Showing posts with label Wild West Show. Show all posts
Showing posts with label Wild West Show. Show all posts

Thursday, June 9, 2011

Review: Wild West Show

”BANG!

"Wild West Shows" were traveling vaudeville performances in the United States popular during the turn from the nineteenth to the twentieth century. They caricatured the lives and work of those who lived in the American West, performing plays with western themes and showcasing exhibition shooters (such as Annie Oakley, "The Little Sure Shot of the West"), ropers, and more. Buffalo Bill's Wild West was the most famous of these shows, marketing itself as an annually touring, circus-like attraction. Wild West Show, the latest addition to BANG! the card game's official expansions, tries to adopt the showy, thematic elements of the Wild West Shows of old.

Theme. The expansion provides 8 new characters, all of whom are inspired by famous western actors, not historical figures of the American West. 10 event cards, in the vein of A Fistful of Cards and High Noon (and even more the unofficial El Dorado), are included too. These event cards consist of cards pointing to Wild West Show gimmicks: references to shoot out reenactments, dances, banjo music, wild west women ("Helena Zontero" inspired by Elena Montero, the fictional character from The Mask of Zorro played by Catherine Zeta-Jones), the woman that Wild Bill Hickock and Dave Tutt supposedly fought over (Susannah Moore, "Miss Susanna"), and more. A few, like Sacagaway, Bone Orchard, and Gag seem thematically out of place for the expansion. Nonetheless, in terms of theme, Wild West Show excels.

Thematic Value: 9/10.


Artwork. The art for Wild West Show, I believe again provided by Alessandro Pierangelini, is beautiful as always. The character art is a little crisper than in the original BANG! or the Dodge City expansion, but this is not a fault. The character poses are fun and reveal their personalities and abilities. For instance, Gregory Deck is shown at a card table holding a full hand of cards with his right hand. His left hand, which is placed just under the table, shows him cheating by having kept an ace of spades. Flint Westwood looks quick on the draw, and Sheriff John Pain is pushing open Saloon doors. The event cards have nice backs, and the art for each card is in full color like all BANG! player cards. Many of the sketches are excellent; some like Darling Valentine, Lady Rose of Texas, Showdown, and Wild West Show I consider to be amongst the best art in the whole BANG! franchise. To the artist's credit, almost all of the pieces communicate well what the effects of the cards are too. As for the card stock, Wild West Show is printed like previous BANG! expansions on sturdy, linen-textured card stock.

Aesthetic Value: 9.5/10.


Gameplay. So far, so good for Wild West Show. Unfortunately, the new BANG! expansion's value plummets in the gameplay arena. I will start with the positives. Wild West Show is a modular expansion like Dodge City, A Fistful of Cards, or High Noon. It is easy to add or remove Wild West Show from any game of BANG! You can choose to incorporate just the event cards or just the character cards from the expansion (of course, you can incorporate both). This makes it an easy addition to the BANG! Arsenal. Next, the new characters possess abilities that are truly novel, not mirroring abilities possessed by previous BANG! characters. They will require real adjustments to gameplay when they are in play. Most of the character abilities are "neutral," not clearly offensive or defensive. Only Lee Van Kliff and Big Spencer are clearly offensive characters, and Teren Kill clearly a defensive character. The others suit the strategy of the player. Like usual, these new characters provide more variety in game situations and thus increase the replayability of BANG!

In terms of the Wild West Show event deck, it is more novel than its High Noon and A Fistful of Cards brethren. The event cards are player dictated: they occur when a Stagecoach or Wells Fargo is played by any player. The card stays in effect until another Stagecoach or Wells Fargo is played. If a player who possesses a Stagecoach or Wells Fargo really enjoys the event card, he can choose to wait to play the card, or in extreme cases discard it, to prolong the event card's effect. This gives 2 cards in the BANG! deck that can activate/replace the event cards. Obviously, the event cards are replaced more often from round to round in larger BANG! games as a result. This new gameplay element in the event cards seems clearly inspired by the unofficial El Dorado expansion, where to activate/replace the event cards players had to play/discard an Ace.

Despite these positive additions to BANG! gameplay, I believe that the textual confusion, severe unbalance of the characters and somewhat with the events cards, increased randomness, and lack of novelty counterbalance them.
  1. Textual Confusion.

    Flint Westwood BANG! Wild West Show Character and Explanation

    Several of the Wild West Show card descriptions are not clear, and clarity is important when it comes to character abilities. Take Flint Westwood: "During his turn, he may trade one card from hand with 2 cards at random from the hand of another player." The trading of cards is clear, but how many times can Flint Westwood use this ability? If infinite, then Flint Westwood could reduce every other player's hand to 1 card and keep swapping until he has the best possible hand. This seems epic OP, so it does not seem that he can do it infinitely. But that does not mean he cannot do it more than once. Perhaps he can only do it once a turn per player? The extra explanation cards do not help on this question. For Flint Westwood it states, "The card from your hand is of your choice, not at random. If the target player has only one card, you get only one card." How could dv-Giochi neglect such an important detail from the rules? The FAQ, which I translated into English in January 2011, finally clarified this (Flint Westwood can only use the ability once on his turn), but until then, English players were in the dark regarding the limits of Flint Westwood's ability. You could assume that any really powerful ability can only be done once, but then you would be wrong. Lee Van Kliff is a character who may "discard a BANG! to repeat the effect of a brown-bordered card he just played" on his turn (this includes Wells Fargo!). He can use his powerful replicating ability as many times as he desires (given that he has BANG! in his hand to discard).

    Dorothy Rage BANG! Wild West Show Event Card and Explanation

    Now that I have given an example from the character cards, let me turn to the event cards. One event card, Dorothy Rage, states, "During his turn, each player can force another player to play one of his cards." This initial description is incredibly vague! Does it mean during each player's turn he can select another player to play a card if he can? Since cards are not played out of turn in BANG! except via reaction (Missed!, Dodge, etc.), what does it mean for them to play the card? Do we pretend it was their turn during this selection process, and then they play a card of their choice? If so, you could see it as a way for a team to coordinate an attack on another player perhaps.

    The further explanation card for Dorothy Rage only brings further surprise and confusion: "If the forced player does not have the called card, he must show his hand. If he has it, he must play it as if it was his turn (also for counting the distances), but you choose any target(s) if the card requires so." It mentions a "called card" that was not described in the original card (nor calling at all): where did this come from? Apparently, each player is supposed to select a player and then "call out a card." If the player has the card, then he plays the card, but the selecting player chooses whom it effects (given proper distance constraints) if choice is required. This is very different from the initial card! Even then, some items still require a lot of imagination. I imagine, although it is not specified, that the "called card" must be in his hand, otherwise there would be no need for the calling. Even though Dorothy Rage says the card must be played, I imagine that the cards that cannot be played without an appropriate event (Missed!, Dodge), need not be played. Or is it that Missed! cannot be called out at all since they cannot be played on one's turn? I could imagine if I was Slab the Killer and attacked another player with a BANG!, I might want to use Dorothy Rage to force that player to play 1 Missed!? That way, I might force him to play a useless Missed! (unless he adds another), and then hit him with another attack card like a Knife. Whether or not this is allowed, and when you can choose to activate the Dorothy Rage ability during your turn, is important.

    As one other quick example, Gag states that "Players may not talk (they can gesture, moan, ...). Whoever talks loses 1 life point." The question with Gag is whether players lose 1 life point each time they talk, or if they can only lose 1 life point while Gag is in play.

    Summary: Many descriptions in Wild West Show were poor, leading to confusing gameplay. This is not to claim all were worded badly (Gary Looter is easy to understand, for instance), but rather that enough were to be a detriment.

  2. Unbalanced Characters and Cards. Generally, in a game like BANG!, you want to make all characters at the same level of power. Despite some exceptions (Lucky Duke or Claus the Saint are examples of generally weaker characters, amongst others), previous characters in BANG! basically had this. Of course, some required greater strategic gameplay to utilize well, and many characters' values fluctuated depending on your assigned role. Still, all this granted, no character was extremely more OP than another.

    All of this is thrown out with Wild West Show. You get the sense that the designers were thinking, "Ooh! We need to make an expansion--let's get people excited by making really powerful characters!" Unfortunately, this had a negative impact on game dynamics. The most obvious abuse is Greygory Deck: "At the start of his turn, he may draw 2 characters at random. He has all the abilities of the drawn characters." Even though an explanation card qualifies that these characters can only come from the base game, the fact remains that he get 2 character abilities! Clearly, under any balancing scale, 2 is better than 1. And while most players have to deal with the ability they are stuck with, he can swap them out for others! Lee Van Kliff's ability to "discard a BANG! to repeat the effect of a brown-bordered card he just played" on his turn is likewise obscene.

    I can imagine some player responding that you just have to concentrate on this character more to eliminate him, that's all. But there is a problem with this response: it doesn't work when it comes to that character being the Sheriff. The other players are already concentrating as hard as they can to eliminate him! The Sheriff, in this case, gets a straight up upgrade. For instance, I have yet to see a 5+ player game where a Gary Looter Sheriff was defeated. Gary Looter's ability (besides starting with 5 life points) specifies that "He draws all excess cards discarded by other players at the end of their turn." So first, the Sheriff Gary Looter has a huge defensive benefit by having 6 life points. Second of all, whenever a Deputy or Renegade wants to pass a card from his hand to the Sheriff, he can simply discard it when he is over his card limit! This card feeding to the Sheriff is ridiculous. In general, the Sheriff gains an undue benefit from the OP Wild West Show characters.

    Some of the event cards also have unbalances, although they are not as grievous as the character cards. Let me give 2 examples. Miss Susanna states "During his turn, each player must play at least 3 cards. If he does not, he loses 1 life point." All things equal, this card clearly favors 4+ life point characters, who not only are more likely have more cards in their hands to play initially, but have more life points to spare.

    Bone Orchard states, "At the start of their turn, all eliminated players return to play with 1 life point. Deal their roles at random from those the eliminated players." I think most BANG! players can attest that Outlaws tend to die both more often and earlier in the game. I have been in several games where the Outlaws are the only roles amongst the dead. You might believe that this therefore favors the Outlaws when it comes to Bone Orchard, but this is not the case! Being either the only ones dead or the majority of the dead, the living have almost sure knowledge or a good guess that the resurrected players are outlaws. Because the resurrected outlaws have only 1 life point, and likely gain no defenses from the 2 cards they draw on their turn, they are open to quick elimination. Why is this bad? Because there is still a 3 card bonus for eliminating Outlaws! Bone Orchard makes Outlaws get farmed for card bonuses. I am sure that the card was designed to try to keep dead players involved in the game, but the most likely eliminated players get placed often in a worse situation than before.

    Summary: Most of the new characters were not created with balance in mind (not all). Some of the event cards were poorly conceived. Amusingly, the designer admits this: the expansion was conceived for "sporting characters more wild than balanced." For a game that I believe was wild enough, this expansion only made things worse.

  3. Increased Randomness. Fluxx fans and many BANG! fans may love randomness, but many of us don't. Randomness is in BANG!, and in my opinion already plays too large a role, but it shouldn't be the focus of the game. Wild West Show's event cards add even more randomness, which BANG! fans such as myself won't appreciate. Of course, which event cards come into play are always random, but the event cards themselves also employ random effects. Darling Valentine states, "At the start of his turn, each player discards his hand and draws the same number of cards from the deck." Were you building up a good hand over several turns? Too bad. Helena Zontero instructs, "When Helena comes into play, 'draw!': on Hearts or Diamonds, shuffle all active roles, except the Sheriff, and deal them at random." Were you playing well as a team and about to win? Too bad.

  4. Lack of Novelty. While the characters definitely bring wild new abilities into play and the event cards provide a new structure to gameplay, I think many who purchase Wild West Show will think, "that's it?" BANG! already had event cards with High Noon and A Fistful of Cards, so why should we be that excited about the event cards in Wild West Show? It is very unlikely that you will be playing with 2+ event decks simultaneously, so the new event deck isn't as great as a modular component as you might think. It doesn't seriously add to the gameplay, as the excellent Dodge City expansion did. And some of the event cards like Gag, which doesn't allow players to play on penalty of losing life points, just isn't fun. So all the showiness seems a bit unnecessary: event cards and characters like these could be written on slips of paper. A significant expansion should provide more.

Gameplay Value: 8/20.


Cost. Lastly, there is the question of money. At $10 (or $8.71 on Amazon), and only providing 18 cards to the game, Wild West Show is pricey. You might find it used for cheaper, but then you will have to swallow shipping costs that will make it cost about the same. Since Wild West Show is the only expansion not available in the special edition Bullet, you can't get it any other way. Of course, it came after the Bullet, so I can't blame it for that. What really irks you with Wild West Show is how padded the product is. The expansion comes in a big plastic box, hiding how little you are really receiving. 4 of the cards you get are rules cards and 1 card is an advertisement! When it comes in a big plastic box, an advertising card is unnecessary. And why not give us more cards and less rule cards (just provide an info pamphlet or even a web address instead)?

Financial Value: 6/10.

Conclusion


Wild West Show is too true to its name: it provides a nice show with its thematic touches and artwork, but the expansion is only skin deep. BANG! gameplay is made (at least further) off unbalanced and random. The lack of new features makes the expansion feel mind-numbingly unoriginal. And for $10 you ask yourself, "why didn't I just buy a used version of some other game?" I think another reviewer's remarks are apt: "you'll like it if the chaos sounds fun and you won't if you think that Bang! is already silly enough." This expansion I believe is very divisive: many BANG! fans may buy it, but a good chunk of them won't enjoy it that much.

Overall Value: 32.5/50 (Just OK).

Thursday, January 20, 2011

Official BANG! Wild West Show FAQ Available

It is one of those ironies in life when you translate an unofficial FAQ for Wild West Show, and 2 days later dV-Giochi decides to publish theirs. Oh well. I pride myself that my FAQ translation has more questions and answers, is better worded, and has more explanatory value. But you can check out the official Wild West Show FAQ here.

Tuesday, January 18, 2011

Wild West Show FAQ in English

Emiliano Sciarra recently published an unofficial FAQ for the relatively new Wild West Show Expansion. Unfortunately, this FAQ is only in Italian. To help English-speaking BANG! players, I have provided an English translation and elaboration of Emiliano's FAQ. I hope it is of use. I still need to polish it up some and provide standardized English card names, which I will get to soon. Enjoy!


Wild West Show FAQ

Written by Emiliano Sciarra

Translated by Martin Pulido

NOTE: This FAQ has been put together by me (Emiliano Sciarra), but it is unofficial and is not binding in a tournament. The answers are almost identical, however. Here I decided to include questions not included in the official FAQ, which you can find on the download page of the dV Games site.

Q1. When Gregory Deck opts to change the characters whose abilities he is using, does he set aside the character cards whose abilities he was using, or does he shuffle these cards back with the rest of the others so that he might potentially draw them again?
A. Gregory Deck must mix these character cards in with the others, and then randomly draw 2 (which could also be those he just discarded).

Q2. When Miss Susanna comes into play on a player's turn, do the cards already played by that player count towards the three cards necessary to be played, or must he play 3 more cards to avoid losing a life point?
A. All cards played by this player during his turn count towards the 3 cards needed.

Q3. If more than 1 player has more cards in his hand than Youl Grinner, who gives a card to Youl Grinner?
A. All players who have more cards in their hands than Youl Grinner.

Q4. Do I have to describe an order completely with Dorothy Rage before I can know if my target actually has that card?
A. Yes, you must declare the full order (the effect of playing such a card) even before knowing if the player has that card. Thus, you cannot say "play a BANG!" but "play a BANG! against this player." For them to carry out such an order, the action must be possible (they cannot play a BANG! against a player that is not reachable given their current range).

Q5. What distance is calculated when you order another player to use a card when Dorothy Rage is in play? And if you ordered Slab the Killer to play a BANG! to shoot a player, must the target use two Missed! to avoid the blow or not?
A. The distance, effects, and so forth, are based upon the position/abilities/situation of the player ordered to play the card; not the orderer. Thus, the target of the ordered Slab must use two Missed! to avoid the blow.

Q6. If Dorothy Rage is in play, and a player orders another to duel some other player, and the ordered player loses the duel, who loses a life point: the ordered player or the player who ordered the duel to occur? Similarly, if a player orders another player to play a Stagecoach or Panic (or similar card), who draws the cards?
A. Consistent with what was answered in the previous question, the player who loses the life point is the player who has been "ordered" to play the duel. Similarly, the cards are drawn into the hand of the player who personally played the Stagecoach or Panic card, not the player who ordered that such a card be played.

Q7. Can Big Spencer use a Barrel, or other cards that have missed in their effect?
A. Yes; his ability only restricts him from using Missed! cards.

Q8. Is there a limit to the number of consecutive times you can use the ability provided by the Lady Rose of Texas when it is in play?
A. As a general rule, to avoid too prolonged a loop that would exclude a player from the game, you should set a limit of X times in a row, where X is the number of players in the game. Thus, when 5 players are in the game you cannot use this ability more than 5 times in a row.

Q9. If Big Spencer is Sheriff, how many cards does he start with in his hand, and what is his card limit?
A. Regardless of his role, Big Spencer always starts with 5 cards in his hand. Being Sheriff only entitles Big Spencer to have 1 more life point (thus, he has 10 life points). As his life points suggest, as he draws more cards, he may potentially hold up to 10 cards in his hand at maximum.

Q10. When Gag is in play, does it prevent all forms of communication between players (posts, texts/SMS, sign language, etc.) or just verbal communication?
A. It is up to the group playing. In principle, it should prevent all such things to keep the game from slowing down. Gag is designed to make people play quickly without consultation from other players.

Q11. What happens if Vera Custer copies John Pain's ability and a card is "drawn!"
A. The card is picked up by the player whose turn is next given whomever player's turn it currently is. Thus, whoever is in closest proximity to the left (clockwise) of the player whose turn it is.

Q12. What happens to the Apache Kid if Lee Van Kliff repeats the effect of a card that has a suit of diamonds against him? What happens if Lee Van Kliff uses a BANG! card that has a suit of diamonds to repeat an effect against the Apache Kid?
A. Lee Van Kliff can use a BANG! of diamonds to replicate the effect of the previous brown-bordered card against the Apache Kid. Apache Kid will either suffer or not suffer from this repeated effect depending on whether the previous brown-bordered card was of diamonds or not. For example, if Lee Van Kliff had replicated Indians! (which are always of diamonds), the Apache Kid would not be affected. However, if Lee Van Kliff had replicated a Gatling, even if he repeated it through discarding a BANG! of diamonds, Apache Kid would be affected. As I explain in Q24, the BANG! card used for replicating the previously played brown-bordered card is not itself "played," but "discarded."

Q13. Can Lee Van Kliff replicate the effect of a card even when the target of this effect is different from the target of the original card played?
A. Yes.

Q14. If Gary Looter must discard cards because he exceeds his card limit at his discard phase, can he draw his own discarded cards because of his ability?
A. No. He only draws the discarded cards of other players.

Q15. When the specific "Wild West Show" card is in play, does the Sheriff still incur a penalty for eliminating the player who possess the Deputy role card?
A. NOTE: Sadly, Emiliano's reponse is missing even in the Italian FAQ. My hunch is that the Sheriff does not incur the penalty, but I may be wrong. I will let you know when Emiliano answers this question.

Q16. Are new Wild West Show cards brought into play when cards with effects similar to Diligence or Wells Fargo are played (such as the Conestoga in Dodge City)?
A. No, only for the Stagecoach and Wells Fargo cards.

Q17. How do you handle Flint Westwood's and Jesse James' abilities, and also Panics, Cat Balous, or other cards with these effects, when Sacagaway is in play?
A. When such a card or ability is used against another player's hand, the affected player temporarily hides the cards in his hand and shuffles them. Once 1 or 2 cards are drawn randomly, his hand is again to revealed to all other players. The cards drawn from a hand are always done at random.

Q18. What happens if Terren Kill has a beer in his hand when he loses his last life point?
A. Two things can occur:
1) He may play the beer and remain at 1 life point. By doing so, he will not get to draw a card from the deck.
2) He may not play the beer and "draw!" On spades, Terren Kill is eliminated and may not play the beer to save himself. On any other suit, he remains at 1 life point and draws a card.

Q19. When Lee Van Kliff repeats the effect of a Stagecoach or Wells Fargo, do you have to swap out the Wild West Show cards for others?
A. No, only when you play a real Stagecoach or Wells Fargo card. Lee Van Kliff's ability repeats those cards' effects, not the cards themselves.

Q20. To whom does a player need to show his hand if he claims he cannot play a card that is requested of him when Dorothy Rage is in play?
A. He must show his hand to all players.

Q21. If you come back to life once through the Cemetary, and then get eliminated again, do you come back once more if Cemetary is still in play by your next turn?
A. Yes, you come back to life as many times as possible while Cemetary is in play.

Q22. When Lucky Duke "draws!" two cards, does John Pain draw both?
A. Usually, John Pain will draw both. If John Pain has 6/+ cards in his hand, he will draw none. If he has 5 cards in his hand, he will only draw the first card "drawn!" by Lucky Duke (he does not get to pick which one). The cards "drawn!" by Lucky Duke are considered in the order "drawn!"

Q23. Is the ability of Lee Van Kliff's activated by cards that have the bang effect/symbol, or only BANG! cards themselves?
A. His ability is only activated by actual BANG! cards.

Q24. When Lee Van Kliff uses his ability, is the BANG! card used to activate his ability included amongst the 3 cards necessary to avoid losing a life when Miss Susanna is in play?
A. No, the BANG! card was "discarded" and not "played."

Q25. If Gary Looter is Sheriff, does he begin with 6 life points and 6 cards in his hand?
A. Yes.

Q26. When is Youl Grinner's ability activated?
A. During his drawing phase.

Q27. How many times can Flint Westwood use his ability during his turn?
A. Only once.

Q28. If the Dynamite explodes on Terren Kill and has the potential of eliminating him, how many times must he "draw!" to stay alive (once, or three times for the damage Dynamite inflicts)?
A. Once once. If a spade is "drawn!" he is eliminated; othermwise he stays at 1 life point.

Q29. If Lee Van Kliff uses his ability to reproduce the effect of a card that required discarding another card to use it (such as Brawl, Ragtime, or Whiskey for examples), must he discard another card do so?
A. No, only the first time. Lee Van Kliff's ability repeats the effect of the card, not its activation cost.

Q30. May Gregory Deck draw characters from expansions or other promotions to use their abilities?
A. No, he may only draw characters from the original game.

Q31. What happens if the abilities of original game characters drawn by Gregory Deck contradict one another or influence a similar aspect of the game, such as how to draw during a drawing phase?
A. If the two skills are in absolute conflict, Gregory Deck picks only 1 of them to use (he does not get to draw another character). If the conflict is not absolute, then combine the abilities. For example:
1) If the 2 characters drawn are Jesse Jones and Kit Carlson: You can take a card from the hand of a player (using Jesse Jones' ability) and then see the first 3 cards from the deck and choose the second card that you wish to draw.
2) If the 2 characters drawn are Jesse Jones and Pedro Ramirez: You have the choice of drawing your first card from the deck, a player's hand, or from the top of the discard pile.
3) If the 2 characters drawn are Kit Carlson and Black Jack: Look at the top 3 cards of the deck, select 2, and show the second one you selected. If it is red, draw a third card from the deck.

Q32. What happens if Flint Westwood decides to use his ability to remove the last (or last 2 cards) of Suzy Lafayyette?
A. Suzy simply hands over all the cards to Flint (1 or 2), after which she draws a card from the deck since she has no cards in her hand. Flint does not get the drawn card.

Q33. Can Flint Westwood use his ability against a player who has no cards in his hand?
A. No.

Q34. Is the card "drawn!" with Helena Zontera drawn by John Pain?
A. No, because it is "drawn!" by any player.