The Osprey Wargame series has been one
of my favorite sources of rules systems. They are typically a quick
read and bring interesting mechanics and ideas to the table. The
price point and length of the rules have introduced me to all sorts
of interesting games. This in turn has spurred my own creativity and
game design.
Today, we are going to take a look at
Kobolds and Cobblestones.
This is a game of Fantasy gang combat for control of the underworld
of a cosmopolitan fantasy city. As I was thinking about the game, I
was surprised to read their take that Kobolds are a form of lizard
man style creature. I have been forever stained by the old Ad&D
Monster Manual that had art showing them looking like little dog men.
The idea of them being lizard-like frightened and confused me!
However, I got over it. It turns out I was the one completely out of the loop!
This
game does not have an design notes. However, I did read in the
acknowledgments that the game was built by “making it up” as he
went along with some of his gaming buddies. I like the spirit of
this approach. Now let's take a closer look and see how it all hangs
together.
Things I Liked
This
game was very innovative when it came to its core mechanics. It did
not go with the old movement stand-bys
and instead did something very different. The main tool for movement
in the game is a standard Poker card, using either the width or
length to measure distance. This game uses no special equipment.
The
game does not stop there. It then decided to fore go normal gaming
conventions and use those same standard poker cards as the way to
resolve opposed actions. I was expecting a draw mechanic like
Malifaux. Instead,
they went a different rout where you use cards in your hand to create
opposed Poker hands, play blackjack, or do a simple card flip to
determine the outcomes for melee, missiles, and magic. It was very
creative solutions and a fresh approach. I would have preferred if
it stuck to one approach instead of three, but there is no denying
the creativity of the mechanics.
The
game also has a clever Critical Hit mechanic, where the number of
cards from an 'aligned” card color used in your combat hand can
trigger an escalating series of events and special interactions. The
critical hit mechanic flowed in easily and elegantly with the
combat/magic rules.
Unlike
other games, no gang is expected to be made-up of only the same race.
Instead, race mixing is encouraged. I like that idea and allows you
to use a selection of miniatures that you have on hand.
Things I Did Not Like
The
game is very innovative with mechanic resolution. However, the core
game play relies too much on existing card games for my taste. It is
essentially playing no draw poker with minis. Once you get beyond
the card interactions, the game has very little nuance beyond hand
management and usage. For example, there is little benefit for
tactical maneuver, morale, or command and control in the game.
Thankfully, the Campaign rules force you to think of the meta a
little to act as a Morale limitation.
The
game could end up with a lot of table clutter, or off-board book
keeping. Many models have multiple wounds. In addition, there are
various effects from the critical hits that will impact models
throughout the turn. Tracking the number of effects could be a
turn-off for some players.
In
addition, the game has certain “leaders” that you must use one
of. I am not a fan of such “named Character” approaches to games
and prefer to build my own characters that grow and build as a
campaign progresses.
Meh and Other Uncertainties
The game uses
three decks of Poker cards. One for each player's combat hands, and
a third for an Event deck to help resolve non-combat event such as
initiative, set-up, some magical effects, etc. In addition, you will
want the Jokers as measuring tools, but not in the deck. This system
uses alternating activation, and I think could scale well for more
than one player at a time.
Gangs can choose
not to spend all of their starting cash on members, and instead use
them in game to bribe models, heal, siphon off magical energies and
other little tricks and treats. Any many games, such excess cash at
gang creation is simply lost or of no use in-game. This was a clever
way to make use of it and force some more choice during list
building.
As mentioned, the
game comes with a campaign system which is a huge plus in my book!
It covers the basics such as model death, recruiting new members,
etc. Do not get to attached to your runts and thugs as they will die
pretty fast. However, as you gain Notoriety, you use this as cash to
“buy” new figures for the gang. Unlike a game like Necromunda
or Mordheim, most of these gang members will be pretty
disposable. This fits more of the Frostgrave model.
The game also
comes with 8 scenarios. They also include optional objectives to
increase the re-playability even further. These follow some standard
tropes, but are well executed designs. Plus, using the 2x2 board and the ability to Move/Dash you will get to the action quickly with these scenarios.
A note on the
artwork. The book uses stand-alone character art similar to the
Rogue Stars book. I like the style of the artwork as
the gangs have a more Edwardian/Elizabethan vibe to them instead of a
standard Medieval Fantasy style. I liked it. However, the way this
artwork was used was unsatisfying to me due to the white space. In
addition, the miniature pictures in the book were uninspiring to me
as the palette did not pop enough. These are minor quibbles, as they
are painted nicely and the city terrain is very cool. However, it
just did not grab me.
Final
Thoughts....
I was pleasantly
surprised by the cleverness of the core mechanics, but I felt they
were still just a bit wanting and a bit too light. Like many of the
Osprey Wargame Series games, this would be a great short series of
games for a club, or even a stand-alone Convention game for
relatively new wargamers. I do not think it has the depth for longer
campaigns or heavy rotation. However, I still found myself impressed
with the rules and re-thinking the use of cards in my own designs
again. To me, it was worth the read just for that and I can see
myself giving it a go with my family.
The "innovative" mechanisms look remarkably familiar.
ReplyDeletehttps://boardgamegeek.com/boardgame/235088/tribal
Well, there is nothing new under the sun. That's why I say innovation is over rated. :)
Deletehttps://bloodandspectacles.blogspot.com/2017/10/wargame-design-innovation-is-over-rated.html