indicate a color, or an element on the card that is similar to the one on the players target card. The players may discuss, then each player places their crystal ball on the suspect they believe is theirs. If they are correct, then they may move on to do the same thing with their room. If they are incorrect, then the ghost gives them another clue and they try again.

But the players only have 7 rounds to determine their set of clues.  When the suspects rooms and weapons have been determined, then those sets are laid out on the table, and the ghost gives the number of clue cards as has been determined by their time, and the players attempt to guess the final killer. The faster they figure it out their suspect, the more clues they get.

Though this game seems simple, the cards are somewhat abstract, at the intended meaning is often elusive. And the Ghost may not get the best cards available to give the most direct clues.

As with Dixit, the artwork in this game is amazing. It is a lot of fun to discuss and speculate on the clues  you have been given, and amazingly frustrating as the ghost when the players don’t get your hints. The ambiance and theming of the game work very well, and the time countdown gives a sense of urgency and tension.

This is a great game, with lots of replayability, though a group that plays it regularly may start to come up with conventions for which cards mean what things. I have heard players say that they have added their Dixit cards to the mix for giving clues, which would also give the game more variety and possibly difficulty. Highly recommended.

MysteriumCard

 

 

 

 

 

(Card picture from BoardGameGeek.com)

DixitDixit
Asmodee, 2008

Dixit is a storytelling card game and won the Spiel de Jahres in 2010. The game is made up of 84 abstract art cards. Expansions are available that also have 85 cards, so there is a lot of variety available.

Each player has a hand of 6 cards. Gameplay starts with the storyteller choosing a card from their hand, placing it face down in front of themselves and giving a short word or phrase that describes the card. This phrase should be somewhat cryptic. Each other player chooses a card from their hand that they feel best matches the storyteller’s phrase and plays it face down. Then all cards are collected, shuffled and placed out faceup. Each player then votes for the card that they feel best matches the description. If no one or everyone selects the storyteller’s card, then the storyteller gets no points, and each other person gets two points. Otherwise the storyteller, and everyone who voted for them gets three points, and each other player who received a vote gets one point per vote on their card. The object is to get to 30 points (various different editions of the game have different point tallying mechanics). You cannot vote for your own card. The story teller doesn’t vote, but uses their vote to indicate their card, so will always “vote” last.

The storyteller must carefully craft their wording to that it isn’t too obvious (or everyone will vote for theirs and they get no points) or to obtuse (in which case no one votes for them).

For example, the picture on the cover could be described by the storyteller as “Adventures in reading” “Imagination” or “And they rode off into the sunset”. Using the word book or waves in the description might pinpoint this card too much. Sunset might also do the same thing, but since it isn’t the focus of the card, could be abstract enough to get by. Using “Imagination” might not be specific enough, but gives the overall “feel” of the word, so would probably get a vote or two. Much of the voting and storytelling will depend on who you are playing with and is a good “get to know you” game.

With a little of “Apples to Apples” and a lot of artistry, this game is fun for all ages. A good imagination is very helpful, and I probably wouldn’t recommend this game to incredibly literal thinkers. Playing with kids is good, but they will probably tend to be very specific about their cards. This game can be great for teaching abstract thought and storytelling.

Very much recommended for creative minded folks.

MadScientistUniversityMad Scientist University
Atlas Games, 2005

Mad Scientist University is a light, simple, storytelling party game. Each player is a student at Mad Scientist University. In turn, each player will get to be the TA. The TA will give each player an Unstable Element Card (Aluminum Cans, Penguin, Lawn Gnomes, etc). Then the TA will give the group an Insane Assignment (Take over the world!). Each player must create a story on how they will use their Unstable Element to achieve the assignment. The TA will choose the best story to win the assignment. After three rounds of play, (Each person will TA once per round) the student with the most won assignment wins the game.

We have had a lot of fun with this game. The Unstable Elements cards have just the right amount of wacky wierdness to make the storytelling easy and fun. The Assignments are general enough to be able to give players a good amount of latitude in their storytelling.  We were playing with the base game and the spring break expansion, and much fun and hilarity ensued. There are several more expansions of the game available, which will give the game more replay value.

If you like storytelling games, then you will very likely enjoy Mad Scientist University. Recommended.