Tag Archives: Munchkin Apocalypse

Vying for political control in Lords of Waterdeep

lords of waterdeep play board games

Currently, I have a new favorite board game. For the longest time, it’s been Munchkin, and that’s not to say that Munchkin has lost any of its spontaneous, kooky fun, but Steve Jackson Games continues to churn out Munchkin-related product one after the other with no sign of slowing down in the future, and well…I just can’t keep up. Though I did get two new sets for Christmas–Munchkin Pathfinder and Munchkin Apocalypse–both of which are a lot of fun, but more or less the same ol’ backstabbin’, treasure-hoarding experience with a small twist or two, like Seals. There is strategy involved in every game of Munchkin, but also a lot of luck, like getting decent treasure early on to keep your character in the fight.

However, I’m always looking for more strategy elements over luck-based things–one big reason why I don’t play cards at the casino–and so we move on to Lords of Waterdeep from Wizards of the Coast, a fantastically unpredictable hour and change of planning, plotting, and plundering resources. It’s pretty much the best of both worlds.

Here’s how the publisher describes it: a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans. During the course of play, you acquire victory points or resources through completing quests, constructing buildings, playing intrigue cards, or having other players utilize the buildings you have constructed. At the end of eight rounds of play, the player who has accrued the most victory points wins the game.

That might not sound like a whole lot, but there’s actually a whole lot there to work with, seeing that you are limited in the number of choices you make. You have to start planning things out from your very first turn, as every turn taken should be to your advantage, whether it is playing a card against an opponent or visiting a specific building to get the right colored cubes you need to complete that secret quest in your hand. I find going to the harbor to play Intrigue spells very beneficial as, after everyone else has moved all their units, you get to move off the harbor to any free spaces left, basically giving you an extra turn. See? Strategy. You can also play Mandatory Quests on opponents to slow them down on their journey to the top, but other than that, it’s quite a civil game, much more than say Munchkin or Shadows Over Camelot.

Ironically, my favorite part of Lords of Waterdeep is when it ends. This is the moment when you get to reveal what lord you specifically are and how it affected your decisions, as well as add up how many units you have in your tavern, how much gold you have left, and so on. All of that basically turns into more victory points come the endgame, seeing everyone inch up further (or down further if corruption from the Scoundrels of Skullport expansion is a factor), and the best part is that, more often than not, it’s still anyone‘s game here at this point. Only once all the points are added up can you really see who is in the lead, the truest lord of the city.

Evidently, there’s an IOS version of Lords of Waterdeep, which is both awesome and not. Naturally, my Windows 8 phone swings and misses yet again. Oh well. Actually, no,  it’s okay. I’d much rather play a round of this game with my friends and food and the ability to watch their every move than tapping a phone’s screen on end until I win or lose. And just so it’s clear, I think I’ve only won once out of the handful of games my group has played since discovering the City of Splendors.

Munchkin Apocalypse to cause frenzied fun with new card types

Last week, I got to go to Barnes & Noble. Now, this used to be no big thing, as I went to the bookstore a highly frequent amount when living in Clifton, NJ, nearly every other day, especially with the given that I had two brick-and-mortar locations within five minutes of my apartment–in either direction. A beautiful thing. I’m not bragging, really; I’m saddened on reflecting this, as there are no bookstores near us in the Pennsylvanian woods. There used to be a Borders about 20 minutes down the road, but that place went under and is being replaced with a Michael’s, not a BAM. ::insert the sound of a toddler crying::

Right. All of that was to say that I was in B&N recently, and so I got to check out their stock of geeky board and card games. My eyes bulged and brightened at all of these desirable gaming experiences, such as Game of Thrones: The Card Game and Game of Thrones: The Board Game–love the originality there. Sadly, no copies of Gloom, a quirky social card game Tara and I are interested in after seeing Wil Weaton and friends play it on a recent episode of TableTop. However, I did get to see what was new and kewl with Munchkin these days, because really, it seems a new product or expansion is launched each month, and if you blink too much you’ll miss it all. I saw a copy of Munchkin Conan, which looked tempting and is so not easily confused with the 15-card booster pack called Munchkin Conan the Barbarian, but I passed for the time being. Right now, I have one Munchkin core set in mind, and one only. It comes out this fall, it’s based on the end of the world, and it’s called Munchkin Apocalypse. Let’s take a look at a few preview cards…

Here are some sample doors:

Oh man. Doesn’t everyone know that bloggers have no class? ::zing::

And some sample treasures, with a first look at the new Seal card type:

Don’t know much yet how these Seals work–I have to imagine like Portals and Dungeons from vanilla Munchkin and Munchkin Cthulhu–but I have read a rule online that says if seven Seals are currently open, the game is over. Kind of like when everybody becomes a Cultist rule. Hmm…

You can’t see them all, but these are the cards you get if you buy some Radioactive Dice for your next round of Munchkin Apocalypse:

Not satisfied yet? Want more? Wow, y’all are a demanding bunch. Okay, okay…I’ll scour the Interwebz for more previews. Just give me a sec.

And I’m back! Only found one decent image. Here, here:

So, yeah. This is looking good. I hope there’s references to the following items: A Boy and His Dog, Fallout 3, and The Walking Dead. Guess I’ll find out in a few months, and I hope I can squeeze a group game in before the Earth cracks open and we all kiss each other goodbye.

Lizard Guy and Centaur knocking down doors in Munchkin 8

Another year, another mass of uncountable Munchkin releases. I think that should be printed on a banner and hung in the atrium that leads to the Steve Jackson Games sweatshop. The group just got done having a jam-packed 2011 with Munchkin Axe Cop and Munchkin Zombies. Just off the top of my head, for 2012, we have the following pieces coming out: Munchkin The Guild booster pack, Munchkin Skullkickers thingy, Munchkin Conan the Barbarian core set, the most anticipated number of them all Munchkin Apocalypse, and lastly Munchkin 8: Half Horse, Will Travel.

I’m sure there’s more, but speaking of that last one, I just saw the first spoilers of the new expansion set and they have magically got me excited for original Munchkin, a core set that keeps growing to numbers that are basically unplayable, making me like it less and less as time goes on. In case you don’t know, I dislike having to shuffle 1,000 cards.

Ya ready? Feast your eyes on these new Races then:

I apologize for the teeny tiny images, but that’s all that’s out there currently. Here are the cards in raw text format:

CENTAUR
Two Left Feet: You may use two footgear.
Leader of the Herd: You may have any number of steeds in play.

LIZARD GUY
Cold-Blooded: “Usable once only” Items that you play to help the monsters count double.
Drop Your Tail: You get +1 to Run Away from Level 10-15 monsters and +2 to Run Away from Level 16 and higher monsters.

In short, Centaur is surprisingly boring, but LIZARD GUY IS FREAKING SPECTACULAR. Like, if this was Magic the Gathering, I’d totally construct a deck just around him. Both his abilities are stellar, and both seem to have the potential to be game-changers, whether it is truly screwing over a fellow Munchkin-er with a +20 enhancer or getting the heck out of Dodge when Cowthulhu shows up. I don’t yet have all the expansions for vanilla Munchkin–I really do need to make a checklist at this point–but this latest one might have join in on all the fun. I totally want to be a High Lizard Guy Thief with the Dagger of Treachery and maybe the Kneepads of Allure. Mmm, yes. That’s exactly what I want to be.