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.

Review – Exceed Notebook (7⅜x9½ {7½x9¾})

Once again I was foolishly tempted by the stationery shelf at my local Wal-Mart. But the quality of such notebooks can be all over the place, and in general tends to be trending upwards. I believe this is the case with this “Exceed” brand notebook I picked up several months ago (notebook reviews take so long, these books might not even be available anymore). This ruled, soft-cover notebook looks and feels almost as if it was manufactured in the Moleskine factory, for a relatively inexpensive price.

The entire notebook is bound in a black faux-leather that is slightly less shiny than a soft-cover Moleskine. This material is slightly warped by the black elastic band that wraps around it from the back cover to keep everything closed. On the back, very tiny and near the bottom, is stamped the EXCEED logo, and the area of the back inner pocket leaves visible indentions in the black material.

Inside there is a thicker page with space for a name, 96 sheets of (“college” ruled {36 lines per-page}) paper, and an expandable pocket in the Moleskine style that takes up the entire inner back-cover.

The paper itself is off-white and of “decent” quality. With standard ballpoints and pencils there are no significant problems. There is enough show-through that one can tell there is writing on the previous page, but using both sides of a sheet wouldn’t be too much of a challenge. With more liquid ink pens (rollerballs, Sharpies, porous points, and fountain pens) there is a considerable amount of show-through with even some bleed-through, though, with standard implements (no calligraphic or broad tips), I didn’t get any bleed onto the next page. The mostly-smooth paper is still pulpy enough that it quickly absorbs ink, preventing bleed on the next page and drying quickly, but exacerbating feathering (to an almost unbearable level with a fountain pen).

For the time that I’ve used it (with a regular ballpoint) I’ve encountered no problems. The cover looks nice (despite the elastic indents), the binding has held up, and the light-grey lines are un-intrusive and thin enough for my writing style. I’m not a particularly harsh user of notebooks, but I suspect this one could take much more punishment that I’ve dished out (however the nice plain-ness of the cover might suffer, it dents easily, especially when exposed to spiral binding, and even though it does pop back, I don’t know where the cutoff is). If you’re looking for something similar to a Moleskine soft-cover but at a reduced price, I would certainly consider tracking one of these down.

Review – Pilot FriXion Highlighter

While I have reviewed highlighters before, it is a fairly rare occurrence, mostly because we all know what a highlighter is and how it works. For the most part, what brand of highlighter you buy doesn’t even matter; they all do the same thing. The companies producing these products know that, so occasionally they find a new gimmick to get you to buy their specific product. Most of these gimmicks are pretty silly, but some, like adapting the Pilot FriXion pen system to highlighter form, might actually be useful if they work.

The body of the pen is a bit ugly-looking. On top of the back end of the barrel there is a tattoo-esque design that doesn’t quite look right with the words “remove by friction” in n boring font, all in miniscule. On the very back end is a dome of frosted hard-rubber that serves as the “eraser.” The cap is a translucent plastic, matching the ink color with an integrated clip that slopes off a flattened tip. Popping it off reveals a slick black section ending in a chisel-point porous tip. The “Pilot” and “FriXion” logos are the only real information included.

My particular three-pack came in orange, pink, and yellow. The colors are about what you’d expect but when compared side-by-side are noticeably paler than your standard highlighter. They are still bright and easy to see, while allowing text to be seen through them, and keeping smudging to a minimum. The real interesting thing about the FriXion line, though, is that when friction is applied (or it’s, you know, heated) the ink is “erased.” There’s definitely still something there, but whatever was underneath shows through, so the ink becomes transparent. This actually works surprisingly well; you’ll never fully get the ink to go away without a trace, but it looks much nicer than a bright highlighted mistake staring you in the face (the originals were ballpoint pens, which are nifty but kinda defeat the purpose). Now this obviously has archive-ability problems, I was able to use a flame to make the ink disappear and I don’t think heat or sunlight will do it well, but for something like highlighting I’m not sure that’s a very big deal.

Wet ink will smudge when writing, inkjet printer ink will smudge when erasing.

I’ve had a really good time using these pens they’ll probably end up somewhere in my system. I’m not a big highlighter person (I’ve never used them in books, for instance, and I don’t plan to in the future) but I’ve turned to them for marking off items on to-do lists because they have a cleaner look than “crossing out.” And for that, these little guys work perfectly. I never have to worry about making a mistake (and I can draw silly little pictures or whatever).

Mini Review – Zebra 1.6mm Bold (F-301)

The Zebra F-301 is my favorite pen. It might not be the best pen I’ve ever used, but it is sturdy, good-looking, and reliable. Recently I was grabbing some new ones and mistakenly picked up the Bold 1.6mm version. As some of my readers may know, I’m more of a fine-tip person, so I had to go back and get another set. But a broad tip still has its place. In many cases it can make the writing process smoother, prevent hand cramps, and make the final product more legible. So how well does this version work?

The body is no different than the regular Zebra F-301 (save having “1.6mm” printed on the side) and it does not affect the function of the pen in that regard. The only real difference is the tip, which is considerably larger (being more than twice as big as the “fine” and half-again as big as the “medium”). The ink hasn’t been adjusted for the size, as becomes evident when the pen is left for a time and the tip dries. However, aside from minor startup problems resulting from that dry ink, the pen is remarkably smooth, especially if one has a firm hand.

If you’ve ever found yourself frustrated with the small size or stiff writing of a standard ballpoint, but still want the general water-fastness and convenience of one, this might be the pen for you. It’s a thick-line (thicker than I personally like), smooth-writing pen in a solid shell.

Review – Daler-Rowney Simply Pocket Sketchbook (3.5×5.5) Hardback

Every time I have the time, I foolishly look in the notebook section at Walmart (both the office and/or crafts). I don’t know why, I always know that the notebooks won’t be great but I’ll be swayed to buy one anyway. In this case it was a hardback pocket sketchbook that I thought was only a dollar (it’s about 5 times that). The book basically has the same dimensions and look as a Moleskine Pocket notebook, but with 72 sheets of 100 gsm (65lb) “sketch” paper (heavier than the Moleskine notebook, lighter than their sketchbook, and with fewer sheets than either) at a discounted price. But is it a worthy “replacement”?

The cover is very Moleskine reminiscent, being a black sort-of faux leather wrapped around cardboard, but in this case much more shiny and plastic-y. There are visible creases on both the front and back because the spine has been stiffened to remain flat, meaning the covers more or less “hinge” open. There is an elastic band attached to the back cover that does its job of holding the book together when wrapped around and warps the covers a little bit. Also on the back cover, stamped slightly off-center is the Daler-Rowney logo.

Inside there is no strict “this book belongs to:” or logo page before getting right into the 72 sheets of “ivory” sketching paper, augmented by a very cheap looking/feeling black ribbon bookmark. Inside the back cover is a page-size pocket with cloth folds for strength, and I never use these so I can’t tell you much more than that.

The paper itself is good. It is indeed fairly thick and heavy, with a grain that is smoother than most sketchbooks I’ve encountered but more toothy than any “notebooks” I’ve used. Aside from telling you that it’s “acid free”, the sticker on the front cover also has a picture of a pencil and a nib (I assume standing in for all ink pens) and it handles these two quite well. If you use pencil, there is a little bit of show-through if you go looking for it, but you could easily use all 144 “pages” of the book. The show-through becomes much more prominent with ink, especially from felt tip, brush, or fountain pens. There is also some minimal bleed-through with the more intense ink pens, but I never got it to actually mark on the next sheet. Still, it reduces the usable space of the sketchbook to 72 pages when using inks. Feathering is also a bit of an issue. There isn’t much of it, but when it happens (mostly with fountain pens) there are long thin lines of ink stretching away from your mark that almost look like little hairs. They’re pretty hard to see from far away, but when you notice them it’s hard to un-see.

For the price it’s a nice little sketchbook (even if it cost more than I thought). It’s held up to a few months of moderate use from me with virtually no battle-damage, and while I suspect it to be less durable than a Leuchtturm or Moleskine it is short enough that it’ll probably last until you finish with it. The paper is good quality and pleasant to write on, and the handy pocket is there with an elastic band closure to keep every thing tidy. It’s a pretty good, if unrefined, option if you want a black pocket sketchbook.