Pandemic is one of those games that can go, “We’re fine. Everything’s fine. We can — oh, we went from no outbreaks to eight in two minutes.”
Monthly Archives: February 2016
Defending Egil

Defending Egil the Icelander from the search party of Erik Bloodaxe, as rendered in Heroscape tiles.
I played in a session of Fate of the Norns: Ragnarok yesterday that includes this amazing spread of Heroscape terrain and traditionally painted miniatures, as well as Egil the Icelandic Heroclix (Mage Knight, maybe?) figure. This was the second part of the scenario in the back of the core book. Everything points to the next stop in this pick-up campaign being Iceland itself. We glossed over how NPC-ified Turborg might rather return Ingrid to her father in Dublin immediately.
Zero Hour: Survival Horror Card Game
Last night, library game night kicked off with Zero Hour, a card game based on the Slender Man mythos. In short, each player has a ensemble of young children, led by an older young adult with a psychic ability, that must be shepherded through a night wandering through the woods, stalked by the Slender Man, and hope to make it until the morning. Each surviving child is worth so many points, plus any interesting items they may have picked up along the way, which determines the winner at the end.
It’s a decent premise, but holy cow, the game itself is long and uninteresting. A turn consists of drawing an exploration card for each child in your charge, which is most likely to injure their sanity score, or have some other negative effect. Rolling a d6 to beat a variable target number resolves those effects. So the game is wholly luck-driven and very repetitive: draw an exploration card for a child, typically roll a die to determine success or failure, repeat for each child in your group. And as the number of players increases, so does the wait between each of your turns.
Zero Hour has an interesting theme — mainly with regard to how a deliberately invented mythos from the 2000s is slowly becoming part of our culture — but the game play itself is practically non-existent. There are few choices, and none of them felt very significant. This is the kind of game that plays around you while chatting with other players until the turn comes around, you do your business and return to chatting, waiting to be tapped on the shoulder because it’s your turn or someone’s targeted you with an effect.
Sentinels of the Multiverse Concludes
This past Friday, Greater Than Games made official what they’d been saying for years now: the end of the Sentinels of the Multiverse game line is nigh. While not necessarily news to anyone who’s followed the company’s progress, as they’ve been very open about following a storyline through the game and its expansions with a distinct conclusion, it’s still a little jarring for them to make good on it. As the board game hobby has bloomed, it’s become de rigueur for popular games to be followed by an endless string of expansions until such time as the sales are no longer worth the expense of publishing them.
My enjoyment of the print version waxes and wanes and right now is waning as I consider the prospect of toting around two more big boxes’ worth of expansion materials — the promised OblivAeon, plus Villains of the Multiverse — even in light of this all-in-one storage option Greater Than is teasing. But this campaign is the game’s last hurrah, and will include the long-promised pack of variant heroes, so maybe I will decide to retire my proxies after the “one with everything” pack appears.