Chris Ingersoll

When the neighbors just can’t keep their darn dog off your lawn, there’s only one appropriate response — obviously you bust out the rocket launcher and take out their barbecue.

Reiner Knizia’s Escalation! is that humorous scenario applied to a light card game for 2-6 players. The deck of 56 cards consists of values from 1 through 13 in varying amounts, plus two special types of cards: “1-7″s which act as wilds for one of those values and “neighborhood watch” cards.

Each player is dealt a hand of six cards, and the player to the left of the dealer starts by playing any number of matching cards to the table and announcing their total; at the end of a player’s turn, they refill their hand to six cards (if any remain in the deck). The next player must then either play a set exceeding that total or collect all of the cards currently on the table (keeping them face-down in front of him) and start a new round. A player can match the current total rather than beating it if they also play a “neighborhood watch” card along with the matching total. Once the deck has been exhausted, game play will end once a player has played the last card from their hand; at this point the cards that are currently on the table are discarded while everyone else must add the cards remaining in their hand to the face-down cards they have accumulated. Scoring is simple: you count the number of face-down cards you have accumulated, and that is your score. The player with the lowest total is the winner.

While a game of Escalation! can typically be played in the space of fifteen minutes, you will probably want to play several games in succession. Since your score will be directly impacted by the player before you, turn order plays a significant role in a game’s outcome. My group usually lets each player deal once, to keep everything even. We then combine the scores to determine the ultimate victor.

Like many Z-man published card games, Escalation! can be picked up for around ten dollars. While the Knizia game play design is elegant, the art by Beth Trot really gives the game its quirky appeal. The various residents of Pleasantville depicted on the cards are hilarious, with amusing weaponry ranging from a high-pressure water gun loaded with HCl to the crazy cat lady whose little fuzzballs come packing missiles. This art is the only reason I can think of for the recommended age to be 10+, as otherwise there isn’t any reading required and not a ton of complex strategy involved. Escalation! stands alongside Fairy Tale and No Thanks! as inexpensive fillers from Z-man Games that can be enjoyed by anyone at any time. 

Games don’t get much simpler than No Thanks!, published by Z-Man games and designed by Thorsten Gimmler. But simple doesn’t mean a game isn’t fun, and No Thanks! will quickly earn a reputation as an enjoyable filler game after just one appearance at the game table.

The game itself consists of a deck of cards numbered from 3 to 35. Each player receives an allotment of tokens, each worth -1 point once the deck has been exhausted. The top card of the stack is turned over and each player in turn can either pass on the card by placing one of their tokens on it or accept the card (and any tokens already on it) and the points it represents. Once the card has been collected the next player turns over the top card and the process continues. Each card is worth its number in points, minus however many tokens a player has, and the lowest score wins.

That probably sounds incredibly easy, and it is. However, the game has two twists that keep things interesting. First of all, if you manage to collect a run of sequential cards, then you only score points for the lowest card in the run; for example, collecting 10, 11, 12, and 13 will only penalize you 10 points rather than a whopping 46. Most of the time it’s worth it for the other players to automatically pass you a card that fits into a run you’re constructing rather than take the often significant points attached to it, which results in “free tokens”. That is, assuming they all have tokens to use; many attempted runs have been sabotaged by the presence of a player who can’t “afford” to refuse the card that’s supposed to be coming to you. While that is an obstacle, the second twist is what makes collecting runs truly risky: at the beginning of the game, nine cards are randomly removed from the deck. Is the card you need to bridge the gap in your run one of them?

You can probably pick up No Thanks! for around ten bucks. That’s a bargain-basement price for the amount of entertainment packed in those 33 cards and plastic tokens. It will never be the “main event” of a game night, but it’s a great ice breaker, warm-up, or filler that will see play time and time again. 

The goal of Witch’s Brew is to concoct the most potent potions from the traditional ingredients of wolf’s blood, snake venom, and herb juice. Each player begins with one drop of each, plus two nuggets of gold. More importantly, each player also receives twelve role cards which form the real meat of the game.

Each card represents a specific role: witch, wizard, druid, assistant, fortune teller, alchemist, cutpurse, begging monk, warlock, wolf keeper, snake hunter, and herb collector. Every round each player selects five of these roles. Whoever goes first (usually whoever claimed the most recent role) announces one of his selected cards, and then each player who also selected that role has a decision to make. Every card has a reward associated with being able to assume that role; this ranges from brewing a potion, doing something gold-related, stealing/begging gold/ingredients from other players, casting each round’s randomly-determined spell, or collecting ingredients. The trick is that only one person can get to assume a given role each round; only the final player to announce a role actually receives that honor, and everyone else who tried to claim it gets nothing. However, each card also has a lesser assistant’s bonus (“so be it…”) for which a player can opt if he suspects a later player will try to usurp the role (the starting player of each hand has no such luxury). 

The strategy in Witch’s Brew comes from trying to out-guess and bluff your opponents while simultaneously managing your ingredients in order to brew potions. Do you go for the big reward of the role and risk getting nothing, or do you take the sure thing at the risk of nobody else claiming the role that could have been yours? Potions become more difficult to brew — and thus more valuable — as easier potions of their type are collected, further constraining your decisions. Extra points can be earned for vials, which are obtained either via the Fortune Teller role (at the cost of a gold), via three of the Warlock’s spells (at the cost of a specific ingredient), or when brewing a potion (at the cost of an additional ingredient of your choice) via either reward of the three brewers’ cards. The game ends at the end of the round when the fourth potion cards depicting a raven has been collected.

Witch’s Brew is a quick-playing game for three to five players. There are some basic reading and math skills required (the begging monk role collects 1/4th of each other player’s ingredients, rounded down; the cutpurse is similar but 1/3rd of gold). There is occasionally some confusion as to which role brews which potion, but other than that the artwork on the cards is well-done. My biggest problem with the game has nothing to do with the game at all: Rio Grande Games apparently has an issue when it comes to providing primarily card-driven games with boxes that aren’t twice the size required for the materials (Race for the Galaxy had similar issues). Aside from that, Witch’s Brew has won several awards for designer Andreas Pelikan and would be a great addition to any gamer’s collection.

One of the mass-market games that you can pick up at any random store’s “game aisle” is the classic Mattel/Parker Brothers definition game Balderdash. While Balderdash is a great game that has withstood the test of decades, there are few issues with the emphasis on reading, writing, and even etymology that keep it out of the reach of some potential players. French designer Jean-Louis Roubira has taken the basic Balderdash model and removed all of the reading and literal elements, replacing it with more universal images and imagination in the form of Dixit.  

At the start of the game, every player receives six numbered voting tokens and is dealt six oversized cards, each containing a dream-like image painted by Marie Cardouat. Each round, one player is the “storyteller”, who chooses one of the cards in his hand and puts forth a description of it; this description can be pretty much anything, form one word to one sentence, or even a little music or sound effect. Each other player selects a card from their hand based on that description and puts it face-down in the middle of the table; the Storyteller then collects all of the cards and randomly displays them face-up, using his numbered tokens to distinguish each one. Each other player then secretly votes on which one of the cards belongs to the Storyteller (unlike Balderdash and other games, you cannot vote for your own entry).

Scoring is usually straightforward; each player who correctly identifies the Storyteller’s card earns three points, as does the Storyteller. Additionally, any votes that go to other cards earn that card’s owner a point. However, there are a pair of wrinkles; if everybody or nobody correctly identifies the Storyteller’s card, then everyone but the Storyteller scores two points and the Storyteller gets nothing (in the event of nobody guessing correctly the points for votes are still awarded as normal). This is to ensure that the clue given by the Storyteller is neither too obvious nor too obscure. There is a possibility of inside references and other personal obscurities being used by players who are familiar with each other, but it is a minor problem in the grand scheme of things, especially as the number of players increases (to the maximum of six, although there’s no reason to prevent more from playing as teams).

 At the end of the round, each player draws a new card to replace the one used and the next player around the table becomes the new Storyteller. Play continues in this manner until the deck has been exhausted, at which point the highest score wins. The box itself serves as a scoring track, with rabbit-shaped meeples running around a path of stones surrounding the storage space for the cards; while probably unnecessary (and a much larger box than this game would otherwise require), it helps to add to the whimsical nature of the game and can be somewhat forgiven.

What makes Dixit truly fun, aside from the exceptionally surreal artwork, is the creativity factor. There are countless ways to describe the 80+ images contained in the game, whereas 80ish words only have so many potential (plausible) definitions. Dixit can be enjoyed by anyone with an imagination (recommended for ages 8 and up) with language skills not really being much of an obstacle. 

 

Unsheathing one of the cursed blades forged by the legendary swordsmith Muramasa often results in nothing but sorrow for the unfortunate wielder. Such is the case for both Kisuke and Momohime, the dual protagonists in Muramasa: the Demon Blade. Fortunately, anyone merely playing Muramasa is in for a much more entertaining experience.

At its core, Muramasa is a 2D hack-and-slash beat-’em-up in the vein of classic games like Final Fight and Golden Axe (with a little “Metroidvania” thrown in), but with some RPG aspects similar to previous Vanillaware offerings (Odin Sphere for the PS2 being the most recent). Most of the action is handled using only a single button, which lets you unleash a surprising variety of lethal attacks in combination with the c-stick/d-pad; other buttons use items, switch blades (and unleash screen-damaging “quick draw” attacks), and execute your blades’ special attacks if they have enough soul power. The game supports all three of the Wii’s control options; I opted for the Classic Controller due to Jump being mapped to up instead of its own button (plus it’s a 2D game anyway, so why do I need analog?). Whatever option you choose, and whichever of the two initial difficulty settings you attempt (you can switch any time) you’ll be brandishing katanas and hewing scores of ninjas and mythological beasts like you’ve been possessed by a demon swordsman in no time.

After all, that’s pretty much what happens to each of the characters in the game’s two narratives. You’re free to play either one of the two stories to their completion or switch between them at your leisure, but the two plotlines are not connected in any way save for the involvement of the spirit of Muramasa himself. The other character might make a cameo in whichever story you’re currently playing, but that’s the extent of the overlap; even the boss battles are separate. Since both plots borrow heavily from medieval Japanese folklore and kabuki traditions, the original Japanese dialogue is retained and subtitled (and in many cases abbreviated) in English. While that’s not really a problem, the fact that both stories seem to drop you in the middle of events will leave you confused as to what’s going on for a few acts. Just roll with it, and eventually the narrative will unfold.

The main selling point of Muramasa isn’t the plot anyway; it only takes one look at the game’s gorgeous visuals to see where the lion’s share of the effort went. Several locals are inspired by classic Japanese wood paintings, showing that plot points and enemies weren’t the only elements of the game borrowed from Japan’s rich history. As good as the game looks in still images, it is even more breathtaking in action. Muramasa is more than just a pretty face, fortunately, but that face is indeed very pretty.

It’s not perfect, however. The biggest problem with the gameplay is the intensive backtracking that must be done, which can get quite tedious. There are some other minor issues, like the repetitive animations when eating/cooking food, but the backtracking is by far the most complained-about. Once you beat a story (the first time… there are multiple endings for both characters) you can warp from save point to save point within that story, and there’s an item that can warp you back to the most recent shrine you visited, but there’s still a lot of walking and jumping to do in between. Of the ~22 hours it took me to finish both stories, I shudder to think how much was just moving from one empty screen to another.

But overall, these are minor quibbles in what is an otherwise smooth game experience. The Vanillaware team has a passion for 2D gameplay and it shows. There’s also some replay value in post-game challenges, multiple endings, and an ultra-challenging new difficulty level for the hardest of hardcore. I wouldn’t recommend Muramasa to everyone, as it takes some time to get into, but anyone who would enjoy some old-school action should definitely pick it up.
 
ESRB: T for Alchohol Reference, Fantasy Violence, and Suggestive Themes. The sake flows freely (Momohime is especially fond of it), you harvest souls of fallen enemies to forge new blades, and there are health-rejuvenating hot springs that your character visits wearing nothing but briefs (or a modesty towel, in Momo’s case).

Plays like: Arcadey beat-’em-ups; Castle Crashers is a rare recent example

Pros: Amazing visuals, crisp controls

Cons: Gameplay is somewhat repetitive, especially the backtracking