Jan 232011
 

Some time after the events of the eponymous novel Dracula returns, and he is furious! No longer content to lurk in London, the count spreads his evil throughout Europe, pursued by 4 hunters hot on his trail.

Fury of Dracula figures

Fury of Dracula is an odd board game that reminds me a lot of the old Scotland Yard game familiar to anybody that grew up the the 80s. One player takes the role of Dracula – their goal is to stay alive for long enough to see their nefarious plans come to fruition. All the remaining players take the roles of one or more hunters determined to bring Dracula down for good (there are always 4 hunters so a given player may be playing more than one – we only had 2 players so one person played all 4 hunters.) Each turn the players move around a stylised map of 19th century Europe, the hunters move openly on the board but Dracula’s position is hidden from the other players.

Feed Card from Fury of Dracula

Dracula moves by placing location cards face down on a track, leaving a trail of old locations behind, each one possibly containing a surprise that the count has prepared to harry his pursuers. If one of the hunters stumbles across the trail, the surprise is revealed – usually some sort of combat ensues (Dracula has allies) or something else bad. On the bright side, at least the hunter knows they are on the right track.

If Dracula manages to leave a long enough trail, the oldest card drops off and the encounter “matures”, often helping Dracula come closer to his goal. It is in the hunter’s interests to keep on Dracula’s coat tails once they see any sign of him.

Once the hunters have found Dracula, they can engage him in combat to weaken or hopefully kill him using any of the items they may have picked up on their journey. However Dracula has terrifying powers and combat is dangerous, 3 out of every 6 turns occur at night when Dracula is especially powerful! Timing is everything when trying to kill a vampire.

Fury of Dracula is an enjoyable romp with excellent atmosphere – Dracula is outnumbered and constantly on the run during daylight hours, but may brave a frontal assault during the nighttimes. Combat is done with dice and cards, and works very well once you figure it out. Dracula starts off with a large advantage, but this slowly wears away as the hunters gather items to use against him. The game seems fairly well balanced overall, although in our game Dracula went down early under the weight of a series of terrible dice rolls (or that is my excuse anyway.)

The main flaw of the game is it’s complexity. There are 5 different decks to take care of, and a plethora of counters and tokens. I can’t say I didn’t get my money’s worth, but there is an awful lot of stuff to keep track of. Many of the rules have odd exceptions that apply only at certain times or to certain characters, exceptions that are only found scattered around the rule book not on the cards themselves. The rule book is pretty good, but the rules do not lend themselves to easy explanation – this is not the kind of game you just pull out and play.

Having said that, Fury of Dracula is a fun game assuming that you want to put the effort to learn something new.

Oct 252010
 

A lone asteroid tumbles slowly through the inky vastness of darkness of deep space, as it has for millions of years. Suddenly a ship winks into existence just a couple of hundred metres away – emerging from hyperspace in a purple flash. Milliseconds later it is joined by another, and another, completely surrounding the lonely rock. The Empire has sent a fleet to liberate the rare ores that are urgently need for the war effort. But the purple bursts have been interspersed with bright blue flares – the Federation has also sent a fleet. Lasers flare, this will all be over in seconds…

Light Speed describes itself as a real-time space combat table top game – sounds impossible but this simple little game manages to fit a lot into a very small package. Each player (up to 4) starts with a deck of cards, each representing a particular class of ship. Each ship has a number of lasers, a hull rating (life points), a speed rating and possibly some shielding to protect it. The battle begins by all players drawing a ship from their deck and placing it on the table in a hopefully advantageous position where its lasers will do the most damage to either the asteroid or to an opposing ship. Once a ship has been played it cannot be moved. Once a player has placed a ship they can draw and place another one as quickly as they like without waiting – the game ends when the first player has warped in his entire fleet so everyone needs to be paying attention. If a player still has cards in hand the un-played ships do not take part in the battle.

Once the ships have popped out of hyperspace (this takes about 30 seconds), a huge battle commences. This constitutes the scoring and takes a lot longer than actually playing the game. The smaller, speedier ships fire their lasers first but tend to have less powerful weapons and little shielding. The more powerful ships have massive armament and are well protected, but only get to shoot at the end of the battle meaning that they might already be fatally damaged before firing a shot. Space battles are not for the careless, friendly fire is a distinct possibility. Players get points for destroying enemy ships and mining ore from the asteroid (with the multipurpose lasers).

Light Speed is well named, being both light and speedy. The rules are simple and the play fast-paced. Even the scoring, a purely mechanical process, is quite fun as the battle turns on a few well placed (or misplaced) cards. There is certainly an element of luck, but quick thinking and cunning rules the day with plenty of opportunity for table talk.

Highly recommended, especially since it only costs US$5.00!

Jul 172010
 

Citadels is an easy but fun card game where the players compete to construct the most impressive city by amassing wealth to spend building various districts (docks, university, cathedrals, etc). The game ends when a player plays an eighth district then everyone’s city is scored (and certain bonuses added) to determine the winner. Simple.

Or not so simple. There are 8 role cards, each player will get one of these each turn which will enable certain actions. For instance, the Magician role can swap hands with another player, the Architect can build more in a turn, the King gets first choice of roles for next turn, etc. Because there are more roles than players and the roles are chosen secretly in turn, the way to win lies in choosing the correct role at the correct time. Some of the more expensive districts also confer additional bonuses apart for score such as more money or protection from certain attacks so thinking several turns ahead is required.

Citadels can be quite a sneaky game – many of the roles allow you to ruin your opponents plans by stealing cards or money, or even destroying their hard won districts from under them. But it is hard to get an unassailable lead and the way the roles work means that no player can really feel ganged-up on. It is also one of the few games I have played that actually works better as a 4 or 5 player game (haven’t tried 6 or more) without leaving some players in an unwinnable position.

The game itself is attractive and the cards are well designed. The one flaw is that the role cards get constantly handled and can get bent or scuffed up, which is a problem since they are supposed to remain identical to maintain the secrecy required. The basic game is flexible, the official website has a whole bunch of alternate rules to turn it into a children’s party game or a drinking game (although hopefully not at the same time). With 4 or 5 players the game takes about an hour to play.

Highly recommended.

Jul 152010
 

I think it is best to say two things right up front : firstly, The Spoils is a collectable card game just like Magic the Gathering. If you are not familiar with this form of gaming the rest of this review is going to be impenetrable, but in short each player builds a deck of cards from a much larger pool and then plays this against the opponent’s deck. Different cards have different effects, the skill in deck building lies in picking cards that compliment each other. The collectable part comes from the method of acquiring these cards, instead of just buying a full set you typically purchase small packs containing a random selection of cards, so each player is building decks from a different subset. Vast secondary markets exist for players wanting to trade surplus cards with others, sometimes for surprising sums of money since some card are deliberately printed in small numbers.

Secondly, The Spoils is a collectable card game just like Magic the Gathering. Seriously, it is basically Magic with a quick paint job and the VIN ground off. This is not necessarily a bad thing – I like Magic the Gathering, but the similarities are pretty blatant. I can almost imagine playing a Spoils deck against a Magic deck in the same game, most of the rules work in exactly the same way, only with different keywords (cards don’t get tapped, they become “depleted”, etc.)

Having said that, Spoils does differ in a few interesting ways which seem to be designed to make the decks play more consistently. A common problem with Magic is that sometimes you just don’t draw enough land cards of the correct type to play your hand full of spells. In The Spoils, you start the game with two staple resources (basic land) cards of your choice already in play – this hugely helps if you are running a 2 colour deck since you can ensure that you have both colours available.

Additionally, the costs for all cards are colourless – you can tap (sorry, deplete) any colour to pay for them. However, most cards have a “threshold”. A certain character (creature) might have a threshold of 3 rage (red) with a cost of 4 – to put this creature into play you must deplete 4 resources (of any colour) but you can only do so if you have at least 3 red resources out (depleted or not). Along with the staple resources there are special resource cards that still produce a single mana but count for double when calculating threshold, as a special bonus the card art for these special resources features scantily clad ladies for no particular reason.

You can play any card in your hand as a resource by playing it face down. These work just like regular resources but do not count towards threshold at all. Although you can usually only play a single resource a turn, you can deplete 3 resources to put another resource into play at any time.

Combat works much the same as it does in Magic, the big difference is that characters have an extra Speed statistic. This works much the same as first strike but with multiple levels, the faster character hits first and suffers no damage if it kills the other character outright.

These changes do make for a smooth game – it is almost impossible to imagine getting screwed by a bad starting hand in Spoils (especially since the mulligan rule is very forgiving.) On the other hand, one of the things I like about Magic is the unpredictability that forces you to have backup options in your deck if you don’t get what you want, Spoils is more forgiving but I think less flavourful. You could get much the same effect in Magic with a couple of house rules.

The card design is good without being brilliant, the art is perfectly OK if sometimes a little tacky. It may seem like I am damning The Spoils with faint praise, but there is actually a lot to like. It is just that The Spoils has little reason to exist in a world that already contains Magic the Gathering.

Apr 142010
 

A motley band of adventurers descends into the inky darkness of the caverns in the quest for the fabulous artefact rumoured to lie somewhere deep within. Working together they should be more than a match for the terrifying creatures that wait in the shadows, but each member knows that only the most glorious amongst them will be able to claim the prize; perhaps a little backstabbing may help things along.

Cutthroat Caverns (boardgamegeek, publishers site) is a clever little game where players fight monsters as a team to gain “prestige”, the player at the end of game (usually 10 encounters) with the most prestige wins. Combat is handled by cards (there is no board), during each round the players each play one (or sometimes more) attack cards face down. These are then revealed to determine how much damage the current creature has suffered. If the creature is still alive, it gets a chance to retaliate in kind, usually striking a random player for some damage of its own.

The fighting continues until the creature’s health is reduced to zero – the twist being that only the player that struck the killing blow gets all the prestige regardless of how much damage they did over the course of the rumble. This scoring system provides the tension in the game; you usually have a range of attacks in your hand but there is no point playing your strongest cards unless you are sure that you are going to be the one who makes the kill. On the other hand, someone is going to have to do some damage to the monster or else it will make mincemeat out of party.

In addition to attack cards, there are also “items” that can be picked up along the way (representing potions and magical amulets, etc) which confer certain benefits. There are also “action” cards that can be played at certain times to aid or disrupt attacks, hopefully in ways that will be of benefit.

So far so good, Cutthroat Caverns neatly encapsulates the cheesy DnD hack-n-slash games without all the bother. What really makes the game fun is the variety of the monsters, each one is almost a different game. Some attack randomly, some can not be damaged by certain attacks, some attack the players that attacked for the most damage (or least damage, or simply who hit first) last turn, others damage everybody equally at the end of each turn. It is this randomness (10 creatures are drawn each game out of a larger pool) that ensures that each game is totally different.

Although the game has a high random component, it seems remarkably well balanced. Most of our games have ended with the party very nearly dead at the end of the 10 creatures, which leads to some very tense final encounters. It is possible to get killed, which removes that player from the game, but this will normally only happen towards end so it is not too unfair.

Cutthroat Caverns is obviously aimed at players who enjoy the trappings of role playing, but the game is simple and fast-paced enough to appeal to nearly everyone. If anything, playing it reminds me of Magic the Gathering, it is a much easier game but supports the same fast paced shifting of strategies and crazy reversals. 3 to 6 players are able to play, the more the merrier.

Highly recommended.

Nov 032009
 

Catan ScreenshotI love the Settlers of Catan board game, so when an iPod version appeared in the App Store for $6.49 I grabbed it straight away. Dubbed “Catan – The First Island“, the app includes everything in the core game, I assume more games based on the Catan expansions are on the way.

The app plays a pretty good game, the interface is fairly straight forward and trading between players is handled well. Some rule variants are supported, like starting with a city instead of a settlement or different point targets. There are even different ways of distributing the resources for wusses who can’t take random chance. The computer players put up a fair challenge, and you can play hot-seat multiplayer but there is no internet play – an obvious omission.

Unfortunately, Catan also has some fairly annoying flaws. Firstly, the game is buggy. On both my first two games the computer player refused to finish its turn, leaving aborting the game the only option. The other 3 games I have had have worked smoothly so I still don’t know what I did to trigger that bug. Loading a saved game also sets some of the options back to the default, which is a pain but not game breaking.

Speaking of saved games, Catan does not automatically save your progress when you dismiss the app to go back to the iPod main menu. When you re-enter Catan it pops you back at the title screen with no way to resume unless you manually saved the game, something you can only do during your turn. This is intensely annoying, not to mention against Apple’s App guidelines and I hope the fix this if nothing else in an update.

The graphics are just OK, they get the job done without being very attractive and the board animation looks terrible. The whole package seems just a little unpolished – it works but needs just a little more attention to detail. The only thing that really saves Catan as an App is the mechanics of the game itself, which still shine. Perhaps after an update or two “Catan – The First Island” will reach its potential, but right now it is only for die-hard Catan fans.

A disappointment, only recommended if you like this sort of thing.

Jan 162009
 

BSG Box ArtIf you are getting a bunch of guys together to play a board game, you may as well make it a nerdy one. Battlestar Gallactica (BSG) is the board game version of the recent TV show of the same name, and is the best game tie-ins that I have ever seen in terms of capturing the flavor of the original work. This has a downside; of the 5 players we had, one was unfamiliar with the show and was initially quite lost as to what was going on.

On the show, humanity has been all but destroyed by surprise attacks on the 12 colony planets by killer robots (the cylons), some of which look human. Luckily a small fraction of the population happened to be aboard various space craft at the time of the attack. Unluckily, it was the whiniest and most depressing fraction but on the plus side they managed to get away with the one remaining military vessel and a bunch of smaller craft. Now they travel the galaxy in this ragtag fleet looking for a shining planet known as Earth and arguing with their fathers. The cylon fleet (which is much cooler) is hot on their trail and if that wasn’t bad enough the humans have been infiltrated by human-looking cylons that cannot be detected. Some of the traitors don’t even know they aren’t human until they are activated!
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Aug 132008
 

Another Sunday, another board game – this time something a bit more ambitious. Various ancient and powerful races are vying for control of the galaxy, some through aggressive conquest while others have more subtle methods. Vast fleets push their way through the inky voids between stars while each race uses whatever means it has at its disposal to further its secret ends.

Twilight Imperium has a fairly fearsome reputation as a ridiculously involved game. That reputation is well deserved – this game has everything. We had five players, and just setting up the board at the start of the game took as nearly an hour. Nearly every gameplay mechanic I have ever played or heard of crops up in TI – the board is created at the start of the game like Settlers Of Catan, each player picks a new role each round just like Puerto Rico, there is a technology tree like Civilization, both secret (like Risk) and public objectives, a political model, formal trade agreements, random action cards, both fleet and ground combat, etc, etc.

The sheer amount of stuff in Twilight Imperium is very impressive, and surprisingly the game is fairly easy to play. The instructions are the best I have ever seen, with clear explanations of what everything does. The core of the game is the stack of command counters that you spend during a round to make various actions. How you allocate these and what you spend them on makes up the bulk of your strategy. Each round took us between 60 and 90 minutes, but there is plenty for everyone to do at any stage so we did not get bored. That said, after the 4th round none of the races were particularly near the 10 points needed to claim victory so we called it a day.

Because of its complexity and sheer size, I could not recommend Twilight Imperium to anyone except those who have a few board-games under their belt and have the time and inclination to try something bigger. Those people (and they know who they are) are going to love it.

Jun 042008
 

Monday was Queen’s Birthday, and how better to celebrate the life of our monarch than by inviting a bunch of guys around to play board games. Nigel turned up with a game called Origins : How We Became Human which is no less than a recreation of 100,000 years of human evolution. It sounded involved (and worse – educational) but armed with over 9 litres of Coke and copious apple shortcake we persevered undaunted.

Origins turned out to be an excellent game. Each player takes the roll of a pre-human species (Peking Man, Cro-Magnon, Neanderthal, Homo Errectus , etc), each with slightly different abilities and objectives due to differences in brain development. One player may have language skills (useful for taming animals) but not the manual dexterity for tool use, and so on.

The game is played on a simplified map of The Earth, play consists of drawing cards and moving counters either on the map or around various sections of the status card for the players particular race, which controls how many resources a race is committing towards development. The first part of the game (the Age of Instinct) is mainly concerned with evolving your race by unlocking different parts of the brain and getting into good positions on the map (near exploitable resources like easily domesticatable plants and animals). The second and third ages (the Bicameral Age and the Age of Faith) are mainly concerned with obtaining cultural advances that confer certain helpful bonuses and are worth points at the end of the game.

Along the way, wars can break out as one player tries to move into territories held by another. Wiping all of one player’s units off the map does not eject the player from the game – that race is simply enslaved, a state of affairs that is limiting but non-fatal. Occasionally there are even advantages to being enslave to a race that is more advanced than your own since you tend to learn things from them. Gaining technology opens up parts of the map (oceans can be crossed with boats, etc) but certain cards cause the climate to change so you have to be careful where you units settle.

It all sounds very complicated. And it is, but actually playing the game is quite straightfoward. To make a long story short, the game lasted over 5 hours, during which time we were all happily enslaving each other and taming elephant birds to ride into war. Usually I get bored after a few hours of staring at a table, but Origins kept us all enthralled for all that time. We didn’t even stop to eat as the afternoon turned into evening (although the apple shortcake may have helped). That is the mark of an excellent game.

The one criticism I have is that once one player gets out ahead, it seems very difficult to prevent the game from turning into a foregone conclusion. I was having fun with my Neanderthals even though I was well out of the running with no way to catch up, but if you really care about winning then Origins may be frustrating.

Highly Recommended

Jan 172008
 

Talisman Logo

This is a review of a very geeky game, so those not interested can view some pictures of animals by clicking on this bear:

Sunbear

Still with me? Talisman is a board game with a premise similar to Dungeons and Dragons. Each player takes a archetypal character (Warrior, Elf, etc) with certain statistics and abilities and participates in an epic quest. Along the way they accumulate items and spells that (mostly) make him more powerful and able to survive attacks from various threats – including the other players.

Unlike D&D, Talisman is played on a board that represents the fantastic landscape. The layout is very simple, consisting of three concentric rings of locations. Players normally move either left or right around the ring they are on as many spares as indicated by the dice, but there are various ways of moving either in or out a ring. The goal is to get to the magical item in the middle of the board and use it to remove the other players from the game. Each turn, the players move to a new square and perform the action listed there, which usually involves drawing at least one card. Sometimes these cards are good (say some money or a magic item), but more likely than not it will be some sort of creature to be defeated. Combat is resolved with a simple dice role modified by the current statistics of the character.

And thats about it.

Talisman is not a game of deep strategy, you have very few choices each turn (basically role a dice then chose either left or right). In many ways it is only slightly more complex than Snakes and Ladders. The appeal of the game is in the setting; show me a person who doesn’t like wandering around a fantasy world battling Ogres and I will show you a man with no soul (or a man would rather be outdoors, or a man with better things to do, or a woman.)

We were playing the new 4th edition (Talisman dates back to the 1980s.) The board is very nice, but I thought that the rest of the components seemed a bit on the cheap side. Also some of the rules seemed really unclear. Actually I was pretty disappointed with the whole package – it really is too simple to be fun. Maybe if each game lasted for 30 minutes it would be worthwhile, but with 5 players we stopped after almost 3 hours with no end in sight.

Not really recommended

Nov 152007
 

I have just returned from a week long trip to Wellington. I like Wellington as a city, it is cleaner and somehow better laid out than the sprawling metropolis that is Auckland, and it also is home to several old friends of mine who I don’t see nearly enough of. Two of whom are my school friend Steve and his wife Jenny, pictured here with their children Matthew and Kiri and an awesome train set.

Steve and MatthewJenny And Kiri
It bears repeating: that train set is awesome

(As an aside, it turns out Steve was the manager of another friend I was coming down to see – I didn’t realise that they knew each other until I was well into my trip. This would have been an amusing coincidence, except that the other friend had just been made redundant so it was a little awkward. Luckily, the other friend does not seem too put out about losing his job.)

Anyway, I turn up to Steve’s place for a BBQ, and it turns out that Steve’s brother Alex is coming to, and he is bringing a box of MERP stuff from our teenage years.

Let me explain; MERP was a role-playing game we all used to play together (with some others) when we were callow teenagers (is there any other kind) back in Oamaru. Although there is a published game called MERP, our MERP was a wholly different animal, with rules and setting invented totally by ourselves, except for the bits we stole from whatever fantasy novel we were reading that week. We spent literally years refining the rules until the game played like butter; we had no character classes but different races could acquire certain skills more easily than others, a character could specialise in one field or be a jack-of-all-trades at will, combat was easy and quick, and the magic system made as much sense as magic systems ever do. Every so often, we would get bored with the setting and reboot everything, usually winding the calendar forward several hundred years so that the map changed and our old characters’ mighty deeds became the myths and legends of the current setting.

The Box
Lying on the dinner table is a nondescript box. What wonders lie within for those who dare peek inside?

The box Alex had found contained a fraction of the work we had put in. In it were several detailed maps neatly drawn in coloured pencil, a couple of multi-page adventures designed by Alex, a whole bunch of character sheets and dozens of pages of The Official MERP Rules (or one version of them).

Back in the MERP days, our characters would come across chests filled with strange codexes and maps to fabulous treasure, written on scraps of moldering parchment, lying unseen by human (or inhuman) eyes for decades at the bottom of dank dungeons. Alex’s box was our childhood adventures made slightly musty smelling flesh (in more than one sense), and we spent most of the evening pouring over the paper with trembling fingers and reminiscing about the old times; the magic sword that was as addictive as crack for the wielder, the dark tower filled with ghosts who didn’t know they were dead, the foul-smelling semi-transperent rainbow dragons, the priceless Arkenstone (always more trouble than the damn thing was worth), good times, good times…

At least the three men reminisced, Jenny looked on with various degrees of bemusement.

Although it seems like a colossal waste of time, I have a hard time regretting the hundreds of hours we spent playing and preparing MERP. If nothing else, MERP left me with a good understanding of basic probability, game theory, the spelling and meaning of the word lycanthropy, and that trolls can be easily set alight given a strong enough flame.

Putting so much time into fairly pointless things is a luxury that only the young have, and I remember that time with fondness. And I am not the only one, Steve reckons that he might also have a box of stuff tucked away somewhere.

Not me though, my mum chucked it all out as soon as I left home.

Later on the evening Steve tried to get me interested in Guildwars, an online roleplaying game. I’m not falling for that again.

Apr 152007
 

It seems this sleepy midwestern all-american town has become infested with the stumbling undead. Sure, they are slow and stupid, but there are a lot (A LOT!) of them, and only one of you. Right now you are at the town square, you are pretty sure there is a helicopter around here somewhere, but where?

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Dec 052006
 
initalsetup.JPG
Trichotomy initial setup

This is a picture of an unusual chess-based game called Trichotomy that my friend John owns. As the picture and the name suggest, Trichotomy is played with three players, each trying to checkmate the player to their left. John bought the game years ago from the designer himself, and I have never seen anything like it since.

johnmakesamove.JPG
John makes a move

So what does it play like? Well, for one thing the games tend to get off to a brutal start. As you can see from the pictures, half of your back row is exposed to the person on your left who is trying to wipe you out. You must protect yourself as best as you can from the previous player while trying to get your pieces up into the ranks of the next player. Often alliances are necessary, but these tend to be short lived.

The rule that has the biggest effect on strategy is that while all three players are still in the game, you cannot make a move that would put the king of a player in check to the player in front of him. This means that it is possible (although rather risky) to use your king much more aggressively than in normal chess, using it as a impervious spoiler ahead of you until there are only two players left.

imstilltouchingit.JPG

“I haven’t finished yet, I’m still touching it!”

It is perfectly possible to move pieces backwards (except for the pawns). This actually serves to keep the game quite balanced, since if you do badly from the start (as I did in this game), the thinning of your ranks only serves to open up the previous player to pincer maneuvers from the next player attack both forwards and behind. You have to keep you wits about you, because the design of the board makes it a little tricky to see the legal moves, especially on the diagonals. It’s actually possible to put a queen or bishop “into orbit”, moving in a complete circle around the central hole.

Promoting pawns happens more often in Trichotomy than normal chess, which is lucky because your major piece die with alarming regularity. A pawn is promoted when it hits a border, although the half border two squares away from your starting row of pawns does not count, merely trapping your pawns there for the rest of the game. Forcing a pawn through the following player’s ranks to get a second queen is one of the satisfying moments I have had with a board game.

There are two traps that it is easy to fall into. It is possible to be sneakily checkmated if the following player moves so that your king is threatened by the previous player. Since it is not yet your turn, you cannot break the check and you lose immediately. Also, the fact that the following player cannot threaten your king, combined with a board that has twice the number of corners as usual means that there is a real risk of stalemate, which forces a draw. As with normal chess, this can allow you to retain a small amount of honor at the cost of the other players’ undying hatred.

stalemate.JPG
Just like real life, if you can’t succeed at least you can spoil it for everyone else