Super
Fantasy: Ugly Snouts Assault by Marco Valtriani, Published by Red Glove,
Reviewed by Jason Elliott from PaladinElliott Productions
What
are the recommendations for this game?
Number of players: 1-6 (I believe you could make
a strong argument to have a seventh player. Someone who plays the part of an
Evil Overseer, and controls the actions of all the different Snouts, Bosses,
and Studs)
Time of game: 90 minutes (this can vary due to players learning the game)
Age recommendation: 8 and up (we are teaching our children who are 7 and 5, but they needed some assistance)
The
back story:
This is a game where you and your
friends become the adventurers saving The Empire of the Fat Phoenix from the
insufferable snouts and their ilk. Two of them (Grosuk and Poncha) will guide
you through learning the game in the rule book. You will learn that this is a
game where you set up the board with the pieces provided for the mission you
have chosen. You assemble your heroes so that they may deal damage, pick locks,
open chests and doors, smash barrels and doors, all in the name of gaining
experience, saving the realm, and staying alive to fight another day! You will
be instructed on the hero phase, followed by the monster phase, and realize
that your missions will all have a limited amount of time to complete. Don't
fret if your character is knocked out, they are not gone, but as they come
back, you will lose 1 turn from your time.
Keep your wits, as you work together, form
strategy, and kick snout butt!
What
comes in the game? (Retail Copy)
1 Rule Book
1 Missions Book
3 Corridors
18 Doors
11 Rooms
3 Big Rooms
3 Lever tokens
3 Tome tokens
1 Small Portal token
1 End of the game token
5 big pet tokens
21 snouts (made up of 13 ugly, 4 big, and 4
S.N.O.U.T.)
3 Bosses
1 Stud
1 Turn Board
99 tokens (1 Fortress, 31 shield, 24 life, 18
wound, 6 stunned, 4 counter attack, 1 focused aim, 1 wolf, 1 ridden, 6
poisoned, and 6 frozen)
8 chests
54 standups
24 markers
3 short corridors
1 gate
2 big portals
1 flight of stairs
8 trap tokens
11 sleepy tokens
5 locks
2 brazier tokens
2 button tokens
1 statue token
6 action dice
4 fate tokens
1 heroes turn token
6 columns
1 fate die
10 barrels
15 small item tokens
3 ruined walls tokens
30 magic items tokens
36 skill tiles
6 heroes
6 hero boards
What
is the end game objective? What am I striving for?
You want to complete the mission at all costs! You
and your fellow heroes will have to decide how to best move through the dungeon
that is set by your chosen mission. Will you try to kill everything for
experience? Will some of your characters hang back until the right moment? What
chests and barrels are you willing to go for? Is there going to be enough time
to finish the mission? Should you trade some of your equipment off for the team
win? Do you make a sacrifice this turn that will help with a future turn, or
for the win?
You will have moments with these and other
questions, and you will have to decide as a team, or by yourself what is the
right thing to do. Remember, if the mission is completed, all of you win!
How
do I set the game up? Where is that leading me to?
You want to first determine who is playing what
character. They will choose their character's board, figure, and skill squares
(levels 2 and 3), along with the markers for their experience level, and for
the gauges for building up their skills. Once this is done, the group will need
to decide what mission they are taking on. You will use the mission book for
your proper set up of the dungeon, monster placement, traps, barrels, chests,
items throughout the terrain (levers, buttons, tomes), and more. You will have
a starting zone and an area where the mission will most likely draw to a close.
You will need to decide on group strategy, such as turn order, and what the goals are, as they will be changing as enemies flood in to stop you! You will need to keep in mind that this set up is for one off missions, and not a campaign (I am currently contemplating a way to make this into a campaign-maybe with an approach similar to Descent). I really like the game and find that after one mission, I want to go back and play more.
Your mission book is also going to assist you in
playing Normal (easy), Heroic (medium), and Epic (hard) difficulty modes.
-With Normal, you will use just the yellow attributes
on the monster stats and ignore their special abilities.
-With Heroic, you will use the yellow attributes
on the monster stats and all of their black text special abilities.
-With Epic, you will use the red attributes on
the monster stats, all of their black text special abilities, and all of their
red text special abilities.
So, make sure everyone who is playing has clearly
let people know what their preferences are to maximize your game session!
Who
do I get to choose from?
Luckylock,
The Gunslinger- Not the top for Ranged attacks, and
not the top for Melee attacks, but he is good with both, making him versatile. He
has great movement, but not good with Magic or Defense.
Helena,
The Huntress- The top with Ranged Attacks, movement
is decent, and has good skills to suppress the enemy, bolster her attack, or to
assist with movement.
Barka,
The Warrior- The top with Defense, good with
Strength, and decent speed, he will surely be one of those characters you can tank
with due to his high hit points.
Yang-Ping,
The ShadowMaster- He is your go to for lock picking
abilities. He has high speed, decent defense, but low hit points. Make sure you
are using his backstabbing and movement abilities to their greatest potential.
Zanvor,
The Duelist- Here is your top Strength, with high
hit points, high speed, and decent cunning. He can manipulate several factors,
including shield dice. He is good to play if you want some defending with your
attacking.
Zoe,
The Enchantress- Here is your Magic Powerhouse. She is
able to use this magic to move around, and use tomes without checks. If you are
rolling well, then make sure to use her Arcane shield to augment your defensive
powers. She tops this all off with moderate ranged attacks to boot!
Now
to play:
When you are playing the game, you will work
through a two phase system.
-One, The Heroes Phase and
-Two, The Monsters Phase
You will be using dice for the majority of
actions (there are some abilities that when fully charged you get to activate
them without the use of dice, but these are clearly in the minority). Through
these dice you will act on choices from the Heroes Phase (please note that I
will describe effects on the dice as well)
Special
Note: As we get into this, there is left, right,
forward, rear and diagonal. Yes, diagonal counts as one move, you can attack,
defend, and interact at the diagonal just like you could with your forward,
rear, left and right.
Special
Note: You will collect 1 experience for anything that
is declared as an attack and deals at least 1 damage, even if that one damage
kills the monster. If a monster is instantly killed, then it has taken at least
1 damage. You will gain 1 experience for each time you successfully lock pick a
door, or a chest.
Special
Note: Every time you roll a Star, you need to bump up
one of your Skill gauges by one (don't forget) as this is one of the two ways
you can fill those gauges and use them (a skill must be maxed out to be full
and ready to use, and once used it goes back to the bottom setting to be ready
to start refilling it).
1.
Moving- One sword is one space of
movement, Two swords are two spaces of movement, and the Star allows you to
move the number equal to that characters speed. Make sure you pay attention to
obstacles such as furniture because you will stop your movement there. You
might set off a trap on the floor, or you have to take into account being
adjacent to something (adjacent includes diagonals), and once you are adjacent
to a Monster your movement stops. You will need to engage the Monster because
you will not be able to freely breakaway unless you use a Special Skill or
ability to do so.
2.
Opening a door- this requires a skill
check of six, whether by brute force (Strength) or by lock picking (Cunning).
You will decide one of the two avenues, and then one sword counts as one, two
swords count as two, and the star counts for the characters skill in either
Strength or Cunning (because of whatever approach the player chose). If you
lock picked the door successfully, collect your experience. (for each time that
happens). You will need to be adjacent to do this.
3.
Bashing a barrel- The skill amount
needed is 6 or better. This is solely by Strength, as you attack the barrel to
open it. You will use the same system of numbers as described by Opening a door
for Strength. You cannot lock pick a barrel. You will need to be adjacent to do
this.
4.
Lock picking a chest- The skill
amount needed is 6 or better. This is solely by Cunning, as you lock pick the
chest to open it. You will use the same system of numbers as described by
Opening a door for Cunning. If you lock pick the chest successfully, then
collect your experience (for each time that happens). You will need to be
adjacent to do this.
5.
Attacking a monster- You will use the
system described already, and stars will count as your Character's Strength
value to add in. You will have your total, and you will compare it to the
Shield value of the monster. If your value is higher than the monster's you
have achieved a hit. You will then look at their blood drop value to see how
many hits it takes to destroy the monster. If the hit you just achieved was all
the monster could take, then you killed it. If you have dealt at least one
damage to a monster, collect your experience (for each time that happens). If
your bullseye icon by a weapon has a value of 1, that is 1 space or adjacent.
If the value is higher than 1 then using that weapon is ranged. If you have
bullseye 3 then you can only attack a Monster, Barrel, or Door that is exactly
3 spaces away. It is not up to that number, it is that number in spaces exactly.
You don't worry about line of sight, except you can't shoot through Doors and
you can't shoot through Walls.
6.
Defending-This is where you prepare
your defense for the Monster Phase. Normally all heroes will be damaged by a
Monster's attack during the Monster phase. You can, though, give up dice for
Shield tokens, and each token can be turned in during a Monster's attack for a
die (1 to 1). So as an example, I want to have two dice to defend with, so I
declare Defending, and give up two dice during my turn and gain two Shield
tokens. During a future Monster Phase I am targeted so I decide to spend both
Shield tokens to gain two dice to roll against the Monster's attack. The trait
you will use for Stars here is Defense. If you roll at least the number of the
attack, or higher, then the attack is negated.
7.
Charging up- Pick this if you want to
build up your gauges to full, so you can use Special Skills. If you roll 1
sword, you move up 1, 2 swords you move up 2, and a Star means you move up 1.
Remember here though, whatever your total roll is, you must dedicate all of it
to one skill gauge. The extra will be lost.
8.
Disarming a trap- The skill required
here is a 6 or higher. When you have encountered a trap, you can choose this
option with your dice. To encounter a trap, you must be adjacent, and use your
Cunning for your Star ratings. Be
careful though, because crossing over a trap, opening a chest with a trap, or
opening a door with a trap will set the trap off. You must be adjacent to do
this.
Are
there any variations for this game?
As previously described, there are 3 difficulty
modes to this game. Take into account that the number of players dictate
changes to the missions, and that how many you can have playing can be
different, along with what characters are being chosen. With all of these
possibilities, you have a game that in my opinion has very high replay value.
So you pick a mission, or an arena (6 missions and 2 arenas) and say you beat
it, you still have two other difficulties to choose from, just for that mission
or arena.
This game allows for possibilities to make
homebrew scenarios. Due to a great rule system, and how quickly we were able to
learn the game, I would say without any doubt that you could experiment with
additional creatures, characters, and abilities to further your own personal
experience. It is such a great game, that I could see that possibility.
Some
game results:
Our games so far have been thrilling to say the
least. Our first win was with two turns left. It was on Mission one, and we had
Barka The Warrior, Helena The Huntress, and Yang-Ping The ShadowMaster.
Yang-Ping was brought down on the 10th turn and that pushed things forward by
one round (he came back the next round). We skipped one room, due to being
afraid of running out of time. We were playing the Heroic level for difficulty.
We saved up all of our Special skills close to the final room in an attempt to
blow out the Stud, and the support Ugly Snouts he had, and it WORKED! We
had Barka bust the door, and Helena open
fire, with Yang-Ping hanging back. We dealt heavy damage on the Stud as he
advanced with his guard. The rolls went our way as Burka and Helena brought
down the Stud in the 12th round, and during the 13th (we had 15 to complete the
mission) Yang-Ping using a potion to help his Magic Check, shut down a Magic
Portal and we won! It was absolutely awesome!
That gives you a taste of some of
our adventures thus far!
Final
Thoughts:
Let
me start by saying this is a game that I feel was somehow connected in spirit
to games like Heroquest, Key to the Kingdom, Dark World, and Tower of the
Wizard King. However, this game is smoother, more refined, quicker to learn,
and because we are able to teach our kids, an absolute blast to play! You have
to give this one a try, because it was a joy to play. Yes, it took some time to
set up, and make sure everything was ready. After that though, getting to
choose from a great assortment of Characters, and being able to do many things,
makes this my "go to" experience for dungeon crawls for the whole
family.
This
game hit me over the head so much that I order its sequel Super Fantasy: Night
of the Badly Dead, just to have more Characters, more Monsters, and to try some
homebrew ways of making a larger experience. I want to consider doing more with
these games in the future!
I
have to give this a 10 for easy learning curve, fun for the family, many, many
choices, and lots of replay value. I feel that this is a huge asset to my
gaming collection, and I believe you should consider it if you are into light
dungeon crawls, games with some cartoon feel, games for the whole family, low
learning curves, and games where you get to level up and get better!
Please
make sure to have a solid look at this one, because it truly deserves it!
Thank you so much for reading this report on Super Fantasy: Ugly Snouts Assault by Marco
Valtriani, and is published by Red Glove!
I hope you will check out my PaladinElliott Blog at:
https://paladinelliott.blogspot.com/
check out
some of my videos at:
https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw
and check out my Ready To Game Podcast at Soundcloud and/or Itunes:
https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016
https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4
and remember I am always....READY TO GAME!!!
RET. SSG
Jason L. Elliott (PaladinElliott)
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