Mice and Mystics is relatively new, published only in
2012. It is the first solo playing game
that I have reviewed and it falls into the category of co-operative play. This is a review that I have really been looking
forward to writing; it’s a game that lots of people have really enjoyed playing:
Name: Mice and Mystics
Players: 1-4
Playing Time: 120 minutes
Suggested Ages: 8 and up
Awards: 2013 Games
Expo Best Boardgame Winner
Game Setting:
Mice and Mystics is
a story based adventure game. After one
of the players reads to the Prologue and the start of Chapter One to the other players
the game is ready to start. Each player
then takes on the role of one of six different mice characters, adventuring
through the castle of King Andon.
Game Play:
Six mice can be
played throughout the game and the players control one or more of them
depending on the number of players and the number of mice needed for the
chapters. The players can play through a
total of twelve chapters in Mice and Mystic.
Each player chooses
whether to be Prince Collin the Leader, Maginos the Mystic, Nez the Tinker,
Filch the Scamp, Tilda the Healer or Lily the Archer. Each mouse has its own ability, health level,
movement amount, lore level, defence figure and attack figure. Each mouse also starts with its own
equipment.
The equipment is
one of the best parts about the game and is complete keeping with the mice that
the players will be using. Button
Shields, Walnut shell armour, thimble helmet and a scorching wand from a
burning twig and more all add to the amazing feel of the little world that the players
will find themselves in.
Using this
equipment the players then embark on battling roaches, rats, spiders and centipedes
in under floor tunnels, all the while following the story of the game.
Players roll custom
made dice to move and search, attack and defend. Whenever a cheese is rolled the mice collect
a cheese token that they can use for their special abilities.
The clever part of
this game is the minions that the mice find themselves fighting against. It’s the minions that enable the game to be
played solo as the game defines the rules for moving and attacking with Minions. This means that one player doesn’t need to
miss out on the action of being one of the adventurers. It also means that the players all get to
work together towards a common goal.
The game is also
cleverly put together so that the players are encouraged to keep going rather
than hang back and spend lots of turns searching for items that they want. Every turn that the mice are on a board
sections where there are now minions the chance of failing the chapter
increases.
The game ends when either
the players collectively achieved the objective or the game wins and they fail
to achieve their adjective.
My Score:
Components: 2/2
Replayability: 1/2
Theme: 2/2
Total: 9/10
My Comments:
The artwork is
amazing. The miniatures are
amazing. The components are well
constructed. The gameplay is well
balanced. The story is suitably
atmospheric. I really enjoy Mice and
Mystics and having played it both solo and as part of a group it works well in
both instances.
By no means is this
game easy. In fact I’ve lost the first
chapter almost as many times as I’ve won it.
I’ve played the first chapter a number of times and it’s still great to
play because the same minions are not always going to appear in the same rooms
and the side quests are also optional.
I love the fact
that there are lots of different abilities that the players can choose for
their mice and that due to the need to roll the dice to attack and defend, it’s
not always guaranteed to go the players way.
The decision to search rather than attack puts the players in a
challenging position as the equipment is useful but the minions can in just two
turns capture the mice and put them temporarily out of the game.
Rather than dying
the mice are considered as captured until there are no more minions on the
board. This was the players do not feel
completely at a loss for losing all their wounds. With even the weakest enemy causing a
potential two wounds on a turn and the majority of the mice having only three
wounds, losing combat is a serious business.
Another great
feature is that if the players want to continue their adventure onto Chapter
Two and beyond the mice are only allowed to keep one of the items that they
have found in the previous adventure. This
means that the second chapter continues to be challenging. The players also have the chance to level up
during a chapter by collecting and not using six cheeses. When a mice levels up they can take another
ability to help them in the game.
I have played this
game with my four year old daughter and she loved it, even the lengthy story at
the beginning. It’s one that most of the
family can enjoy and is certainly one the family can work together on.
For me Mice and
Mystics loses its point because of the continual story element. If you have a regular gaming group then this
would not lose any points and you’d probably give it a ten, however I do not
and therefore I currently have six different games on the go, most are only on
chapter two. This is the sticking point,
although my own solo game is moving on. This is a minor point and if I were giving
half points then I suppose Mice and Mystics would have got nine and a half out
of ten.
Team games give a
complete sense of achievement and all players feel that they have won or lost
together. Mice and Mystics delivers on
this front in a brilliant way and in through a well-crafted story. It’s played across beautifully detailed board
and supported with superb artwork.
Give Mice and
Mystics a go and enjoy the wonderful world rodent adventuring. So pick up your coin shield, tighten you old
shoe leather armour, roll up the scroll of levitation and scurry forward into
the dark.
No comments:
Post a Comment