It's the Civil War... with Yetis!
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It sounds ludicrous, but Titanic Games has taken the absurd concept and run with it in the first in their lineup of history-meets-monster card games, Yetisburg. Though the mere premise might turn some away, the game thrives under its ridiculous moorings, creating a unique gaming experience that is part card game, part military strategy, all awesome.
I’ve been looking forward to this game for quite awhile. Since the title of the game was released in March, I’ve been intrigued and excited about the idea of Yetis ducking it out in the Civil War. I managed to snag an early copy a few days ago, so here’s my thoughts on this incredibly cool game.
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The system is really quite a simple one to understand, but the nuances of strategy soon become apparent. A hand of five cards allow the player to choose units to activate and attack with. For instance, if a hand included an infantry card, the player could then discard the hand card into the discard pile, called the hospital in this game, and attack with any infantry units on the battlefield. Once a unit attacks, it is turned sideways to indicate that it cannot attack again until rallied by a friendly officer or spurred into action by a wound.
To attack, the player draws a token from a pool. The tokens include a red arrow and a number. The arrow indicates direction of the attack, while the number specifies either range or damage, or both, depending on the unit. Attacks can miss and even hit friendly troops, which makes for some interesting gameplay. If a Yeti fighting in the trench is hit by friendly fire, it instantly defects to the opposing army in a bout of berserker rage.
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But of course the main draw is the inclusion of Yetis, and they are the most unique and useful units in the game. When the Yetis are ordered to attack, they rush forward into the trench, toppling any unit in their way and even sending friendly units to the hospital. The Yetis are ever-changing, volatile units capable of awesome damage that can whittle the front lines to the nub in a matter of rounds.
The strategy of the game really comes into play during the command phase, which occurs after attacks have been ordered. During this phase, players use officer units to maneuver and rally troops, and even return downed units from the hospital to the battlefield. Strategy lies in deciding where to place troops and officers, and who to rally to avoid friendly fire. It takes a few run-throughs to get a grasp of the officer abilities, but the game’s depth originates here, and it’s a rich system for strategy.
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The biggest drawback is that the two armies, Union and Confederate, are identical in units, right down to the abilities of their officers. It’s disappointing to find no unique units or abilities in either army. It’s the one thing that keeps a great game from being brilliant. I’m hoping for an expansion that furthers the depth of the game with units specific to the armies.
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Yetisburg. Yetisburg. For serious, you are the king of all geek.
ReplyDeleteAlso, thanks for free advertisement on your blogoroll. When are we going to do some R#09/Fettchen Trailer Trashing?
Also, you need to help me make my blog cute.
Jake: Yes, I am the king of all geek. Bow down to me, lesser nerds! Mwahaha!
ReplyDeleteAnd don't mention the advertisement. I appreciate being on your blogroll as well. We should figure out Trailer Trashing soon.
Make your blog cute, eh? Well, all it takes is a good color scheme and some basic HTML knowledge, which you most certainly have. Otherwise, it's best to keep it simple. Blogger doesn't handle complex designs very well, as evidenced by this blog's second redesign.
I fail to see how YOU can be the king of all geek. You don't even Warhammer, despite the fact the Dwarfs have GUNS!
ReplyDeleteJeff: I'm not king of all nerds, per say. But I am the biggest geek Jake knows.
ReplyDelete