In this notorious game, an inversion of Clue, you hate Doctor Lucky. Maybe he left you out of his will. Maybe he killed your pet rock. Whatever the reason, you want him dead. Unfortunately, so do the other players. Since you don’t want to go to jail, you need to make your attempt in secret; if anybody can see you, whistle nonchalantly, and let the Doctor live … Until next time
You will spend your turns moving about Doctor Lucky’s mansiontrying to find a corner of the house unseen by the rest of the visitors. There you will lay waiting to strike, attempting or perhaps succeeding at ending Doctor Lucky’s life. On your turn you will move about the board positioning yourself in Doctor Lucky’s pre Programed path and try to kill him. However, your opponents can thwart you by playing interruption cards. If they can save Doctor Lucky, he lives but you learn from your mistakes and become a better killer next time.
Kill Doctor Lucky is a great game. I had the privilege of learning it from the game designer James Ernest. He ran us through an awesome play. I will warn people that this game can be tough for some people as some of the mechanics can cause peoples turns to be skipped. I really enjoyed it, and my gaming group had a ton of fun while playing it. I really cannot recomend this one enough! It is a great gateway game as its mechanics are familiar enough to let people who may have never played anything beyond Monopoly or Clue get into a modern game quickly.
Roxley Games doesn’t skimp on quality. This game comes with 108 dice. Four decks of parts cards. Enough dice to cripple most people. 8 double sided track tiles 8 vehicle damage counters and depending on the version of the game you got, a whole bunch of either cog makers or in my case sweet, sweet metal cogs for currency.
Each round starts with a card draft in which players carefully select machine parts to add to their invention and one-shot boost cards to aid them or hinder opponents. Players also have the option of discarding drafted cards for dice or cogs to power their invention, but they must make this tricky choice when each card is drafted.
Then, after venting dice to revitalize their machines, players roll their dice and use them to activate machine parts which provide things like movement, shielding, and additional dice with which to activate more parts. Driving through terrain causes damage, and if a player’s damage gauge ends up in the red at the end of the turn, they must lose parts from their invention. These will need to be replaced in the draft phase, constantly forcing players to discover new synergies.
Steampunk rally has a special place in my heart, as it was the first game I ever backed on kickstarter. On top of that it is amazing to play, be warned the first time a large group of new people play this game it will take a bit of time, but after every one has had one game under their belt it will roll smoothly, well at least until someone’s machine explodes! The dice loading and venting mechanic of this game make it very important that you pay attention to what you are doing and the equipment you are collecting, nothing is worse than generating a dozen steam dice and only having electric driven motors. I love this game it is in my Top 20 games I own. Roxley, the manufacturer of this game has one other game out Super Motherload and one game currently in production, Santorini. I definitely recommend this game everyone.
In Favor of the Pharaoh, players roll dice to advance in Egyptian society, each turn gaining a new contact and more influence. These contacts give players more dice to roll or special powers to adjust those dice. The game culminates in a roll-off where you use the machine you’ve built throughout the game to compete for the Pharaoh’s favor.
This was a very interesting game, I had a chance to play it at our local gaming convention, RinCon. It is a machine building game with dice mechanics.
The servants of Cthulhu are trying to drive each other mad. The last sane cultist wins…Unless, of course, Cthulhu drives you all mad!
Each player takes 3 sanity tokens of the 18 available. Any extra tokens are set aside and not used. According to the rules the games owner chooses first player, however in a series of games the previous winner goes first, after all they are the only sane one… a turn begins when the current player declares a victim and tries to curse him by rolling the 12 sided die. The die results take place immediately.
Yellow sign – Your target looses 1 sanity to Cthulhu and pustules push one of their markers to the center of the table.
Tentacle – you take 1 sanity from your victim and add it to your existing sanity. However if you have already gone mad, you do not get to keep the stile sanity instead it goes to Cthulhu (center of table).
Elder Sign– you gain 1 sanity from Cthulhu. If there are no sanity at the center of the play area you get nothing.
Cthulhu – everyone who still has sanity looses 1 sanity to Cthulhu, after all mortal men were never intended to gaze upon the Elder God’s.
Eye – Choose any of the above options.
After resolving the die, the victim responds. He rolls the die, with the active payer as his target. Again the results take place immediately. A roll, followed by the victims response represents one turn. You may not pass, you MUST roll!
This is a freaking awesome filler game! It sets up in seconds and cleans up just as Quickly. nothing is quite as fun as that moment when everyone has 1 sanity and someone rolls Cthulhu, Driving us all mad.
Unspeakable Words was an awesome little word game when it came out in 2007. The mechanics are clever and the original art was amazing! The game play is simple, fast, and fun.
A deck of 148 cards getting shuffled, and seven (7) cards are dealt to each player.
Next each player takes 5 Cthulhu meeples (Cthuples?, Ctheeples?) That represent the players Sanity.
On your turn you either use your cards to make a word or discard your entire hand to draw a new one but end your turn.
Next is scoring (a clue big scores aren’t your friend). You add up the cards value, a cards value is determined by the number of angles in the letter (example: A is worth 5 and O is worth 0). Additionally you must write down the word as it cannot be used by another player this game.
Now you check your sanity… you will roll a D20, your roll must be equal to or greater than your card score. A roll of 20 is an automatic success regardless of your cards score.
If your roll fails, ie you roll under your total, you lose a sanity (Cthulhu meeple). When you run out of sanity you are out of the game.
But wait don’t despair if you are going insane, when you are down to but one sanity all words are fair game, after all you have gone crazy so who are we to deny your claim that “thjilp”(17 points, even a crazy person would be insane to try and roll against this) is a word in your head.
The game ends when a player successfully reaches 100 points or if there is only 1 sane player left.
Unspeakable words is a great game. It’s fun the whole family can enjoy and it’s great for a party. I can’t say enough good about the game itself. The game developers did an amazing job, the art though different from the original is still fantastic, with super cute Cthulhu all over the place. This game will definitely see regular rotation on Game Nights with friends and family.
However, playroom games who kickstarted this release, handled it incredibly poorly. They managed to leave most of their 3,746 backers with negative feelings about it. They delivered more than a year late and though they had a plethora of delays they rarely, if ever, communicated anything to the backers. Their poor service and management doesn’t detract from the game it just leaves a bad taste in my mouth in regards to this game company. For me this was the second game I had ever supported via kickstarter, and the first and only disappointment from kickstarter. Having delivered 14 months late I would never back another project from this company. Truthfully it is unlikely I would ever have the opportunity again as Playroom Games was recently acquired by the Upper Deck games brand. In all this game is fantastic, I just don’t have any love for the production company.
This package included all you see above, 148 letter cards, 2 “Unspeakable letter cards”, 1 K is for exploding kithulhus card, 1 elder sign promo card, one yellow sign promo card, 40 Cthulhu meeples (honestly not as awesome as those in the original set but still cool), a custom glow in the dark D20, and a standard deck of playing cards featuring the chibi style Lovecraftian monsters from the games.