designed by Filip Neduk
Lock and load and blast your opponents to little tiny bits in this boardgame version of a first-person shooter. Every turn you take two of three possible actions: move, shoot, or pick up either a weapon, an upgrade, or ammo. Cards represent different weapons: play cards to shoot, expend ammo to overcharge certain weapons for added mayhem, and spend ammo to “reload” weapon and bring the card back into your hand for continued death-dealing next round. You do damage by placing your damage counters on their player boards, and they on yours. The more you get hit, the more adrenaline (roll credits) you get, and the better your actions become. When you receive enough damage to die, points are scored: whoever has the most scores the most points, doing the first damage gets a bonus point, and everyone who hits you gets something. Repeat until the skull timer runs out, most points wins! Avoiding combat gets you not killed, but also you don’t actually score any points either.
Great self-balancing mechanics throughout the game, from the fact you are worth less the more you get killed to the way your actions improve the more damage you take. Moreover, the fact you can get points wherever you damage encourages equal death-dealing amongst all players.
One Live Verdict: Lock, load, gear up, and load out (plus any other first-person shooter clichés) for this one.