Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

When a game is based on a specific property, the theme is frequently just pasted on. This is not the case with Discworld: Ankh-Morpork. Discworld: Ankh-Morpork is a four player game by Treefrog Games and Mayfair Games. Discworld is based on Terry Pratchett’s series of novels of the same name. I have read several of the novels and as I read the rules for Discworld: Ankh-Morpork I could tell that the game was designed around the source material. The game is mostly about controlling areas of the twin cities of Ankh and Morpork but that is not necessarily the winning condition. Each player is dealt a card with one of seven people vying for control of the city on it. Each of these personalities has their own winning condition, though three of them are basically the same. The personalities winning condition make sense based on the characters in the book. These personalities are kept secret so that part of the game is trying to figure out who your opponents are while masking who you have been dealt.

Game play is pretty simple with most of the complexity being in the blocking of opponents actions while accomplishing your goal without giving away who you are. That means that means most people won’t be taking a straight forward approach. Each turn you play one card from your hand and do what it says to do. Then you draw back up to five cards. About as simple as it gets. The game ends when someone announces that they have met the victory condition or the draw deck runs out. If no one has managed to win when the deck runs out then there is a point system to determine the winner. Area control is represented on the board with wooden pawns of minions and buildings. There are a few other types of pawns depending on events that can occur during the game. There is also an interesting mechanic called “trouble”. A black trouble marker is placed into an areas of the city when a minion is added to an are where there is already a minion. “Trouble” effects what can be done in that particular area and figures into the winning condition for one of the characters.

Having a building in an area of the city allows a player to have access to the special ability of that particular area. Each area can only have one building on it. Buildings count for establishing control of an area as well. Control of an area is determined by who has the most bits of wood on it.

The game itself looks wonderful. The art on the board and cards is very good. The wooden pieces are well made and it is obvious what represents what. The only thing missing is four elephants and a turtle to hold the board up.

I enjoyed this game because it is simple to play but requires canny decision making and some deduction work to figure out who may be who. When we played we successfully managed to keep each other unclear of our identities. It is vital for everyone playing to understand the victory conditions for each personality so no one gives the game away. I recommend the game for less casual board gamers since it requires constant attention to what the other players are doing. There is definitely a hose the other guy element to the game. I highly recommend this for board gamers who are also fans of Pratchett’s work. The game is more fun when you get the jokes.

The next stop on the Game Night Blog Carnival is Glimm’s Workshop. Be sure to check out the main page of the Game Night Blog Carnival!

This week Slacker and new guest Dawson join WDR and myself to discuss horror games. We touch on both RPGs and Board games, and what makes a game a horror game as opposed to just a theme game. Mentions include Zombie Mosh, Arkham Horror, Zombie dice, Chill, Witch of Salem, Last Night on Earth, Mansions of Madness, Betrayal at House on the Hill, Mall of Horror, Call of Cthulhu, Trail of Cthulhu, Ravenloft, and White Wolf. This episode clocks in at 53 minutes.

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Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

Since this is October, I figured I should review a horror game. I really prefer a lighter tone than most horror related games. Fortunately for me, Steve Jackson Games makes Chez Cthulhu. Chez Cthulhu is another in the series of Chez games and has the silly tongue in cheek humor of the previous editions. It also introduces madness to the game. Madness being a necessity for any Cthulhu game.

For those unfamiliar with the Chez games, the object of the game is to be the first to reach their slack goal. A player’s slack goal is set by the player’s randomly assigned job card. This job card also sets the player’s free time and income. In Chez Cthulhu, madness acts as negative slack until the player goes “Stark Raving Mad” and then additional madness provides slack.

Players gain slack from cards acquired during their turn. The cards represent things, activities, and people or pets that come to the player’s room. Things are acquired by purchasing them using the income value on the job card. Activities sometimes have an income cost but most just use up free time. All of these things are, of course, ridiculous. There are thing cards like “Friendly Tentacles”, “Things Man Was Not Meant To Drink” and the ever popular “Narconomicon”. Activities include “Tour R’lyeh”, “Babble in Unknown Tongue” and my favorite card in the deck “Indescribably Horrible Nookie”. There are also whenever cards that can be used to help or hinder players in various ways. The game ends immediately when one of the players hits their slack goal. Thats really all there is to it.

Chez Cthulhu costs about 20 bucks and comes with everything you need to play the game. There are several cardboard tokens representing slack and madness, the one die you need for the game, and the cards. The instructions are thorough and easy to follow. Everything fits back in the box even after the counters are punched out, which is always nice. The game looks great because the cards are illustrated by John Kovalic of Dork Tower, which I also recommend. Chez Cthulhu does contain lots of drug, booze, and sex references so its not one for the kids. Fortunately, as it says on the box, no actual maturity is required.

We have a blast with this one. I highly recommend it, especially if you are into Lovecraft. It is a game that we almost always play a few times in a row because we have so much fun with it. This would be a good one for a Halloween party. Happy Halloween and may all the tentacles you meet be friendly but not too friendly.

The next stop on the Game Night Blog Carnival is Glimm’s Workshop. Be sure to check out the main page of the Game Night Blog Carnival!

On this week’s bonus episode Hooligan and Kat stop by to discuss Martian Dice by Tasty Minstrel Games! It’s a short one clocking in at eight minutes.

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That’s right folks, a bonus episode review! Hooligan and Kat join WDR and myself to discuss Chez Geek! Like all bonus episodes this is a short one, clocking in at about twelve and a half minutes.

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