Wednesday, November 11, 2015

Quick Start Character Summaries For "D&D 5'th"


Howdy, fellow dungeon crawlerz!

In addition to my ongoing 3.5 campaign, I'm starting to dabble more and more in the recently-released and justifiably-lauded fifth edition of Dungeons & Dragons.

What's particularly good about this iteration of the game is how quickly you can whip up a character and jump right into the action. Fellow blogger and D&D nut Kiel Chenier came up with a super-helpful character generator a little while back which is great for dialing up random combo or guide you in making an informed decision about the sort perks you'll get based on your chosen races, class and background.

And that's precisely what inspired this entry. After using Kiel's character generator I then find myself delving back into the manual to take note of all of the Proficiencies, Equipment and Features that my newly minted hero starts out with. 

So, what I wanted to create was a quick, at-a-glance, bullet point summary of these things so I could just jump right in and start ganking orcs right away without missing out on any of my entitled perks. 

So, without further ado, here's my Quick Start Character Summaries For D&D 5'th.

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RACIAL TRAITS

DWARF 

  • +2 to Constitution.
  • Base walking speed is 25 feet. Speed not reduced by heavy armor.
  • Darkvision 60 feet.
  • Advantage on Saves vs. Poison. Resistance (1/2 damage) against poison.
  • Proficient with battleaxe, handaxe, light hammer and warhammer.
  • Choose one Tool Proficiency: smith's, brewer's or mason's tools.
  • Double proficiency bonus for all stonework-related Intelligence (History) checks. 
  • Languages: Common and Dwarvish.
Hill Dwarf includes base Dwarven Traits plus:
  • +1 Wisdom. and 
  • +1 Hit Point maximum, +1 every time you gain a level.
Mountain Dwarf includes base Dwarven Traits plus:
  • +2 Strength
  • Proficient with light and medium armor.
ELF 

  • Dexterity +2.
  • Base walking speed is 30 feet.
  • Darkvision 60 feet.
  • Proficient in Perception.
  • Advantage on "Charm"-related Saving Throws and immune to "Sleep".
  • Meditate instead of sleep.
  • Languages: Common and Elvish.
High Elf includes base Elf Traits plus:
  • +1 Intelligence
  • Proficient with the longsword, short sword, short bow and longbow.
  • Pick one Wizard Cantrip, Intelligence based.
  • Languages: choose one extra language.
Wood Elf includes base Elf Traits plus:
  • +1 Wisdom.
  • Proficient with the longsword, short sword, shortbow and longbow.
  • Base walking speed increases to 35 feet.
  • Can attempt to Hide in foliage, heavy rain, falling snow, mist...etc. 
Dark Elf includes base Elf Traits plus:
  • +1 Charisma
  • Darkvision 120 feet 
  • Disadvantage on all attack rolls and Sight-based Wisdom (Perception) checks in direct sunlight. 
  • Know the "Dancing Lights" Cantrip, learn "Faerie Fire" at level three and "Darkness" at level five. Must complete a long rest to re-cast the latter two spells. Charisma-based.
  • Proficient with rapiers, short swords and hand crossbows.
HALFLING

  • +2 Dexterity
  • Base walking speed is 25 feet.
  • Re-roll "1" on any attack roll, ability check or saving throw. Must accept second result.
  • Advantage on fear-based Saving Throws.
  • Move through the space of any creature that's a size larger than you.
  • Languages: Common and Halfling.
Lightfoot includes base Halfling Traits plus:
  • +1 Charisma
  • Can attempt to Hide when obscured by a creature at least one size larger than you.
Stout includes base Halfling Traits plus:
  • +1 Constitution 
  • Advantage on Saving Throws against Poison and Resistant (1/2 damage) to poison.
HUMAN

  
  • +1 to all Ability Scores or Variant Human: +1 to any two Ability Scores plus gain one Skill and one Feat.
  • Base walking speed is 30.
  • Languages: Common and one extra language of your choice.
DRAGONBORN

  • +2 Strength, +1 Charisma
  • Base walking speed is 30 feet.
  • Draconic Breath weapon: Save DC = 8 + Constitution modifier + Proficiency Bonus. Creatures takes 2d6 damage, 1/2 on successful Save. Replenish after short or long rest.
  • Draconic Damage Resistance: 1/2 damage from your related draconic ancestry damage type.
  • Languages: Common and Draconic.
GNOME

 
  • +2 Intelligence 
  • Base walking speed is 25.
  • Darkvision 60 feet 
  • Advantage on all Intelligence, Wisdom and Charisma magic-related saving throws.
  • Languages: Common and Gnomish
Forest Gnome includes base Gnome Traits plus:
  • +1 Dexterity score 
  • "Minor Illusion" Cantrip, Intelligence-based. 
  • Communicate simple ideas to Small or smaller beasts.
Rock Gnome includes base Gnome Traits plus:
  • +1 Constitution score.
  • Double Proficiency Bonus for Intelligence (History) checks for magic items, alchemical objects or technological devices.  
  • Proficient with Artisan Tinkers Tools. Spend one hour and 10 gold to build a Tiny clockwork device. See Players Handbook Page 37 for details.
HALF-ELF

 
  • +2 Charisma and +1 to any two other ability scores.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Advantage on "Charm"-related Saving Throws and immune to "Sleep".
  • Choose any two Skills.
  • Languages: Common, Elvish and one extra language of your choice.
HALF-ORC 

  • +2 Strength +1 Constitution.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Proficient in the Intimidation.
  • Unless killed outright, drop to one Hit Point when you are reduced to zero. Must complete a long rest to use this again.
  • Roll melee weapon's damage again and add it to total damage on a critical hit.
  • Languages: Common and Orc.
TIEFLING

  • +1 Intelligence and + 2 Charisma.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Resistance to fire (1/2 damage).
  • Know the "Thaumaturgy" Cantrip at level one, learn "Hellish Rebuke" at level 3 (cast as a Level 2 spell) and learn "Darkness" at level five. Must complete a long rest to re-cast the latter two spells. Charisma-based. 
  • Languages: Common and Infernal.
CLASS FEATURES

BARBARIAN

  • d12 Hit Dice.
  • Proficient with light armor, medium armor, shields.
  • Proficient with simple weapons and martial weapons.
  • Proficient in Strength and Constitution Saving Throws.
  • Chose two Skills: Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
  • Starting equipment: great axe or any martial melee weapon plus two hand axes or any simple weapon plus an Explorers Pack and four javelins.
  • Rage: Twice at Level One, replenished by long rest. Duration: one minute, ends if knocked unconscious or if you haven't attacked a hostile creature since your last turn or taken damage since then. Can be ended voluntarily as a bonus action. Advantage on Strength Checks and Strength Saving Throws. +2 to damage on Strength-based melee attacks. Resistance (1/2 damage) from bludgeoning, piercing and slashing damage. Can't cast spells.
  • Unarmored Defense: Armor Class equals 10 + Dexterity modifier + Constitution modifier if not wearing armor. Shields can still be used.
BARD

  • d8 Hit Dice.
  • Proficient with light armor.
  • Proficient with simple weapons, hand crossbows, long swords, rapiers, short swords.
  • Proficient with three musical instruments of your choice.
  • Proficient in Dexterity and Charisma Saving Throws.
  • Choose any three Skills.
  • Starting Equipment: rapier, long sword or any simple weapon plus diplomat's pack or an entertainer's pack plus a lute or any other musical instrument plus leather armor and a dagger.
  • Spellcasting: Two Cantrips known. Four Spells known. Two Spell Slots at 1st level. 
  • Bardic Inspiration: Give one other creature within 60 feet a d6, limit of one die. Spend it within the next ten minutes to roll and add the results to one ability check, attack roll or saving throw. Can apply the after rolling the d20 but before the DM declares success or failure. Number of uses = Charisma modifier, minimum of one. Replenished after long rest. 
CLERIC

  • d8 Hit Dice.
  • Proficient with light armor, medium armor and shields.
  • Proficient with simple weapons.
  • Proficient with Wisdom and Charisma Saving Throws.
  • Choose two Skills: from History, Insight, Medicine, Persuasion and Religion.
  • Starting equipment: mace or warhammer plus scale mail, leather armor or chain mail plus light crossbow and 20 bolts or any simple weapon plus a priest pack or an explorer is pack plus a shield and a holy symbol.
  • Spellcasting: three Cantrips known, two Level One Spell Slots
  • Choose one Domain:
Knowledge
  • Gain access to the "Command" and "Identify" Spells.
  • Learn two languages of your choice. 
  • Double Proficiency bonus for two of the following Skills: Arcana, History, Nature, Religion.
Life 
  • Gain access to the "Bless" and Cure Wounds" Spells. 
  • Proficient with heavy armor. 
  • Regain 2 + the spell's level additional Hit Points when using a first level or higher healing spell.
Light 
  • Gain access to the "Burning Hands" and "Faerie Fire" Spells. 
  • Gain the "Light" Cantrip. 
  • Warding Light. When attacked by creature within 30 feet use your reaction to impose Disadvantage on the attack roll. Number of uses = your Wisdom modifier, minimum of one. Replenished by a long rest. 
Nature 
  • Gain access to the "Animal Friendship" and "Speak With Animals" Spells.
  • Learn one Druid Cantrip of your choice.
  • Proficient in one of the following Skills: Animal Handling, Nature or Survival.
  • Proficient with heavy armor. 
Tempest
  • Gain access to the "Fog Cloud" and "Thunderwave" Spells. 
  • Proficient with martial weapons and heavy armor.
  • Wrath of the Storm. As a reaction, force a creature that hits you with a melee attack to make a Dexterity Saving Throw or suffer 2d8 lightning or thunder damage. 1/2 damage on a successful save. Number of uses = Wisdom modifier, minimum of one. Replenished by a long rest. 
Trickery 
  • Gain access to the "Charm Person" and "Disguise Self" Spells.
  • Blessing. Use an action to touch another creature other than yourself to give it Advantage on Dexterity skill checks. Lasts for one hour or until you use this feature again. 
War
  • Gain access to the "Divine Favor" and "Shield of Faith" Spells.
  • Proficient with martial weapons and heavy armor.
  • Make one weapon attack as a bonus action when you use the attack action. Number of uses = Wisdom modifier, minimum of one. Replenished by a long rest.
DRUID
 
  • d8 Hit Dice 
  • Proficient with light armor, medium armor, shields. Druids can't use metallic armor and shields.
  • Proficient with clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Proficient with Herbalism kits. 
  • Proficient in Intelligence and Wisdom Saving Throws.
  • Choose two Skills from: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival 
  • Starting equipment: wooden shield or any simple weapon plus a scimitar or any simple melee weapon plus leather armor, an explorer's pack and a druidic focus.
  • Languages: Druidic 
  • Spellcasting: Two Cantrips known plus two 1st Level Spell Slots.
FIGHTER

  • d10 Hit Dice.
  • Proficient with all armor and shields.
  • Proficient with simple weapons and martial weapons.
  • Proficient with Strength and Constitution Saving Throws.
  • Choose two Skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.
  • Starting equipment: chain mail or leather armor, longbow and 20 arrows plus a martial weapon and shield or two martial weapons plus a light crossbow and 20 bolts or two hand axes plus a dungeoneer's pack or an explorer pack.
  • Choose one Fighting Style: Archery (+2 to ranged attacks), Defense (+1 AC bonus while wearing armor), Dueling (+2 to damage when wielding a melee weapon with one hand), Great Weapon Fighting (re-roll results of 1 or 2 on damage rolls when using a weapon two-handed. Must accept the second result), Protection (If carrying a shield you can impose Disadvantage on attack rolls directed at allies within 5 feet), Two-Weapon Fighting (add Strength modifier to damage of second attack when wielding two weapons).
  • Second Wind: use a bonus action to regain Hit Points equal to d10 plus your fighter level. Replenished after short or long rest.
MONK

  • d8 Hit Dice
  • Proficient with simple weapons and short swords.
  • Proficient with either one type of artisan's tools or one musical instrument.
  • Proficient in Strength and Dexterity Saving Throws.
  • Choose two Skills: Acrobatics, Athletics, History, Insight, Religion and Stealth.
  • Starting equipment: short sword or simple weapon plus dungeoneer's pack or explorer's pack plus 10 darts.
  • Armor Class = 10 + your Dexterity modifier + Wisdom modifier if not wearing armor.
  • Martial Arts: Use Dexterity instead of Strength for attack and damage rolls when using unarmed strikes and Monk weapons. Option to roll d4 in place of normal damage for unarmed strikes or Monk weapons. Make one unarmed strike as a bonus action when you use an unarmed strike or a monk weapon for an attack action. Martial Arts can only be used if unarmed or wielding only Monk weapons and you aren't wearing armor or carrying a shield. 
PALADIN

 
  • d10 Hit Dice 
  • Proficient with all armor and shields.
  • Proficient with simple and martial weapons.
  • Proficient in Wisdom and Charisma Saving Throws.
  • Choose two Skills: Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.
  • Starting equipment: a martial weapon and a shield or two martial weapons plus five javelins or any simple melee weapon plus a priest's pack or an explorer's pack plus chain mail and a holy symbol.
  • Divine Sense. As an action know the location and type but not exact identity of any celestial, fiend or undead within 60 feet of you that isn't behind total cover. Lasts until the end of your next turn. Can also detect the presence of any place or object that has been consecrated or desecrated, as per the "Hallow" spell. Number of uses = 1 + Charisma modifier. Replenished after a long rest.
  • Lay on Hands. Restore a number of Hit Points = Paladin level x 5. Can also spend five points to cure one disease or neutralize one poison. No effect on undead and constructs. Replenished after a long rest.  
RANGER

  • d10 Hit Dice
  • Proficient in light and medium armor and shields.
  • Proficient with simple and martial weapons.
  • Proficient with Strength and Dexterity Saving Throws.
  • Choose three skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.
  • Starting equipment: scale mail or leather armor plus two short swords or two simple melee weapons plus a dungeoneer's pack or explorer's pack plus a long bow and a quiver with 20 arrows.
  • Favored Enemy: Gain the related Language. Advantage on Wisdom (Survival) checks to track and on Intelligence checks to recall info.   
  • Natural Explorer. Gain double Proficiency bonus on Intelligence or Wisdom check related to your favored terrain. While traveling for an hour or more, difficult terrain doesn't slow your group, can't get lost except by magical means, you remain alert to danger, move stealthily at normal pace if alone, can forage for twice as much food and you can determine exact numbers, size and how long ago creatures passed through the area.
ROGUE

  • d8 hit dice.
  • Proficient with simple weapons, hand crossbows, long swords, rapiers, short swords.
  • Proficient with Thieves Tools.
  • Proficient in Dexterity and Intelligence Saving Throws. 
  • Chose four Skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight-of-Hand and Stealth. 
  • Starting equipment: rapier or short sword plus short bow and quiver with 20 arrows or a short sword plus a burglar's pack, dungeoneer's pack or an explores pack plus leather armor, two daggers and thieves tools
  • Expertise. Choose to get double Proficiency bonus on either two of your Skill Proficiencies or one Skill Proficiency and your Proficiency with thieves tools. 
  • Sneak Attack. While using a finesse or ranged weapon, deal an extra d6 damage to any creature you have Advantage on when you hit or if another enemy of the target is within 5 feet, that enemy isn't incapacitated and you don't have Disadvantage. 
  • Languages: Thieves Cant. 
SORCERER

  • d6 Hit Dice.
  • Proficient with daggers, darts, slings, quarterstaffs, light crossbows.
  • Proficient in Constitution and Charisma Saving Throws. 
  • Chose two Skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
  • Starting equipment: light crossbow and 20 bolts or any simple weapon plus a component pouch or an arcane focus plus a dungeoneer's pack or an explorer's pack plus two daggers. 
  • Spellcasting: Know four Cantrips and two Spells with two 1st level Spells Slots
  • Sorceress Origin. Choose one:
Draconic Bloodline 
  • Chose your Dragon Ancestor (see page 102 in the Players Handbook).  
  • Languages: Draconic.
  • Double your Charisma-related Proficiency bonus when dealing with dragons.
  • Draconic Resilience. Hit Point maximum +1, increases by +1 whenever you gain a Sorcerer level. Your unarmored AC = 13 + your Dexterity modifier. 
Wild Magic 
  • Wild Magic Surge. Once/turn, roll a d20 after you cast a Sorcerer Spell. On a roll a "1", consult the "Wild Magic Surge Table", page 104 Player's Handbook.
  • Tides of Chaos. Gain Advantage on one attack roll, ability check or saving throw. Replenished by a long rest. Any time before you regain this feature, roll on the "Wild Magic Surge Table" immediately after you cast a Sorcerer Spell. You then regain the use of this feature.  
WARLOCK

  • d8 Hit Dice.
  • Proficient in light armor.
  • Proficient with simple weapons.
  • Proficient in Wisdom and Charisma Saving Throws.
  • Choose two skills: Arcana, Deception, History, Intimidation, Investigation, Nature and Religion.
  • Starting equipment: light crossbow and 20 bolts or any simple weapon plus a component pouch or an arcane focus plus a scholar's pack or a dungeoneer's pack plus leather armor, any simple weapon and two daggers.
  • Pact Magic. Know two Cantrips and two Spells, with one 1st level Spell Slot.
  • Choose Other Worldly Patron:
The Archfey
  • Gain access to the "Faerie Fire" and "Sleep" Spells.
  • Fey Presence: As an action, make all creatures within a 10 foot cube from you roll a Wisdom Saving Throw against your Warlock Spell Save DC. Any creatures that fail are either "Charmed" or "Frightened" (your choice) until the end of your next turn. Replenished after a short or long rest.
The Fiend
  • Gain access to the "Burning Hands" and "Command" Spells. 
  • Dark One's Blessing: Gain temporary Hit Points = Charisma modifier + Warlock Level (minimum of one) when you reduce a hostile creature to zero Hit Points.  
The Great Old One
  • Gain access to "Dissonant Whispers" and "Tasha's Hideous Laughter" Spells. 
  • Awakened Mind:  Telepathically speak to any creature you can see within 30 feet. Creature must be able to understand at least one language.
WIZARD

 
  • d6 Hit Dice
  • Proficient with daggers, darts, slings, quarterstaff, light crossbows.
  • Proficient with Intelligence and Wisdom Saving Throws.
  • Choose two Skills: Arcana, History, Insight, Investigation, Medicine and Religion.
  • Spellcasting: Know three Cantrips with two 1st level Spell Slots.
  • Arcane Recovery. Once / day after a short rest choose expended Spell Slots with a combined level equal to or less than half your Wizard level rounded up.

BACKGROUND PERKS

ACOLYTE
  • Proficient in Insight and Religion 
  • Languages: two of your choice.
  • Starting equipment: a holy symbol, a prayer book or prayer wheel, five sticks of incense, vestments, set of common clothes and a belt pouch containing 15 gold pieces.
CHARLATAN
  • Proficient in Deception and Sleight-of-Hand
  • Proficient with Disguise and Forgery Kits.
  • Starting equipment: Fine set of clothes, a disguise kit, tools of the con of your choice and a pouch containing 15 gold pieces.
CRIMINAL
  • Proficient in Deception and Stealth.
  • Proficient with one type of gaming set.
  • Proficient with thieves tools.
  • Starting equipment: a crowbar, a set of dark common clothes including a hood and a belt pouch containing 15 gold pieces.
  • Variant: Spy.
ENTERTAINER
  • Proficient in Acrobatics and Performance.
  • Proficient with Disguise Kits and one musical instrument.
  • Starting equipment: choose one musical instrument, the favor of an admirer, a costume, and a belt pouch containing 15 gold pieces.
  • Variant: Gladiator. 
FOLK HERO
  • Proficient in Animal Handling and Survival.
  • Proficient in one Artisan's Tools and one Land Vehicle.
  • Starting equipment: Choose one set of artisan's tools, a shovel, a set of common clothes and a belt pouch containing 10 gold pieces.
GUILD ARTISAN
  • Proficient in Insight and Persuasion.
  • Proficient in one type of Artisan's Tools.
  • Languages: one of your choice.
  • Starting equipment: Chose one set of artisan's tools, a letter of introduction from your guild, set of traveler's clothes and a belt pouch containing 15 Gold pieces.
  • Variant: Guild Merchant.
HERMIT
  • Proficient in Medicine and Religion
  • Proficient with Herbalism kit.
  • Languages: one of your choice.
  • Starting equipment: a scroll case stuffed with notes from your studies or prayers, a winter blanket, a set of common clothes, an Herbalism kit and 5 gold pieces
NOBLE
  • Proficient in History and Persuasion.
  • Proficient with one type of gaming set.
  • Languages: one of your choice.
  • Starting equipment: a set a fine closes, a signet ring, a scroll of pedigree and a purse containing 25 gold pieces.
  • Variant: Knight. 
OUTLANDER
  • Proficient in Athletics and Survival.
  • Proficiencies with one type of musical instrument.
  • Languages: one of your choice.
  • Starting equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gold pieces
SAGE
  • Proficient in Arcana and History.
  • Languages: two of your choice.
  • Starting equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you haven't answered yet, a set of common clothes, a belt pouch containing 10 gold pieces. 
SAILOR
  • Proficient in Athletics and Perception.
  • Proficient with Navigators tools and water vehicles.
  • Starting equipment: belaying pin, 50 feet of silk rope, a lucky charm, a set of common clothes and a belt pouch containing 10 gold pieces.
  • Variant: Pirate.
SOLDIER
  • Proficient in Athletics and Intimidation.
  • Proficient with one gaming set and land vehicles.
  • Starting equipment: An insignia of rank, a trophy taken from a fallen enemy, set of bone dice or deck of cards, a set of common clothes and a belt pouch containing 10 gold pieces.
URCHIN
  • Proficient in Sleight-of-Hand and Stealth.
  • Proficient with Disguise Kit and Thieves Tools.
  • Starting equipment: a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gold pieces.

***

Well, there ya go, folks. If I missed anything really important or goofed something up, please let me know in the comments below and I'll endeavor to fix it.

Even though I did this for entirely selfish reason, I'm hoping that it'll help others as well. At the very least you should be able to use this to quickly pad out your character sheets, jump right into the game and make sure that you don't miss out on any critical Skill synergies, free Equipment and / or clutch class Features that'll help your little paper champion survive that first dungeon delve.

Quest on!

***

Wanna create a Rock Gnome Barbarian who can also play "Smoke on the Water" on a hurdy gurdy? Then click on the link below to learn more about the Dungeons & Dragons Fifth Edition Players Handbook and help this blog level up!


***
Image Credits

Gimli: http://img1.wikia.nocookie.net/__cb20121008105956/lotr/images/e/ec/Gimli_-_FOTR.png
Legolas: http://vignette4.wikia.nocookie.net/lotr/images/9/95/Legolask.jpg/revision/latest?cb=20130604231140
Bilbo: http://vignette3.wikia.nocookie.net/lotr/images/6/6a/80444620141013001436.jpg/revision/latest?cb=20150113141309&path-prefix=pl
Boromir: http://vignette4.wikia.nocookie.net/lotr/images/d/de/Boromir_-_FOTR.png/revision/latest?cb=20121023114949
Dragonborn: http://pre07.deviantart.net/950d/th/pre/f/2011/160/d/0/rimas_the_dragonborn_by_fushark-d3iiidf.png
Gnome: http://orig15.deviantart.net/c08c/f/2013/199/6/8/gnome_by_yngvemartinussen-d6e2e0k.jpg
Half-Elf: http://img4.wikia.nocookie.net/__cb20110131180416/dndawokenheroes/images/4/44/Half-Elf_%28main%29.png
Half-Orc: http://klubbsaga2015.wdfiles.com/local--files/half-orc/Half-Orc%2038%20%28Sir%20Albert%20Portrait,%20by%20artbytravis%29.jpg
Tiefling: https://s-media-cache-ak0.pinimg.com/736x/21/a5/91/21a591ac5bb8ad733da66a7d230ccb72.jpg
Conan: https://i.ytimg.com/vi/mLICTmSLJlA/maxresdefault.jpg
Doof Warrior: http://cdn-1.boosharticles.com/wp-content/uploads/2015/06/mad-max-fury-road-coma-doof-warrior.png
Van Helsing: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWppo3k6Kqf9oAyCCb5Yfuv-CKTdHJ-xtdx4l5nSAZy4bLbdMITR3BA_kr9FoKfakzQtNdYEjFELZUsMrbe7s9d3wW4OT1bd6HoZQJUwieIgA8GdqF5qKF48aaWVLtl_wNxk-gpL9OqO0M/s1600/vanhelsing.jpg
Willow MacGregor:  https://41.media.tumblr.com/tumblr_m3bb429U9L1qemva8o1_500.jpg
Leonidas: http://finalcutking.com/wp-content/uploads/2010/02/300-effect1.jpg
Shaolin: https://koolcampus.files.wordpress.com/2011/01/bb.jpg
King Arthur: https://www.thewrap.com/wp-content/uploads/2015/05/nigel-terry-150503.jpg
Strider: http://vignette1.wikia.nocookie.net/lotr/images/c/cc/Aragorn_Close_up_-_FOTR.png/revision/latest?cb=20121003053523
Arya Stark:  http://i.lv3.hbo.com/assets/images/series/game-of-thrones/character/s5/arya-stark-1920.jpg
Gandalf: http://vignette2.wikia.nocookie.net/lotr/images/8/8d/Gandalf-2.jpg/revision/latest?cb=20130209172436
Warlock: http://80shorrorrelief.com/reviews/wp-content/uploads/2012/11/warlock.jpg
Harry Potter: https://i.kinja-img.com/gawker-media/image/upload/f9m50ef7wllwnzwtiilb.jpg


Friday, October 23, 2015

Insanity By Design - "Castles Of Mad King Ludwig"


I was first introduced to Castles of Mad King Ludwig during the last DaveCon. For my introductory thoughts about the game you click on the link right hur.

So impressed was I by the game that I decided to buy it. This happened just days before an harmonic convergence of sorts: after months of waiting patiently I finally found myself not scheduled to work on the evening of Wednesday October the 19'th and, even better, it was my turn to pick a game. Guess what I picked.

PLAYER COLOR SELECTION

Andrew...Red
Chad...Green
Me...Blue
John...Yellow


After placing a cavernous Vestibule just off of his Foyer for a single point, Andrew quickly attached two external locations: a Terrace Gardens and the Coach House for eight more points. After tacking on a one-point Kitchen and earning a re-score Completion Bonus he finally added a set of Stairs so that he could take placing some subterranean options. To this he added a one-point Armory, which he quickly closed off with a second set of steps leading back up to the main floor.

Around this time Andrew confessed that he was pretty confused by the iconography on the Room tiles. He thought that the Room type was represented by the graphic in the middle of the tile instead of the small symbol in the lower right hand corner or, for that matter, the dominant color on the tile itself. For the record I did explain this but Dean just so happened to be playing the Mad Max video game in the same room so Andrew was all "SQUIRREL!!!"   

But that's the thing about Andrew: even when he makes a few miss-steps at the start of a game, he's quick to recognize this and make an effective course correction. Even though the only points he'd scored thus far were from the face value of his Rooms, he quickly turned things around and ended up being a major contender in the game.

Plus, I don't know how conscious or deliberate this was, but two of the Rooms he placed just so happened to dove-tail perfectly with the King's Favor requests for Living and Food Rooms.

Seriously, he's like some sort of board-gaming savant.


Chad also seemed a slightly disoriented at the beginning of the game but for an entirely different reason. After adding a Sauna, a Tasso Room and a Broom Closet to his west wing for a total of seven points and an outdoor Stables and Food Prep Room to the East for another six, John and I began to warn him about the dangers of painting himself into a corner. Indeed, at this stage he only had two doorways left to expand from!

Eventually he took our advice, tacking on a a set of stairs leading to the basement and a long-ass Hallway which culminated in a one-point Meat Locker.

Maybe this was his strategy all along since closing off four Rooms in quick succession gave him several Completion Rewards, which included picking up two new Bonus Cards, stacking the Room Card pile with a couple of custom picks and nabbing an extra Room purchase.

Like Andrew, his Room adjacency scoring was kinda low. Sorry but placing a Food Prep Room next to your Stables is just plain gross. Remind me never to eat at Chad's place. Horse steak tartar, anyone?   


As for me, I really wish that I'd taken a moment to re-read my first play through of the game, particularly this little chestnut:

"Even though I exploited all three of my initial Bonus Cards reasonably well, I...dropped the ball regarding the Room Completion Awards and zeroing in on those valuable King's Favor rewards."

As a result, my second play through reminds me of that classic adage: "Those who forget history are doomed to repeat it." Ergo, I pretty much ended up making the exact same mistakes this time around.

Actually, I'm being a bit harsh on myself. I did manage to generate a lot of recurring points between adjacent and completed Rooms. As for the King's Favor tiles, wellll...let's just say that went a tad rogue.   

For starters I tacked on a Gallery of Mirrors to the west for three points and then added a downstairs passage for an additional two. This ended, as all things eventually do, with The Hole which gave me three more points and the chance to install a free bonus Hallway to my whimsical east wing.

I added a Sitting Room to this new pathway for four points, a Queen's Bedroom to the south for three more (with a bonus point coming courtesy of The Hole) and an adjacent Dirt Room for two more.

Sealing off these last two chambers earned me a couple of Completion Rewards, so I plopped two 350-square foot tiles on top of the Room deck and bought a second set of stairs leading down. This got me a two-point adjacency bonus as well as yet another freakin' turn. Looking to keep my underground options open I constructed another staircase leading down and then built the Knight Room which matched perfectly with the Queen's Bedroom.

Sure, I was linking a lot of Stairs and chambers together for points but only two of the Rooms I'd placed so far addressed the King's Favor. I know that I have a problem with authority figures, but does this have to apply to board games as well? *sigh*    


Having played Castles of Mad King Ludwig several times before, John kept a laser-like focus on his goals. He tacked a Green House onto his Foyer for four points which he soon closed off with a Lilac Cabinet for an additional five. Sealing off the Green House was great since it have him a $10,000.00 "closing bonus". Noice.

Unlike Andrew, John gave himself the option to build underground right away. He added a set of steps leading downstairs which culminated in a Secret Lair for one point. Since this completed his Staircase, he built an extended Hallway just off of the Lilac Cabinet in the East Wing.

John then dropped a Bottomless Pit right in next to his Secret Lair for three points, nabbing one bonus thanks to his Green House. Since this sealed off two Downstairs Rooms at once, it gave John the freedom to execute any bonus action he wanted. He opted for another room purchase, which turned out to be a two-point Larder. This was later capped off with the introduction of a Laundry Room next door, which, once again, polished off two chambers in one play. This also tapped back into his Secret Lair for two more bonus points!

This earned John yet another extra turn, which he used to slot a Nap Room right in next to his Lilac Cabinet. With that room completed he re-scored the same nook for another five points! Polishing off the Laundry Room also gave him an opportunity to pick up a brand new secret Bonus Card.

He finished up this impressive first half by finishing off his Nap Room with an adjacent Focus Room for five more points, which, in turn, let him seed the Room Deck with several developments of his choosing.

So, not only did John generate a metric shit-ton of in-game points, he also picked up a slew of Completion Bonuses, all the while keeping the Living Room and Square Room King's Favor requirements firmly in mind. 


As the game's main objectives started to sink in, Andrew's efforts continued to improve. He earned a staggering seven points for completing work on his Foyer with an Audience Room. This, in turn,  gave him a free Hallway which he placed next to the Terrace Gardens. This didn't accomplish much until he added the West Tapestry Room up north for two points, closing off the Terrace Gardens and scoring a valuable $10,000.00 cash bonus. Later he added a Salon right next door, giving him a three-point placement reward and keeping him in close contention for the Living Room King's Favor.

Andrew picked up yet another $10,000.00 windfall when he completed his Coach House with an adjacent Hallway. This fueled the purchase of a Dressing Room which polished off his two-point west-wing Kitchen, giving him a pair of adjacency bonus points plus a free freakin' turn! After buying and placing a Choo-Choo Train Room for five points, Andrew completed a respectable come-back by swiping a Servants Quarters away from me, which he placed across the hall from the Train Room. This nabbed him four placement points plus an additional two for being next to a Hallway. 

Overall, a pretty impressive effort. By the time the game was over he had three Living Rooms plus a slew of Large Rooms which directly addressed two of the King's Favors. 


Meanwhile, Chad was in full rebound mode. After killing off any possibility of expanding his castle out west, he had to rely on his eastern corridors to fuel new growth. He started by delving underground, placing a Mold Room for two Points and earning a permanent perk for every future Food Room placed in his Castle. This also sealed off a flight of steps, giving him the privilege of placing another Hallway just off of the first corridor.

Chad then dropped a Nine Pin bowling Alley right next to this for a respectable five points. Speaking from experience, this thing can be annoying to complete, but Chad did it by installing a Sewing Room next door, claiming five bonus Veeps in the process. Even more impressive: he cleanly avoided any negative adjacency penalties in the process.

Taking note of how well John was daisy-chaining Completion Rewards together, Chad dropped a series of smaller square rooms into the north wing of his mansion. He then sealed up his Meat Locker (not code for something, by he way) by tacking on a four-point Study next door. This earned Chad a bonus turn, which he used to install a Pantry for two more points. On his very next turn he built a one-point Cloak Room next door, completing a tidy little two-for-one. This allowed him to snag another Bonus Card as a well as second turn.

This extra purchase came in the form of the East Tapestry Chamber placed just off of the Study. Not only did this net him three placement Veeps he also managed to wring a three-point adjacency bonus out of it.

This completed a pretty friggin' impressive comeback for Chad. After cutting off just about every possible avenue for expansion and failing to generate many in-game points, he'd been trailing for most of the game. But by cherry-picking a slew of mysterious and maddening Bonus Cards and paying close attention to the King's Favors it looked like he still might be a contender. 


As for me, I couldn't help but feel as if my early lead was slipping away. Even though I kept getting some decently-consistent in-game points, I completely lost focus of the King's Favors.

I continued to delve deep underground, adding a Fungus Room just off of the Knight Room for three points. Having completed a second underground chamber, I took a bonus action, building a Guest Bedroom off the Foyer for more three points. This finally completed my starting space so I installed a below-ground corridor which I later capped off with a sexy, swingin' Venus Grotto. Even though this ridiculous thing was only worth a single point, it did give me one additional point for every Hall and Stairs I had on my Castle, which, as the time, was four.

An a subsequent turn I added the Great Hall to the Gallery of Mirrors for three points, one for the Hall and two for the Gallery's adjacency bonus. Sealing this thing up also gave me the privilege of re-scoring the same chamber once again. Not too shabby!

Still, I couldn't help but feel as if I'd lost focus towards the end of the game. My final two moves were unremarkable: adding the Upper Hall didn't accomplish much and the Billiards Room was just worth a straight-up four points.

Since I hadn't been actively gunning for the Kings Favor's, I silently hoped that my in-game points and my secret objective Bonus Cards would be enough to carry me through to victory.


John, on the other hand, continued to be right on-point. Keeping the Square Room Favor locked in his gun-sights, John tacked on the appropriately-named Focus Room for five more points, sealing off the adjoining Nap Room and giving him the ability to stack the Room deck with some last-minute choice picks.

Just off of this chamber he added a Buttery which was later sealed off by a massive Forum for six points. This imposed a slight adjacency penalty, but John just went for it, knowing full well that he was in a desperate race with Andrew over the Large Room King's Favor.

Just before we drew the last few Room Cards John snuck in two more savvy maneuvers. He added the Berchta Room for three points and then closed off the Forum with an adjoining four-point Parlor,  earning him a five Victory Point completion bonus in the process.

By the time the game ended, John had a dog in just about every race. He was a contender for Living Rooms, Square Rooms, Food Rooms and Large Rooms. But all that was left now was to tally up the final points and determine the victor.   


END-GAME SCORING

IN-GAME POINTS

Chad...44 Points
John...60 Points
Andrew...62 Points
Me...62 Points

KING'S FAVORS

LIVING ROOMS

Chad (2)...1 Point
Me (2)...1 Point
John (3)...6 Points
Andrew (3)...6 Points

FOOD ROOMS

Me (0)...0 Points
Andrew (1)...2 Points
John (2)...4 Points
Chad (3)...8 Points

SQUARE ROOMS

Me (0)...0 Points
Andrew (1)...2 Points
Chad (4)...6 Points
John (4)...6 Points

LARGE ROOMS

Chad (3)...1 point
John (3)...1 Point 
Me (4)...4 Points
Andrew (9)... 8 Points

DEPLETED PILES

John (0)...0 Points
Chad (1)...2 Points
Andrew (2)...4 Points
Me (3)...6 Points 

BONUS CARDS

ANDREW

Two Points per 200 Square Foot Room (1): 2 Points
Three Points per 400 Square Foot Room (1): 3 Points

CHAD

Three Points per Food Room (3): 9 Points
Two Points per 150 Square Foot Room (1): 2 Points
Two Points per Downstairs Room (1): 2 Points
Two Points per 300 Square Foot Room (2): 4 Points
Seven Points for All Eight Room Types: 7 Points

ME

One Point per 5000 Coin (3): 3 Points
Two Points per Living Rooms (2): 4 Points
Three Points per 350 square foot Rooms (3): 9 Points

JOHN

One Point Per Round Room (6)...6 Points
Three Points Per 600 square foot Room (0)...0 Points
Two Points Per Utility Room (2)...4 Points
Two Points Per 100 Square Foot Room (4)...8 Points

REMAINING MONEY (ONE POINT per $10,000.00)

John...0 Points
Chad...0 Points
Me...1 Point
Andrew...2 Points

FINAL SCORES

Chad...86
Me...90
Andrew...91
John...95

Winner: John! 

***
 
REVIEW

PROS
  • You'd be forgiven for thinking that Castles of Mad King Ludwig is a solitaire game that you just so happen to play with two to three other people...but you'd be wrong. You really need to pay attention to what your rivals are doing and set the Room values accordingly. When you're the Master Builder, always remember that people will be paying you for their improvements but the downside is that you'll be buying last. As such, you really need to price what you want high enough to deter everyone else but no so high that it completely drains your own coffers. You also don't want to give any cheap and easy points away to your opponents. This simple, elegant, economic heart of the game holds a vast amount of appeal for me.
  • Between the King's Favors, the random Rooms and your Bonus Cards, there are a slew of strategic variables to contend with on every turn. And the really amazing thing is that these variables change radically from game to game, so even veteran players are challenged every time out. 
  • I love how you get punished for self-indulgence. After all, the game's called Castles of Mad King Ludwig, not Castles of Your Self-Entitled Ass. Sure, you can deliver a stellar, points-soaked, in-game performance but unless you play attention to the King's Favors, you're gonna get your ass handed to you.
  • The Bonus Cards alone offer a ridiculous amount of options to pursue. Even though you start the game with only two of them, you can pick up more via clever tile placement and customize your strategy as you go. Plus: if you pick up a Bonus Card that works in tandem with one of the King's Favors then...BAM! Double impact!       
  • There's just something inherently satisfying about putting together these tiny, little make-pretend castles. It might not earn me the win but I always enjoy putting interesting layouts together and scoring big points with thematic and logical adjacencies. 
  • For such a deep, Euro-style tile-laying game, there are only six pages of rules. At it's heart, the game play is extremely straightforward. I had everyone up and playing within a few short minutes.
  • It's also a relatively quick game. Our game started casually around 7:30 pm and we were done by 9. After several plays I'm confident that you could probably get the play time down to about an hour or so. 
  • The tiles are whimsical, colorful and made of reasonably-good cardboard stock. Thanks to the Contract, Room and Corridor Boards, every component has a home when it's not in play. Bonus points: that Master Builder token to toadly bad-ass. 
CONS
  • Actually the rule book is a bit too short. Case in point: the manual lists every possible way you can get points whenever a new Room is placed, but some illustrated examples would have been super-helpful in locking all of this down. 
  • The tiles are nice and all, but I kinda wish they'd gone with hand drawn art instead of the generic, PhotoShopped graphics that we ended up with. When you consider the game's steep price tag (my retail copy was $79.99), it should have been prettier then Cobie Smulders. Yes, we all know that's impossible, but it's good to have lofty goals. Just look at Ludwig's real-life architects. 
  • I highly recommend that everyone reads the rules before sitting down to play your first game. Reason being: it's super-easy to miss sources for points so the more people who are familiar with the rules, the better chance you'll catch any oversights. I also suggest that go around the table and audit everyone's score from turn to turn. Not only will this cut down on errors, everyone will learn from these examples.  
***

I absolutely adore this game, to the point where I want to become King Ludwig wealthy and play it twenty-four, seven with a constant revolving conveyor belt of willing participants. Between the charming theme, the stunning level of strategic diversity and the quick, speedy game play, I really think this one is a great addition to anyone's game library.

I give Castles of Mad King Ludwig five pips outta six with a tilt waaaaay up towards those fairy-tale turrets! 


***
Have you ever wanted to build a house with a "Flute" Room, a "Train" Room, a "Meat Locker", a Dungeon, an "Oratory", a Last Tango In Paris Buttery, and rooms called the "Pink Cabinet" and "The Hole" all placed next to your super-secret sex Grotto? Then click on the following image to learn more about Castles of Mad King Ludwig and make sure this blog keeps bringin' the cray-cray.




Tuesday, September 22, 2015

Games Even A Mom Will Love - "Survive: Escape from Atlantis!"


Survive: Escape from Atlantis! was originally published by Parker Brothers way back in 1982.
Yes, this cut-throat, designer-made, Eurogame / Ameritreasure mash-up with  *gasp* movement points was actually brought to us by the same guys who gave us Clue, Payday, Monopoly, and Risk.

Man, I wish Survive! had garnered the sort of pop culture immortality that some of those other games received. Payday, I'm lookin' in your direction.

Unlike its iconic brethren, the original Survive! went out of print and languished in obscurity for many years it. Fondly remembered by wistful Gen X-ers, the game was quick to pop up on Board Game Geek reprint wish lists. Eventually it was picked up by Stronghold Games whoreleased a lovely new edition back in February of 2011. It was an instant smash, earning a well-deserved spot in the "super-conflict-y" section of many game collections. 

In Survive! players randomly create a beautiful island using different elevations of Beach, Forest and Mountain tiles and then populate it with Meeples of varying values. The island might look pretty but it has one slight flaw: it's breaking up and sinking into the ocean. Players must compete with their opponents over limited space on the rescue Ships to get their Meeples off the foundering land to any of the four corner islands.

As if this wasn't bad enough, the tiles start introducing dangerous Creatures onto the board. Whales smash occupied Boats, putting slow-moving Swimmers into the water. Sharks merrily feast on these tasty, water-logged flesh-bags. And, finally, Sea Serpents are complete assholes since they smash boats and eat people.

First all the Beach hexes disappear underneath the briny deep, followed by the Forest and finally the Mountains. Eventually one of the Mountain Tiles will reveal a Volcano underneath which nukes everything that remains on the board. Players then add up the value of all their rescued Meeples and whoever has the highest total wins the game.

Looking to find the full rules map to help get you offa this crazy rock? Then click on the following link to start plotting your best escape plan!  


***

Cheryl's mom Sheila came up to visit this past weekend which is always great 'cuz she loves playing games. Cheryl not so much, but since it's two against one, GAMEZ RULE!!!

Contrary to the belief that you should never play contentious games with loved ones, I floated the idea of playing Survive! and they seemed down with the plan. The only thing left was to randomize the island, pick our colors and distribute our l'il plastic minions.  

COLOR SELECTION

Cheryl...Blue
Me...Green
Sheila...Red


Cheryl jumped out to a quick lead when she managed to beach one of her rescue Ships and crawl its two occupants out to safety, all under the baleful eye of a completely sedentary Sea Serpent. I didn't know it at the time, but this scene would be oft-repeated during the course of the game.


Sheila quickly followed suit but when I tried to pull off the same maneuver I got ganked.


Cheryl continued to add to her momentum by using a "Winds Favor You" Tile plus three Action Points to get another two Meeples to safety! Curse her hide!


Sheila experienced her first casualty when a Shark was drawn to her sinking tile and promptly got its Om, Nom, Nom-on.


I experienced a brief moment of respite when I navigated a fully-loaded boat to shore and rescued three of my people. This seemed to draw the collective ire of my two rivals (as well as the dice gods) who set about making sure that this would never, ever happen again.


They started by siccing a pissed-off whale on another one of my fully-loaded boats.


All of which got flushed down the pooper when Sheila reveled a freakin' Whirlpool under the adjacent Tile. *le sigh*


On more then one occasion there was a beastie sitting right next to Cheryl or Sheila's peeps but I just couldn't follow up with a matching Creature Die roll.

Needless to say they didn't seem to have the same issue. Here they are gleefully curb-stomping yet another one of my manned boats with a Sea Serpent during the very next turn.


And just when I was about to enact some revenge by attacking one of Cheryl's fully-stocked Ships with a Whale, she dropped a perfectly-timed "I-Five-Finger-Death-Punch-'Free-Willy'-Right-In-His- Stoopid-Blow-Hole" Tile on the table. Curse her inhuman luck!  


Sheila and Cheryl kept using their hot dice to beat me like a red-headed step-child. On the following turn, one of my two remaining Meeples got gobbled up by yet another Sea Serpent. Where the hell were you guys on my watch?!?


At first, two of Cheryl's people on the high ground were unfazed when a Whirlpool appeared nearby.

   
In a desperate gambit for second place, I attacked one of Sheila's boats with a rabid Whale, dumping them in the drink. I tried to chum the waters for a Sea Serpent or Shark-A-Licious follow-up, but I just couldn't get the right die face to come up. As a result, she had plenty of time to move a rescue Ship out, pick them up, give them blankies, serve them some hot cocoa and bring them leisurely back to shore. She even managed to get one of these two arseholes to safety before the proverbial lava hit the fan.


Speaking of, I got a tiny blip of satisfaction when I "yoinked" the Mountain tile out from underneath two of Cheryl's remaining Meeples, revealing another Whirlpool in the process. I waved merrily as these two little blue turds circled the commode and then vanished into oblivion. Good riddance!





Unfortunately that would be my last gasp at vengeance. On the very next Tile draw, the Volcano was revealed killing our last remaining Meeples.

Needless to say I wasn't feeling too good going into our final score tally.


FINAL SCORES

Me...6 Points
Sheila...19 Points
Cheryl...23 Points

  

CHERYL WINS!!!

***

As someone who's consistently (and erroneously, i might add) perceived as some kind of "game guru", I often find myself going into games like this with a giant target on my chest. But I honestly don't think that's what happened here. Cheryl and Sheila both rolled exceptionally well with the Creature Die and did what they were supposed to do: kill rival Meeples. Unfortunately they all turned out to me my Meeples. I just wish that I'd had a modicum of their good fortune! 

***

REVIEW

PROS
  • It's easy! Thanks to a simple turn order, clear iconography on the Tiles and a "cheat sheet" on the back of the rule-book, the game is simple to get into and quick to play.
  • It's tense! You're gonna be on edge whenever one of your rescue boats tries to maneuver past a Whale or make a landing on a rescue island with a Sea Serpent lurking nearby. Nails will be bitten down to the quick whenever that Creature Die is cast!  
  • It's pretty! The current edition in print right now is definitely the best one yet. The board and the Tile art is absolutely gorgeous. Previous editions had unnecessarily-confusing Tile graphics and the Meeple colors were problematic. This new version takes care of all of those niggling issues.
  • It's variable! Random island generation, Meeple placement and Tile removal all create a reasonably-varied experience from game to game.
  • It's naaaasty! There's something gloriously antisocial about using a Tile to pick up a Sea Serpent, drop it right next to an opponent's fully-loaded Boat and then plow right through it with a matching die roll. Er, so I'm told.      
CONS
  • The game is incredibly cut-throat, so you definitely don't wanna play it with people you owe money to. If your gamer fiends are, shall we say, rather "passionate", then you might want to consider getting them to sign a waiver before they sit down to play. 
  • As you can tell from this session report, if luck and your table-mates are all against you, then you're in for a pretty rocky ride. 
***

All told, Survive: Escape From Atlantis! is a fun, light game that makes for a pretty obvious choice when your friends want to play a very competitive game of strategy. Yes, luck and rivalries will certainly have an influence on who ultimately emerges victorious, but the game's beautiful trappings, darkly humorous catastrophes and blatantly-aggro strategies are sure to keep everyone entertained over its short n' not-so-sweet forty-five-minute play time.

As such, I give Survive: Escape From Atlantis! four pips outta six with a tilt up towards the top of a Mountain Tile!

 
***
Looking to do your best Booker-T impersonation as one of your lone Meeples waves and pilots a Ship away from the crowded shore? Then click on the image below to learn more about Survive! and help this blog...ahem...survive!