Game Review – The Resistance: Avalon (Tabletop)

When it was released, The Resistance became a pretty big deal. It improved on and solidified the social-deduction genre into something that gamers really enjoyed. The game is super simple, uses minimal components, and keeps every player involved in the game until the end (no “game master” needed). Several expansions were released containing all sorts of variations on the original gameplay, and some of these were put together in an upgraded but still quite simple package in the form of The Resistance: Avalon, with the theme of the game changed from Sci-Fi to Arthurian Fantasy. This is the version that I own and have played so many times; let’s take a look at what’s good and bad about it.

As far as theme goes, I don’t care that much, especially since it doesn’t really affect the game (as evidenced by the fact that they changed it so drastically), but I do like the knights/fantasy theme slightly better if only for the artwork. I don’t rely on the theme too heavily when teaching the game (the fact that the “king” changes every round is a bit strange), but it can help draw people in who otherwise might not consider playing.

Actually playing the game is fairly simple. Most of the players are “good-guys” (knights of the round table) who don’t know who anyone else is, and a minority are “bad-guys” (minions of the evil Mordrid) who know the identity of the other bad guys. There are five “missions” in every game; if 3 succeed the good-guys win, if three fail the bad-guys win. A designated player will select a group of players to go on a mission and everyone will vote on them. If the vote fails enough times the mission will fail, but if the vote passes everyone will get two cards that say either “success” or “fail.” Good-guys must put in “success” cards while bad-guys can put in either. It only takes one “fail” card for the mission to be considered a failure (most of the time). Players move from round to round trying to identify who the bad-guys are and exclude them from the later missions.

Even on its own this is actually a pretty fun game (and it’s basically all the standard Resistance game is), but things get much more interesting when some special roles get added in. The most basic and playable is Merlin, who knows who the bad-guys are. But if you play with him, the Assassin player is also added to the game, and if the good-guys win, the Assassin gets one shot to reveal Merlin and turn the tide. Additionally for good there is Percival, who knows the identity of Merlin, and for evil there is: Mordrid, who is unknown to Merlin; Morgana, who appears to be Merlin to Percival (thus he sees two Merlins); and Oberon, who does not appear to the other evil players (and is thus a detriment to them, not an asset). There’s even a few more variations such as the Lady of the Lake, which lets you see other players’ loyalty (and only really works in larger groups).

Together (Merlin is technically in the basic game, but I like to first have a “teaching” round without him for new players) these make an excellent package with all kinds of variations for all different player counts (5-10), and I have yet to play a game that did not go over well (except with me, which I’ll get to). The mechanisms are simple, but clever enough that players always have an exciting (and sometimes stressful) time puzzling out who’s who in time for that final, critical mission. There’s a lot of different things you can read into, from how they voted, to who they chose for a mission and whether a mission they went on passed or failed, and of course, if they’re your friends, you know how they play other games and what ticks they might have. Adding in the variations just spices things up that much more.

I couldn’t tell you how many times I’ve played this game and had a blast; it’s tense and involving without being overly complicated. But I’ve started to get a little bit sick of it. It’s been a go-to game for when we have “new” players (or players who aren’t that into the “board” part of board games), when there isn’t much time, or with large groups of people (though this happens less often), and I have played it so many times, with so many variations. Things have just gotten repetitive, and the fact that most of my games have been played with 5 or 6 players doesn’t help that fact (I have a small game group). There is a distinct pattern: first round success, second round toss-up, followed by two (or one) successes and the assassin correctly fingering Merlin. Occasionally there is an upset and we go into five rounds, or the assassin is particularly bad, but still the pattern of the bad-guys winning “cheaply” remains. Attempting to change things up just gets me “Oberon isn’t fun” or a game that doesn’t quite work properly (in small games the Lady of the Lake is too powerful, the other bad-guys make it easier for evil, and even Percival doesn’t even things out). But that’s just me personally being burned out (I am the “game guy” and I’m the one with the copy we play every time), everyone else I play with has a blast.

If you are interested in the idea of social deduction games, if you like Werewolf and the like, or if you are just looking for a small, simple, and inexpensive game for a group of friends I would recommend this game. I have gotten way more than what I paid for in enjoyment out of it over the years, and the base The Resistance game is even cheaper. If you think you’re going to play it a lot and might get burned out like me I’d recommend getting that non-Avalon version and picking up some of the expansions along the way, there are options in those to make the game identical to Avalon gameplay-wise and a whole lot more (as of right now there are no expansions for the Avalon version). I would also recommend looking into card-sleeves. The game has bridge-sized cards, which are harder to find sleeves for, but you shuffle them A LOT, and Indie Boards & Cards has a habit of printing games where you shuffle a lot on relatively poor cardstock, this being no exception. The other components are all fine (the boards are basically card stock, but you don’t interact with them much and they don’t get damaged. And the tokens are all really nicely made), but be prepared for the game as a whole to get scuffed up from round after round of play.

Blog 5-19-17 – Catching Back Up (and dates)

I can’t believe it’s already May! Normally I am not in agreement with people when they say “time flies” or “man, this year is going by quick”. But this last year has been an exception. I’m still trying to catch up, but that’s always a harder proposition than it seems. Hopefully, you’ve been able to see some of the fruits of tquichis labor this month, though. Of course, I’ll try to continue to keep up some semblance of this output and if all goes well, I’ll prevail.

In any case, I’ve begun work on comics again (my favorite and least viewed part of the website) after some time of debating with myself how to do it. I have been keeping track of how many I’ve missed during my hiatus (as I have with my written projects) and I intend to catch up. But I will be posting them on an “as-made” schedule and it will still be some time before I get back to the old schedule. But there won’t be any backdating and pretending in the future I didn’t go on hiatus (even if that would make it look nicer).

I use the term “hopefully” a lot in these update blogs, and things do never turn out as well as I would “hope”. But things are moving forward, falling into place, and getting better. There’s more of the old stuff and lots of cool new stuff in the works around here and it may take me a while to get to it but it’s coming. And I hope that some people out there can get the chance to enjoy them as much as I do.

-Austin

Dragoncompany.org   Artsupplycritic.com   Dragonfunnies.com

Interlude: WINTER EDC – EDC 2016-17 Part 2.5

As a quick little interlude here, I wanted to do a short list of stuff I carry/use in the winter as part of my daily-carry systems that are omitted from the rest of this list, which is essentially a summer list since I live in an area of the world where it doesn’t get cold very often (people in Alaska would probably say it never gets cold here). But, with it being winter (barely) now, they’re on my mind.

  • Overcoat (London Fog) (Pretty generic beige color. Keeps me warm with the liner, and keeps the snow/rain off of me with or without it.)
  • Fleece(y) Headband(s) (I don’t know the brand of these but they come from Wal-Mart {probably} and my ears love them.)
  • Driving Gloves (A nice pair of warm leather gloves that used to belong to my father and whose only identifying markings say “made in Hong Kong”.)
  • Other (Touchscreen) Gloves (Champion) (Basically, Target brand gloves that aren’t as warm but are much more useful if I want to use my fingers, grip, or manipulate a touch screen {phone probably}.)
  • Silk Handkerchief (An essential item for wearing layers. I wear it over my neck under my shirt to prevent 4 layers of clothing from chafing it into oblivion.)
  • Scarf (Cashmere)
  • Hand Warmers (Mostly Grabber) (Isn’t it obvious why?)

And that’s basically it. I don’t go overboard for winter since there isn’t much of it here (where I live), but I just thought I should include a little bit about how I prepare for it since it does affect what I can carry.

Lessons from Board Games – Hanafuda and Sorta Maybe Entirely Luck-Based

I chose Hanafuda for this, but it really applies to most card games (I just want to talk about Hanafuda for a bit). Hanafuda are Japanese Flower cards (and refer to some of the games played with the cards): a deck of what is essentially playing cards that were invented in Japan after western cards were banned.  Hanafuda  then spread to neighboring Pacific areas. There are 12 suits (representing the months with flowers) and 4 cards in each suit.  The cards have values of either 1, 5, 10, or 20, though not all suits contain all values. To a western player the lack of numbers can be difficult to grasp, but since most of the games involve matching flowers, it’s easy enough to remember that in general the more decorated a card is the more points it’s worth and to just match cards.

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Hanafuda caught my attention when I was looking for a card set for Mah-Jongg. I had been aware the cards’ existence but hadn’t though much of it. I play a lot of board games and have enough regular decks of cards and American card games as it is. Then I bought a cheap copy of Mah-Jongg at a thrift store, and wanted to find an easier to learn and play version. I found a card version, in the related items section there were Hanafuda cards, so I bought those as well.

Now I play a lot of board games, and while in school I started playing cards and chess when I had finished my work. I’ve since moved on mostly to more “complex” (chess is pretty complex at times) games that are more fun and/or accommodate more people. In general, I stopped playing card games because they were so luck based. Even though it might not seem like if for those who used French deck-based games (or even Hanafuda to some extent), eventually, after playing far too many games, one realizes that winning is only luck in such games. And it seemed less fun to have no skill involved in the game. But since I was so fascinated by both Hanafuda and Mah-Jongg I figured I’d take a chance on these luck based games.

This is all far too much information leading up to my basic point: that I’ve played Hanafuda (Hawaii style with a bit of my personal flair) as well as a few other mostly luck-based card games (with a modified French deck) and had a blast. Sometimes it’s just fun to play a game and talk to people, which you can do when no skill is involved. I know I’ve said that before, and some luck-based games like Snakes and Ladders or whatever can be terrible. But the illusion that you are in control that many card games give you is great for masking that and providing a basis for social interaction. Hanafuda only lasts a few minutes for a round, and you only have to play one. But for that you can look at pretty flowers, have a good conversation, and not mind the sorta kinda, entirely luck-based game.