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[Review] Herocard: Nightmare

by "tomvasel@[EMAIL PROTECTED] " <tomvasel@[EMAIL PROTECTED] > Apr 22, 2008 at 03:04 AM

TableStar continues to put out games that are compatible with their
HeroCard system. I like the combat system that forms the core of each
of these games and enjoy it most when it is combined with a strategic
game with a bit of minor complexity. HeroCard: Nightmare (TableStar
Games, 2007 =96 Nico Carroll) has a completely different look from the
other games in the series, as it is a dark game with a nightmare
theme.  It's the first game to come ready-to-play with four characters
and has a modular hexagonal board.

It's really hard for me to quantify exactly how I feel about
Nightmare.  The actual game mechanics are that of a deduction game
mixed with combat.  This works well - the game is probably the best
designed game of the series so far - and it really does a great job at
presenting a tense feeling; as players move  through dreams,
attempting to be the only player that survives.  This is wonderful;
but the artwork, which is done in a very foreboding photographical
way, really isn't my style.  The game comes across as too dark; and
while we can use humor to belay that, I just have a hard time getting
folks to play this version.  Folks who like ghoulish themes will be
absolutely thrilled, though - the game is aptly named!

Before I talk about the game, let me explain the HeroCard engine. Each
player takes a deck of cards to represent their character.
Interestingly, players can use decks from the other games (i.e. I can
use a Shogun deck in the Nightmare game); and other than some theme
cla****ng, they work fairly well. Three Attribute cards are included
with each deck to represent the player's Body, Mind, and Attribute
"X". These cards have a number on them that ranges from "3" to "10",
showing the character's strength in those skills. The rest of the
cards in a deck are "Action" cards and are associated with one of the
three types of skills. Cards are Fast (play whenever you want);
Restricted (play on your own turn); and Exclusive (play on your turn -
limit of one). Players arrange their attribute cards on the table.
In a duel, a player has four phases. They first discard as many cards
as they want to from their hand, then draw up to three more - not
exceeding seven. After this, players "clear" up to three cards that
they've played on the table, placing them in their discard pile. At
this point, the player takes their one exclusive action and as many
restricted actions as they can.

Most exclusive actions are attacks. The player must play one "Base"
attack card and as many attack modifiers as they wish. However, each
card played has a cost in one of the three attribute types. As a
player plays a card, they place it on the table, where it stays until
cleared. The total cost of all cards on the table cannot exceed the
number of the attribute. Therefore, players who play many cards have
fewer options available to them on turns. The player being attacked
then may play one "Base" block and as many Block modifiers as they
have room for, still making sure they stay within their attribute
limits. Both players may continue to add modifiers, until they have no
more or decide to play no more. If the attacker's total is higher,
then they "hit" the opponent; otherwise, play p***** to the next
player.

	The complete game adds a bit more.  Each player chooses their
nightmare "hero" and then each player is dealt one of seven death
scene cards (joy!) and one killer card (out of five).  This is the
killer and scene that will finish off the player, and they are kept
secret from the other players.  Seven scene tiles are placed by the
players in some manner, so that they are connected.  The five killer
figures are then placed on different tiles, and then the "dreamer"
piece on one of the empty tiles.  One player is chosen to go first,
and play proceeds clockwise.

	On a player's turn, they will follow the normal HeroCard rules, but
they also can perform three moves.  They may move the dreamer figure,
one of the killers, or even move one of the scene tiles to a new spot
(although following a few placement rules).  Players are attempting to
move the dreamer to a scene and/or with a killer that will hurt
another player.  Players perform an attack to "scare" other players.
If the attack succeeds, any player that is scared of the killer and/or
scene must discard their hand and redraw, alerting the other players
as to whether they are scared or not.   If no one is scared, the
killer and/or scene tile is removed from the game, moving the dreamer
figure to a new spot.

	Once a player has figured out the combo to kill another player, they
must move the dreamer to the scene along with the killer and announce
a kill attack on that player.  Players have a duel; and if the
defender loses, and the combo matches the cards they have, they are
out of the game.  If they defend successfully, they can either draw
three cards or "clear" three cards.  This only applies when three or
four players are in the game; when only two players are left, no one
gets relief.  When a player is eliminated, their scene and killer is
also.  The game continues until only one player is left alive, at
which point they win the game!

Some comments on the game...

1.)	Components:  The plastic figures are great; I especially liked the
figure in the bed for the dreamer piece, and everything else was of
the highest quality.  The box is small and sturdy; the cards have a
good feel (despite the black borders); and the hexagonal tiles are
large and thick.  My only problem with the game is that the artwork
seems excessively dark.  Now that may seem like an obvious addition to
a game with a horror theme, but I personally prefer horror games to be
a bit campy, and this one is too gritty and morose for my tastes.  The
art on the cards is composed of two-toned pictures of doleful looking
folk; and while the game is interesting, the theme almost seems to
clash - especially as the plastic pawns are brightly colored.

2.)	 Rules:  The rulebook once again is split into three sections: a
Quick start section, the rules for the actual board game, and a
section that simply goes over the Duel rules. There are several
examples and full color illustrations, and I thought the entire thing
was rather well laid out. When teaching the game, I find it easiest to
simply play a duel with new players first - just so they understand
that - then move onto the board game. Duels are very easy, and the
game is just a step up above that - easy for teenagers and adults
alike.

3.)	 Duels: Since the duels are an integral part of the game, they
better be good; and I'm happy to re****t that they are quite fun. If a
player overextends themselves on an attack, they will have little
leeway to defend against an attack; so one must be careful. You can
clear three cards each turn, which is a great number, because it's
useful; but a player isn't always able to get rid of the cards they
want to. The decks seem to be extremely well balanced, although I
haven't tried the space, orc, or other games in the series' decks in
this game (it would be too big of a breach of theme for me- although
not as much as the other games, since I can live with superheroes
having nightmares).

4.)	 Decks:  I'm very pleased that TableStar finally included four
decks with the basic game (something they likely should have done from
the start).  Each of the decks is certainly different in feel,
although they aren't as complex as some of the decks.  In this game,
duels are almost secondary to the basic deduction features of the
games.

5.)	Deduction:  Please realize that the deduction element here is
nothing that difficult.  I would rank it perhaps even below Clue in
its complexity.  At the same time, both the duel system and the fact
that players have a good amount of control add to the enjoyment of the
game.  I enjoy how the dream gets smaller, and how different monsters
disappear as they are eliminated.  And though this deduction actually
results in player elimination, the game is short enough that this
doesn't matter.

6.)	Fun Factor, Time, Players: Unlike most of the HeroCard games, I
think this one plays best with a full complement of four players
(which means that it's a good thing they included all four decks!) But
even still, the game is an enjoyable one with dashes of luck (the
cards one draw) and a slight feel of a simple deduction system.  The
combat is fun, and the duel system is quick and well balanced.  This,
along with the guesswork as to which monster/location other players
are afraid of, brings a high level of satisfaction and fun to the
game.

So who to recommend this to?  I'm not a big fan of it myself, but I
must stress that this is ONLY because I don't enjoy the artwork.  The
game itself is one of light deduction and combat; and while the theme
of the dream and monsters works, it's still too much of a clash for
me.  If this doesn't bother you (and I would recommend going to
www.boardgamegeek.com for pictures of the game to find out for
yourself), then this is a contender for the best game in the series so
far.  It's more board game than HeroCard Duels, and that may not be a
bad thing.

Tom Vasel
"Real men play board games"
www.thedicetower.com
 




 1 Posts in Topic:
[Review] Herocard: Nightmare
"tomvasel@[EMAIL PRO  2008-04-22 03:04:23 

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tan12V112 Fri Jul 25 0:25:30 CDT 2008.