Rumble in the House / Rumble in the Dungeon

Rumble in the houseA while back we awarded King of Tokyo with a Major Fun Award. Giant monsters rampaging their way through a major metropolitan city. What isn’t there to like?

Well, Flatlined Games has lowered the stakes a little (you are fighting over a house instead of a city) but kicked the rampaging into overdrive.

Rumble in the House (and it’s virtually identical twin Rumble in the Dungeon) distills the fighting game down to its most basic core: move monsters, remove monsters. Cram a bunch of hare-trigger psychopaths (like Cthulhu, a Chicken Man superhero, and a penguin packing dynamite) into a single flat and watch the furniture fly.

For all its parts, the game is beautifully simple. There are twelve room tiles that make up the board. Arrange these as you like. There are twelve monsters on little plastic stands. Place one in each room. There are 12 monster tokens. Each player chooses 2 at random. Keep yours hidden! These are the monsters you are trying to protect as long as you can.

Rumble ComponentsOn your turn you can do one of two things: move one monster (if it is alone) OR “pick a fight.” If there are two or more monsters in a room, you get to remove one from the game. Fights in the house are very fast and very decisive!

As monsters are eliminated from the house, you must place them in a line. Play until only one character remains. Points are determined by the place of your monsters in the line. The first two monsters score nothing. Zero. After that each monster scores points by their position in line starting with one point for the third monster and going up to ten points for the one who walked out of the house. You take the score of your last monster.

The game is played over three rounds. Each time, you build the house, draw new secret monsters, and then RUUUUMMMMMMBLE!!

01 AwardRumble in the Dungeon is the successor to Rumble in the House. The location and characters have changed and a treasure chest has been added to the basic mechanics. Moving and fighting are still the main actions, but if you can get one of your characters to carry the treasure chest to the dungeon’s entrance, that character can leave and earn 10 points. Moving and fighting continue even if someone succeeds in removing the treasure (instead of fighting for the treasure you are now fighting over who let someone else abscond with it).

Rumble in the dungeonYour first game is the longest and that’s only because you have to punch out the pieces and glance through the rules. The artwork on the pieces, the box, and the rules by Kwanchai Moriya is fun and colorful. We loved looking at the pieces and making up stories about how one character defeated the other. It’s a very light game but it lends itself to lots of replay. I also appreciated that even when your monsters have been eliminated you still get to influence the game.

Spite becomes a powerful force for Major Fun.

2-6 players. Ages 8+

Rumble in the House was designed by Olivier Saffre and is © 2011 by Flatlined Games. Rumble in the Dungeon is © 2012. Worldwide distribution is being handled by the good people at Iello.

Battle Sheep

battlesheep_gamerA bucolic scene. Technicolor sheep grazing in a green pasture. They look up every few moments, amble over to another patch of grass and clover. Quiet except for the sound of chewing and the occasional bleat as one of the sheep gets boxed in.

The horrors of war!

The pasture is a battleground. The sheep scan the field with steely eyes, looking for weakness in the enemy lines. A scream of defeat.

Welcome to the vicious world of Battle Sheep.

Blue Orange has brought us another great strategy game. Battle Sheep combines an area capture mechanic with a variable board that changes the contested pasture every time you play. As is the hallmark of most Blue Orange Games, the pieces are of the highest quality and the art is fun. The rules fit on a tiny slip of paper and once you have read them you will never need them again.

The game starts with the construction of the pasture. Players take turns placing the pasture tiles so that they connect. The combinations are practically infinite and you can construct some truly bizarre playing areas.

Once the pasture is set, the players take their 16 sheep tokens and place them in a single stack at the edge of the pasture. Each turn after the initial placement, each player must move at least one of their sheep tokens in a straight line until they have to stop—either by running into the edge of the pasture or by bumping into another sheep. A player can move a single sheep or a stack of sheep as long as at least one sheep is left behind. As the game progresses, there are generally several smaller stacks of sheep of each color. Players with multiple stacks may only move from one of the stacks.

The idea is to control as many hex spaces as you can and block your opponents so they can’t move. The game ends when only one player can make a legal move. At that point, players count how many pasture hexes they control.

01 AwardThere is a lot to think about here, starting with your initial placement. It is entirely possible to get shut down early in the game if you choose poorly. Each move involves a reassessment of the pasture and the possible moves of your opponents. And of course there is the great satisfaction that comes when you can box your opponent in to a small corner.

Baa Ram Ewe, buddy. Baa Ram Ewe.

[youtube]https://www.youtube.com/watch?v=5MdU58CUw34[/youtube]

2-4 players. Ages 7+

Battle Sheep was designed by Francesco Rotta and is © 2014 by Blue Orange Games.

Forbidden Desert

http://www.gamewright.com/gamewright/Images/Games/GAMEWRIGHT-415.jpgMatt Leacock has a knack for creating games about overwhelming odds. In Pandemic, players race against the advancing tide of infectious disease. In Forbidden Island, that race is against the literal tide as the mysterious island you are exploring sinks beneath the waves.

Forbidden Desert places the characters in a similar situation as desert sands threaten to engulf the party and bleach their bones dry.

Death by disease, death by drowning, and death by dehydration. Fun times.

Forbidden Desert is a cooperative game in which the players try to assemble a mysterious flying device so that they may escape the ravages of a desert storm. This goal is virtually identical to that of Forbidden Island. As a matter of fact, the game shares many features with Leacock’s previous cooperative games (Forbidden Island and Pandemic) but these similarities only benefit the game. If you have played one of the others before then your entry into Forbidden Desert will be that much easier. If you have not played the other games, the rules are easy enough and the instructions clear enough that you will still be playing in a matter of minutes.

The game consists primarily of tiles, cards, and pawns. The 24 tiles are shuffled and distributed in a 5×5 grid (there is no middle tile—this represents the sand storm). The cards are used to provide special equipment to the players and used to determine the strength and movement of the sand storm. Special sand markers are used to show where and how deep the sand is piling up around the board. The pawns represent the characters.

Each player controls a character. Each character can take four actions on their turn. Each character carries a certain amount of water and also has a special ability. For example: the Archaeologist can dig through more sand; the Meteorologist can help control the sand storm. In all there are six different adventurers.

The last major piece of the game is the storm meter. As the game progresses, the sand storm gets worse. The storm meter records the strength of the storm. If it gets too high, everyone loses.

If any of the characters runs out of water, the group loses.

If you run out of sand markers… yup, the group loses.

The only way to win is to gather the four pieces of the flying machine and make it back to its launch pad. Wherever that may be…

awardWe loved Forbidden Desert. We died a lot. A LOT. But everyone is always engaged and the tension of the game is exquisite. We liked it more than Forbidden Island which is one of our favorites.

As it stands, Forbidden Desert has several things going for it. The way you find the treasure pieces is ingenious and does not require gathering cards. This is one of the big differences with Forbidden Island. The characters also have a wider range of actions—there are more choices to make which means there are more ways to die but a much stronger sense of agency. Finally, the sharing of water and items really emphasizes cooperative play.

I can’t recommend this game highly enough. It is exciting and endlessly interesting. The artwork is fantastic (although I think Forbidden Island would win that contest) and the game design such that even novice players will be immersed in the adventure with only a minimal amount of prep time.

It’s probably as much fun as you can have with sand that is not part of a beach.

2-5 players. Ages 10+

Forbidden Desert was designed by Matt Leacock and is © 2013 by Gamewright.

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