KAPOW! Volume 1 Review
I wonder how you’re meant to say the name of this game. Do I turn up to my local game group and say “Hey guys, who wants to play KAPOW!?”. I’d scare the crap out of them.
I wonder how you’re meant to say the name of this game. Do I turn up to my local game group and say “Hey guys, who wants to play KAPOW!?”. I’d scare the crap out of them.
Revive picks the things it wants to do – and there are a lot of them – and does each of them really well. Is it enough to revive the interests of those of you bored-to-death of Euros full of mechanisms?
The alternate drafting is really interesting and adds a nice little squeeze of tension, drizzled over the top of the game.
Thematic touches are all over the game’s design, and while they’re the sort of things wargame veterans might take for granted, newcomers – who VUCA have clearly invited to the party with Task Force – will be pleasantly surprised.
For most of the game your boats are in some kind of quantum state, which sounds ridiculous I know, and I’m almost certainly misrepresenting quantum mechanics, but that’s where we are.
Dishing out clues to help the rest of the table figure out the identities – ringing any bells? That’s right folks, Mysterium. Rear Window shares a lot of design DNA with Mysterium
Vaalbara shares some of Citadels’ DNA but does it in a distinctly different way, resulting in a quick, lightweight game with a decent level of interaction
Over the course of a game, you’re going to make seven railway lines with twelve cards. No more, no less.
Akropolis would be tricky enough if was just a case of planning your own city because there are a buttload of decisions to make with every single tile choice and every single tile placement.
Beyond The Sun is absolutely brilliant. I don’t go around making claims like that without being able to back it up, so let’s get into it.