So I recently reviewed the card game Revolver...so now I thought I'd shed a little light on three of the expansions for the game!
Revolver 1.1: Ambush on Gunshot Trail
WHAT YOU SHOULD KNOW: Ambush on Gunshot Trail is not required to play Revolver...however, Revolver 1.2 and By The Gun They Died both assume that you are also using Ambush on Gunshot Trail. This small card expansion runs for about $15 retail, and includes cards for both Colonel McReady and Jack Colty, as well as introducing 2 new bandits for Colty (one being Sister Sarah and her Mule), as well as a new mechanic: Ambushes. With Ambushes, McReady was planning ahead, and an Ambush is dealt to each battlefield, sometimes giving McReady more firepower, sometimes killing one of Colty's men, but occasionally it's a false alarm and the Colty gang beats them to the punch. Other new Colty cards include the Cherokee Freedmen and Dragged Behind The Horse (which forcibly moves a Law Dog back one battlefield), while McReady gains Pinkerton Agents, a new Bounty Hunter and even a card that can derail (pun intended) Colty's desperation tactic aboard the train. The new cards are intended to be swapped out of the existing decks, providing a deck tuning mechanic.
WHAT WORKS: More backstory for the new characters (including two that are actually in the promo pack). The Ambush Mechanic adds a new dimension to gameplay without speeding up gameplay, and Colty gains more cannon fodder.
WHAT DOESN'T WORK: The price might be a tad high if you can't get a discount somewhere. The gratuitous cleavage from the bounty hunter is, well, gratuitous. I'm not a fan of the deck tuning mechanic, as it slows down an otherwise quick set-up and quick moving game.
CONCLUSION: My son and I have just been integrating the cards into the decks, as all it does is increase the random element, which proves to be more of an equalizer for the two of us. The set exudes a ton of personality, with unique, named characters who are all heroes of their own story. Strong recommendation for this expansion if you're digging Revolver.
Revolver 1.2: Hunt the Man Down
WHAT YOU SHOULD KNOW: This expansion follows on the back of 1.1, going so far as to include an additional ambush card (and a violent one), as well as a new, optional battlefield holding the sadistic Santiago, a prisoner with a mad-on for Colonel McReady. It also introduces a new winning condition for McReady, in the form of bullet tokens Colty can gain over the course of the game. McReady gains more Pinkertons (who now actually draw the fire when on the field), while Colty gains more cards that can circumvent the 3 row limit, if only temporarily. More references to classic westerns abound, and an undertaker is added who can put the newly deceases to rest AND score you more cards.
WHAT WORKS: Impressively, the prison raid adds almost no time to the game, even with Ambushes from 1.1 in full effect, while also adding an additional strategic element, as the Colty player decides if Santiago is worth risking his men over.
WHAT DOESN'T WORK: Price is still going to be an issue for some, and 1.1 being required for fans wanting to pick this up is going to be annoying for some.
CONCLUSION: So far, so good. The truth about McReady gets a little seedier with each set, while the lines just get greyer and greyer. Major props to the designers for creating a whole new battlefield that adds to the game, but never really slows it down. The continued shout outs to classic westerns is also cool, going above and beyond just abusing common western tropes.
REVOLVER: BY THE GUN THEY DIED
WHAT YOU SHOULD KNOW: This one is completely playable without 1.1 or 1.2, though there are some icons you aren't going to understand at first. Also, this set includes Elias Hooker and Brady Logan, two promo characters released for the game. Again, this set assumes you are going to be deck building/tuning, giving McReady options like Apache Warriors, a Pinkerton Sharpshooter who is made for Whiskey Canyon (the nastiest battlefield for the Colty gang to hide in) and the very thuggish Wriggler Hooley and the Swain Boys. Colty isn't left short handed, adding in the multiplying Bandidos, as well as an alternate version of Bullet (much meaner, as he will take someone with him now), and Turkey Joe (who also pops up in Revolve 2), as well as a card that implies a much deeper relationship was going on between Poppy McReady and Colty.
WHAT WORKS: No new mechanics to learn (aside from the deck tuning), and more cards with personality, both people and events.
WHAT DOESN'T WORK: The price, again, seems high, especially since it's not wrapped in any kind of real packaging, either. That said, there are some viable options in this set for fans of the game who like to build decks, as well as some cool cards for guys like me who don't mind piling them all on. Get 1.1 if you can only get one expansion, but the others are worth it if you like the game.
Showing posts with label White Goblin Games. Show all posts
Showing posts with label White Goblin Games. Show all posts
Friday, January 10, 2014
Saturday, December 28, 2013
Tommy's Take on Revolver 2
So....yesterday, I reviewed Revolver. Today, I review its completely standalone sister (not really sequel) game, Revolver 2.
DISCLAIMER: This review does contain an affiliate link to Amazon.com. Purchasing the game through that link may provide me with referral credit to Amazon. No review copy was provided by the publisher. I acquired this game on my own.
WHAT YOU SHOULD KNOW: Revolver 2 has the same mechanical base as Revolver, and includes a number of references to the characters in Revolver, but is designed to be completely standalone, from both a a story and a gameplay perspective. Revolver 2 comes in an impressive green tin, setting it apart from Revolver's red tin. The game retails for $30, though Amazon has it deeply discounted as of the time of this review.
The story is the first major change in Revolver 2: Instead of a gang on the run from a Colonel's posse, one player plays a Padre who is hiring gunslingers to defend a Mexican town sitting near a silver mine as a corrupt Mexican warlord is trying to take it over. Yeah, it's got a little bit of Magnificent Seven to it...and if you're a fan of westerns, that's probably a good thing. The winning conditions are similar to Revolver: General Mapache wins if he guns down all of the town's defenders, for instance, and the Padre's men can win if the Padre survives the battle in the silver mine, or if the Mexican army arrives to put an end to the General (mechanically functioning the same as removing the Mexican border tokens in Revolver).
Thematically, the "surviving four rounds in the Silver Mine" doesn't work as well as Jack Colty's "survive four rounds on the 3:15" from Revolver, but it is what it is.
With that base in place, however, we get a number of changes: First, the two players play a poker minigame, three hands worth, and the side that wins 2 out of 3 gets to set a more favorable battlefield layout for the game. In addition, some of the poker hands have over benefits, independent of winning or losing, such as extra Firepower tokens on battlefield spaces, adding or subtracting tokens from the Mexican Army card, or adding cards to your starting hand when the game begins.
The next big change comes at the beginning of the Padre's turn. See, the Padre starts off with seven guardians (counting himself), and can recruit another guardian or two on each turn (an icon on the battlefield tells you how many guardians you can recruit). Well, the Padre has the choice on some battlefields to forgo recruitment and instead skip turns there, moving the clock up faster at the expense of recruiting more people. This can be beneficial at times, because the General has a very powerful secret weapon at the silver mine, but it requires stockpiling cards in order to use properly, and if you can catch him flat footed at the mine, it can make the Padre's endgame easier. Of course, if you miscalculate, it can lead to you just being outgunned in the endgame.
One of the battlefields is called The Los Quantos Bridge, and it brings up another tactic for the Padre: If he has enough cards with TNT icons on them, he can blow the bridge, wiping out anyone or anything that the General has placed on the bridge to stop him. He can use a similar tactic in the Silver Mine, to counter the General's use of the Gatling Gun.
That's where another layer of complexity and strategy comes in: Every card has an effect in its own right, but many of the General's cards include ammo icons, to be used with the Gatling Gun in the endgame, while many of the Padre's cards have TNT icons, to be used at the Bridge or Silver Mine...so a card may be worth more to you in your hand, using it at the right battlefield, rather than just dumping it off in play.
The Padre has two decks of cards to draw from, the first being his regular card deck and the second being his Guardians. The Guardians have a survival rating, like Colty's men in the first game do, indicating just how important they are to the plot and what order they'll die in. Padre Estaban is the hero of this story, and will either see it through, or be the last one gunned down. Some Guardians let you draw a card when they come into play, some force you to discard when they die, some hasten the arrival of the Mexican Army and some stymy it. Zachary McReady, kin to the Colonel from the first game, makes an appearance here as a recruitable gunslinger. There's also a mysterious man named Jim Colt who carries a crow on his shoulder, and who may or may not resemble a certain gang leader from Revolver. There's also Kid Lightning, who has a Survival Rating of 0, but also has TWO Grit Tokens, meaning he can take a licking before he goes down.
As for the Padre's card deck itself, he has cards like Telegrams which remove tokens from the Mexican Army card, speeding their arrival along. Of course, he has different weapons he can drop on the battlefield for his men, as well as cards like "Get Ready For War!" that cause him to sacrifice two of his men in order to take out everyone the General has at a given battlefield. There's also a Kiowa Guide who will help the Mexican Army make better time to the town, bags of rattlesnakes that can take out one of the General's men and even a Stove Plate Jacket (ala Eastwood) that saves one of the Guardians from death.
The General is not without resources, using Swift Horses to move his men from battlefield to battlefield, Sodden Terrain to slow down the approach of the Mexican Army, Alligator Attacks to kill Guardians, powerful gunfighters like Gian Volonte (who is so powerful that the Padre gets to draw a card in order to balance out how scary he is) and Pancho Flores (who also forces the opponent to discard a card when he comes into play). The Las Cuchillos are also frightening, giving the General the option of discarding a card when they come into play and destroying one of the Padre's assets.
Like with Revolver, Revolver 2 will be bloody, with casualties mounting on both sides, and not even killing the General will be enough to stop his men.
WHAT WORKS: The Magnificent Seven with a dash of The Good, The Bad & The Ugly in a card game? Yes, please. The extra bits of strategy are a nice touch without over complicating anything. The connections to the first set are also nice, as easter eggs for players of both sets, without forcing continuity lockout.
WHAT DOESN'T WORK: The creeping complexity may bode ill for those that love the simplicity of the first game. The backstory isn't quite as thrilling in this one, being painted as more of a straight, black and white, Good vs Evil tale...though, your mileage may certainly vary on whether this is a good thing or a bad thing. The win condition of waiting out the general in the Silver Mine doesn't work as well, thematically.
CONCLUSION: The backstories and the characters "pop" better in Revolver, but Magnificent Seven is my favorite western of all time, so essentially putting that in card game format is just AWESOME to me. The two Revolver games are just both so very cool to me, impulse purchases that I'm glad I indulged in. Absolutely worth it if you love westerns and you're cool with a 2 player only game. Highly recommended.
DISCLAIMER: This review does contain an affiliate link to Amazon.com. Purchasing the game through that link may provide me with referral credit to Amazon. No review copy was provided by the publisher. I acquired this game on my own.
WHAT YOU SHOULD KNOW: Revolver 2 has the same mechanical base as Revolver, and includes a number of references to the characters in Revolver, but is designed to be completely standalone, from both a a story and a gameplay perspective. Revolver 2 comes in an impressive green tin, setting it apart from Revolver's red tin. The game retails for $30, though Amazon has it deeply discounted as of the time of this review.
The story is the first major change in Revolver 2: Instead of a gang on the run from a Colonel's posse, one player plays a Padre who is hiring gunslingers to defend a Mexican town sitting near a silver mine as a corrupt Mexican warlord is trying to take it over. Yeah, it's got a little bit of Magnificent Seven to it...and if you're a fan of westerns, that's probably a good thing. The winning conditions are similar to Revolver: General Mapache wins if he guns down all of the town's defenders, for instance, and the Padre's men can win if the Padre survives the battle in the silver mine, or if the Mexican army arrives to put an end to the General (mechanically functioning the same as removing the Mexican border tokens in Revolver).
Thematically, the "surviving four rounds in the Silver Mine" doesn't work as well as Jack Colty's "survive four rounds on the 3:15" from Revolver, but it is what it is.
With that base in place, however, we get a number of changes: First, the two players play a poker minigame, three hands worth, and the side that wins 2 out of 3 gets to set a more favorable battlefield layout for the game. In addition, some of the poker hands have over benefits, independent of winning or losing, such as extra Firepower tokens on battlefield spaces, adding or subtracting tokens from the Mexican Army card, or adding cards to your starting hand when the game begins.
The next big change comes at the beginning of the Padre's turn. See, the Padre starts off with seven guardians (counting himself), and can recruit another guardian or two on each turn (an icon on the battlefield tells you how many guardians you can recruit). Well, the Padre has the choice on some battlefields to forgo recruitment and instead skip turns there, moving the clock up faster at the expense of recruiting more people. This can be beneficial at times, because the General has a very powerful secret weapon at the silver mine, but it requires stockpiling cards in order to use properly, and if you can catch him flat footed at the mine, it can make the Padre's endgame easier. Of course, if you miscalculate, it can lead to you just being outgunned in the endgame.
One of the battlefields is called The Los Quantos Bridge, and it brings up another tactic for the Padre: If he has enough cards with TNT icons on them, he can blow the bridge, wiping out anyone or anything that the General has placed on the bridge to stop him. He can use a similar tactic in the Silver Mine, to counter the General's use of the Gatling Gun.
That's where another layer of complexity and strategy comes in: Every card has an effect in its own right, but many of the General's cards include ammo icons, to be used with the Gatling Gun in the endgame, while many of the Padre's cards have TNT icons, to be used at the Bridge or Silver Mine...so a card may be worth more to you in your hand, using it at the right battlefield, rather than just dumping it off in play.
The Padre has two decks of cards to draw from, the first being his regular card deck and the second being his Guardians. The Guardians have a survival rating, like Colty's men in the first game do, indicating just how important they are to the plot and what order they'll die in. Padre Estaban is the hero of this story, and will either see it through, or be the last one gunned down. Some Guardians let you draw a card when they come into play, some force you to discard when they die, some hasten the arrival of the Mexican Army and some stymy it. Zachary McReady, kin to the Colonel from the first game, makes an appearance here as a recruitable gunslinger. There's also a mysterious man named Jim Colt who carries a crow on his shoulder, and who may or may not resemble a certain gang leader from Revolver. There's also Kid Lightning, who has a Survival Rating of 0, but also has TWO Grit Tokens, meaning he can take a licking before he goes down.
As for the Padre's card deck itself, he has cards like Telegrams which remove tokens from the Mexican Army card, speeding their arrival along. Of course, he has different weapons he can drop on the battlefield for his men, as well as cards like "Get Ready For War!" that cause him to sacrifice two of his men in order to take out everyone the General has at a given battlefield. There's also a Kiowa Guide who will help the Mexican Army make better time to the town, bags of rattlesnakes that can take out one of the General's men and even a Stove Plate Jacket (ala Eastwood) that saves one of the Guardians from death.
The General is not without resources, using Swift Horses to move his men from battlefield to battlefield, Sodden Terrain to slow down the approach of the Mexican Army, Alligator Attacks to kill Guardians, powerful gunfighters like Gian Volonte (who is so powerful that the Padre gets to draw a card in order to balance out how scary he is) and Pancho Flores (who also forces the opponent to discard a card when he comes into play). The Las Cuchillos are also frightening, giving the General the option of discarding a card when they come into play and destroying one of the Padre's assets.
Like with Revolver, Revolver 2 will be bloody, with casualties mounting on both sides, and not even killing the General will be enough to stop his men.
WHAT WORKS: The Magnificent Seven with a dash of The Good, The Bad & The Ugly in a card game? Yes, please. The extra bits of strategy are a nice touch without over complicating anything. The connections to the first set are also nice, as easter eggs for players of both sets, without forcing continuity lockout.
WHAT DOESN'T WORK: The creeping complexity may bode ill for those that love the simplicity of the first game. The backstory isn't quite as thrilling in this one, being painted as more of a straight, black and white, Good vs Evil tale...though, your mileage may certainly vary on whether this is a good thing or a bad thing. The win condition of waiting out the general in the Silver Mine doesn't work as well, thematically.
CONCLUSION: The backstories and the characters "pop" better in Revolver, but Magnificent Seven is my favorite western of all time, so essentially putting that in card game format is just AWESOME to me. The two Revolver games are just both so very cool to me, impulse purchases that I'm glad I indulged in. Absolutely worth it if you love westerns and you're cool with a 2 player only game. Highly recommended.
Friday, December 27, 2013
Tommy's Take on Revolver
I do primarily review RPGs around here, but I also occasionally venture into other areas, like board and card games. Well, A couple of weeks ago I stumbled across a couple of western-themed card games called Revolver and Revolver 2, which I've since played a few times with my kid.
DISCLAIMER: This review does include an affiliate link to Amazon.com. Purchasing this title from Amazon may result in me receiving a referral credit. A review copy was not provided to me by the publisher, however. I acquired this game on my own.
WHAT YOU SHOULD KNOW: Revolver is a card based by White Goblin Games & Stronghold Games, featuring a fairly standard western theme: Jack "The Crow" Colty and his gang robbed a bank and are on the run from Col. Ned McReady's posse, trying desperately to make it to the 3:15 Express from Rattlesnake Station, or cross the Mexican border, before Colty and his right hand man Cortez are gunned down.
Retailing for $30, Revolver comes in a sweet, sweet metal tin, with two included card decks (one for each side of the conflict) and a number of extra cards which serve as the battlefields for the conflict (beginning at the bank and running to the train). A bag of wooden pieces are included to count down the Mexican border, as well as a piece to serve as the time tracker in each battlefield.
The Colty gang begins with all of their people on the playing field, rushing together from the bank to the train station. The McReady player will unleash assets at each field, from deputies and bounty hunters to named characters like Deputy Weathers and McReady himself. Characters can get Grit tokens, which can allow them to survive the first attempt at killing them, and Firepower tokens, which boosts their effectiveness in combat.
If the Colty gang loses a fight on the McReady player's turn, one of The Crow's men dies, selected by the Colty player based on his men's Survival Rating (some guys are doomed to die before the others). Some folks just die, others cause different effects. For instance, killing Bruno "Hen House" Caple cuts off Colty's access to Peacemaker .45s. If Manolito dies, The Crow finds out Manolito was a traitor and this cuts off two of the tokens blocking access to the Mexican border. If you kill Kittens McKenzie before the gang reaches the 3:15, it gives the posse more time to hunt the gang through Rattlesnake Creek as Kittens presumably knows that area better than the rest.
Stronger cards, on both sides, are played by discarding other cards...and some cards get cheaper to play as the game goes on. For instance, Col. McReady is expensive to deploy at the bank, but he won't miss the gunfight at the train for anything. The McReady player can play as many cards to a battlefield as he likes, but the Colty gang can only play three cards per battlefield...and McReady can drop cards like Narrow Bridge and Cactus Field which cuts those available slots down further.
Colty's deck also includes cards that move up the clock, putting the gang on the road in order to keep from getting trapped, cards like "Fire At Will" that lets his men gun down some of McReady's men, Sandstorm (which imposes a two card limit on McReady's side of the field) and Saddlebags (which let you snap up a card from a battlefield to take to another, as cards normally stay behind as the gang runs).
McReady's deck also has time management cards which force the Colty gang to stay on the battlefield an extra turn, "Get The Rope, Boys" (which lets you lynch a Colty gang member), Rattlesnake Bite (which will kill a gang member if they don't discard a card), a card indicating the gang has been betrayed (which kills two people unless the Colty player discards two cards), a Buffalo Stampede which inflicts a ton of damage and more.
Each battlefield has a defensive modifier for the Colty gang, ranging from +0 to +3, as they use the terrain for natural defense. The Colty player also has one more, last ditch tactic they can use at the train, derailing it in order to inflict death and chaos. This will kill every one of Colty's remaining men, but the player can discard cards in order to keep his men alive.
As swell as all this sounds, it's the little things that really sell the game: The book includes character bios for every character in the game, unveiling layers to the backstory that twist it on its ear. Is Crow a criminal? Well, yeah...but he's also been wronged, as his father had his farm stolen out from under him. One of his gang members is Poppy McReady...daughter of the Colonel...and all kinds of hints and outright statements in the backstory that the Colonel is one shady bastard. None of it DIRECTLY affects gameplay, especially in this first set, but the attention to story is very admirable.
There is a fair bit of strategy to the game, as the McReady side has to recognize which battles to fight and which to let go of, while the Colty player can focus on either surviving the full gauntlet and escaping on the train or focusing on running out the Mexican border (a token comes off of the Mexican border card for each turn McReady has in which he fails to kill a Colty member).
No matter what, the game WILL be very bloody, with a lot of casualties. This isn't a Roy Rogers western.
WHAT WORKS: The production values are excellent. The gameplay is fun and simple, and feels very "western". The gameplay is surprisingly deep in the core set, while still playing quickly. Despite the recommended age of 12+, my 10 year old both enjoys and understands the game perfectly fine.
WHAT DOESN'T WORK: The fact that a lot of the cards on both sides are either re-skinned, or merely opposite numbers of a card on the other side. Some complaints have been made about the art, as some of the women are fairly scantily clad and some parents may not be suitable with 12 year olds (the recommended age) playing it.
CONCLUSION: A very awesome two player card game that I've already played a fair bit and plan on playing more of. The expansions are largely designed to swap in and out with the existing card decks, rather than adding to them, so the game should avoid a lot of bloat that games with expansions tend to have. As mentioned above, the game is awesome and thematic out of the box, but adding in the backstory makes it doubly cool. Very highly recommended if you are a fan of westerns and card games, especially if you're not so much into the Deadlands or Shadows of Brimstone style of supernatural western.
DISCLAIMER: This review does include an affiliate link to Amazon.com. Purchasing this title from Amazon may result in me receiving a referral credit. A review copy was not provided to me by the publisher, however. I acquired this game on my own.
WHAT YOU SHOULD KNOW: Revolver is a card based by White Goblin Games & Stronghold Games, featuring a fairly standard western theme: Jack "The Crow" Colty and his gang robbed a bank and are on the run from Col. Ned McReady's posse, trying desperately to make it to the 3:15 Express from Rattlesnake Station, or cross the Mexican border, before Colty and his right hand man Cortez are gunned down.
Retailing for $30, Revolver comes in a sweet, sweet metal tin, with two included card decks (one for each side of the conflict) and a number of extra cards which serve as the battlefields for the conflict (beginning at the bank and running to the train). A bag of wooden pieces are included to count down the Mexican border, as well as a piece to serve as the time tracker in each battlefield.
The Colty gang begins with all of their people on the playing field, rushing together from the bank to the train station. The McReady player will unleash assets at each field, from deputies and bounty hunters to named characters like Deputy Weathers and McReady himself. Characters can get Grit tokens, which can allow them to survive the first attempt at killing them, and Firepower tokens, which boosts their effectiveness in combat.
If the Colty gang loses a fight on the McReady player's turn, one of The Crow's men dies, selected by the Colty player based on his men's Survival Rating (some guys are doomed to die before the others). Some folks just die, others cause different effects. For instance, killing Bruno "Hen House" Caple cuts off Colty's access to Peacemaker .45s. If Manolito dies, The Crow finds out Manolito was a traitor and this cuts off two of the tokens blocking access to the Mexican border. If you kill Kittens McKenzie before the gang reaches the 3:15, it gives the posse more time to hunt the gang through Rattlesnake Creek as Kittens presumably knows that area better than the rest.
Stronger cards, on both sides, are played by discarding other cards...and some cards get cheaper to play as the game goes on. For instance, Col. McReady is expensive to deploy at the bank, but he won't miss the gunfight at the train for anything. The McReady player can play as many cards to a battlefield as he likes, but the Colty gang can only play three cards per battlefield...and McReady can drop cards like Narrow Bridge and Cactus Field which cuts those available slots down further.
Colty's deck also includes cards that move up the clock, putting the gang on the road in order to keep from getting trapped, cards like "Fire At Will" that lets his men gun down some of McReady's men, Sandstorm (which imposes a two card limit on McReady's side of the field) and Saddlebags (which let you snap up a card from a battlefield to take to another, as cards normally stay behind as the gang runs).
McReady's deck also has time management cards which force the Colty gang to stay on the battlefield an extra turn, "Get The Rope, Boys" (which lets you lynch a Colty gang member), Rattlesnake Bite (which will kill a gang member if they don't discard a card), a card indicating the gang has been betrayed (which kills two people unless the Colty player discards two cards), a Buffalo Stampede which inflicts a ton of damage and more.
Each battlefield has a defensive modifier for the Colty gang, ranging from +0 to +3, as they use the terrain for natural defense. The Colty player also has one more, last ditch tactic they can use at the train, derailing it in order to inflict death and chaos. This will kill every one of Colty's remaining men, but the player can discard cards in order to keep his men alive.
As swell as all this sounds, it's the little things that really sell the game: The book includes character bios for every character in the game, unveiling layers to the backstory that twist it on its ear. Is Crow a criminal? Well, yeah...but he's also been wronged, as his father had his farm stolen out from under him. One of his gang members is Poppy McReady...daughter of the Colonel...and all kinds of hints and outright statements in the backstory that the Colonel is one shady bastard. None of it DIRECTLY affects gameplay, especially in this first set, but the attention to story is very admirable.
There is a fair bit of strategy to the game, as the McReady side has to recognize which battles to fight and which to let go of, while the Colty player can focus on either surviving the full gauntlet and escaping on the train or focusing on running out the Mexican border (a token comes off of the Mexican border card for each turn McReady has in which he fails to kill a Colty member).
No matter what, the game WILL be very bloody, with a lot of casualties. This isn't a Roy Rogers western.
WHAT WORKS: The production values are excellent. The gameplay is fun and simple, and feels very "western". The gameplay is surprisingly deep in the core set, while still playing quickly. Despite the recommended age of 12+, my 10 year old both enjoys and understands the game perfectly fine.
WHAT DOESN'T WORK: The fact that a lot of the cards on both sides are either re-skinned, or merely opposite numbers of a card on the other side. Some complaints have been made about the art, as some of the women are fairly scantily clad and some parents may not be suitable with 12 year olds (the recommended age) playing it.
CONCLUSION: A very awesome two player card game that I've already played a fair bit and plan on playing more of. The expansions are largely designed to swap in and out with the existing card decks, rather than adding to them, so the game should avoid a lot of bloat that games with expansions tend to have. As mentioned above, the game is awesome and thematic out of the box, but adding in the backstory makes it doubly cool. Very highly recommended if you are a fan of westerns and card games, especially if you're not so much into the Deadlands or Shadows of Brimstone style of supernatural western.
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