When it comes to 18-card game offerings nobody produces more games on a regular basis than Button Shy.
And more often than not the games they release are ones you
will want to take a look at.
Now you can add Embers to that list.
Embers comes from designer Steven Aramini, and
artist Steven De Waele.
And we must start with a tip of the hat to the artist for
doing a really fine job on this one. I get a Norse mythology vibe off it,
although I believe there is no specific culture this one is tied too. Still the
art works.
As for the game play, well to start with this is a solo game
of survival – and the copy I am reviewing was Print n Play. At just 18-cards
it’s a quick print, cut and sleeve affair.
In Embers you are using your heroes to defend against waves
of encroaching monsters and to keep your campfire lit. It’s a simple enough
premise, but it works.
You have a band of heroes and through the game you will
use each hero's unique strengths and movements to defend the fire from attack
and prepare for the next onslaught.
The fire is ultimately the key. If it dies --- well so do
you.
As you might expect though monsters tend to be relentless
critters, and in each turn of Embers new monsters spawn – again not new but
then you must have a challenge for it to be fun.
In the game you spend each hero’s action points to move
heroes around the campfire, attack monsters, upgrade abilities, support each
other, and forage for material to keep the fire going. Herein lies the meaty
part of the game. There are decisions to be made and never enough action points
to do everything you want to. Making the right choice at the right time is
crucial to a player’s success.
After the heroes act, the monsters strike: damage the
nearest hero or even the fire itself.
When the night card appears, a new round begins. Survive
four full rounds without the fire being extinguished to win.
A compact game supported with fine art making Embers a great
solo option as evenings darken sooner as fall arrives.
Check it out at www.buttonshy.com
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