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HUNTED: KOBAYASHI TOWER
It’s your wife Sharon’s birthday, so you decided to surprise her at work with some roses and that expensive chocolate she’s always craving. Your marriage has been in a bit of a rough spot lately, and you were hoping today would be a bit of a turning point. Little did you know that as you arrived at Kobayashi Tower, a group of terrorists were securing the building and rounding up everyone inside as hostages. You managed to elude them, but your wife has been taken and is somewhere in the building.
Now, you’ll have to work your way through the skyscraper, take out the terrorists, and rescue your wife while the terrorists try to hunt you down.
Hunted: Kobayashi Tower is a fast-paced solo game that constantly presents you with tense choices. All the cards are multi-use forcing you to make quick decisions about which ones to discard and which ones to activate. You’ll have to balance running, fighting, and hiding if you want to save your wife and get out of the building alive.
This game in the Hunted series uses a dice-rolling mechanism to resolve events and combat.
—description from the designer
HUNTED: MINING COLONY 415
You were on your way back to earth after a year-long mission when a distress beacon abruptly roused you from hypersleep. The message was mostly static, but it was obvious that something terrible was happening at Mining Colony 415.
Once you and your crew landed and started looking around, unidentified lifeforms started wreaking havoc. During the chaos, everyone got split up and you don’t know if anyone is alive or dead. Even Sprinkles, the ship’s cat, is missing.
You just heard over the colony’s announcement system that the self-destruct protocol has been activated, so you’ll have to race back to Landing Pad 7 to get aboard your ship and get out of there before everything explodes… and you’ll have to do it while being hunted by the aliens.
Hunted: Mining Colony 415 is a fast-paced solo game that constantly presents you with tense choices. All the cards are multi-use forcing you to make quick decisions about which ones to discard and which ones to activate. You’ll have to balance running, fighting, and hiding if you want to get off the planet alive.
This game in the Hunted series uses a dexterity mechanic to resolve events and combat.
—description from the designer
Ages | 14+ |
---|---|
Players | Solo, 2 Players |
Play Time | 15m – 25m |
Designer | Gabe Barrett |
Mechanics | Push Your Luck, Solo / Solitaire Game, Dice Rolling |
Theme | Card Game, Dice |
Publisher | Barrett Publishing, Treetato Studio |
aurelh
Un jeu de cartes solo avec des dés. Il commence à y en avoir beaucoup sur le marché et celui-ci n'apporte rien et met le hasard au tout premier plan. Décevant mais pas mauvais non plus. La charte graphique est très sympa et le matériel de bonne qualité.
thesinators
I love Gabe's podcast, I've backed two of his books, and I enthusiastically backed both Kobayashi Tower and Mining Colony. Pro's: I like the recessed playboard. The tokens are nice and thick. I like how the artwork uses just the shades of blue. The iconography is clear and well-used. The game is tough (I was concerned it'd be too easy). Die Hard is a cool movie and it's cool to have a game based on it. Con's: Everything else. Honestly, I am really surprised how many problems there are with this game. I have learned so much from listening to Gabe's podcast, and I wasn't expecting to encounter so many frustrations. After I read the rulebook, I had trouble understanding a lot of what I read, which doesn't happen often to me (I am one of those weirdos who likes reading rulebooks), so I watched a playthrough video. As I was watching the playthrough, I didn't notice a ton of interesting choices for the player--instead there was just a bunch of dice-rolling involving output randomness with rare opportunities for dice mitigation. My biggest frustration was that the following pattern happened to me multiple times during gameplay. I would have 2, 3, 4, or 5 cards in the main row that all provide the same type of icon (on the left side) yet need a different icon. For example, I would draw a handful of cards that had search icons, but they all needed move icons in order to activate (or vice versa). Before I could draw a card with a move icon, a terrorist would appear, which would immediately engage a fight because there were multiple noise icons. This happened to me multiple times, all before I could even flip the first location card! I played three complete games and never came close to the roof. I didn't feel that frustrated at losing; I just felt like the game was repetitive and not really that fun. I didn't have many choices--the game seemed to consist of a lot of hoping. That is, hoping for strong rolls, hoping for cards that didn't have the same icons as all the cards on the main row (I can't stress how often this happened), hoping for some kind of positive cards... Maybe that mirrors the experience of a hostage situation, where there is a lot of negativity. Lastly, I know this game features dice-rolling, but I didn't enjoy all the output randomness. I was expecting more input randomness so that players have more agency. I don't know if Gabe intended this to give players a sense of helplessness to fit with the theme, but it worked in making me feel helpless. That wasn't fun. Knowing Gabe might read this, I hesitated writing such a critical review, because I really respect Gabe, what he's done for the community, and frankly what he's done to improve my life (through the knowledge he's given me). However, as a fellow teacher, I know that he understands the value of honest feedback, and if he reads this, I hope he receives this in the spirit in which it was intended. I look forward to playing Mining Colony and hope to have a positive experience.
Lhynx
It was a coincidence that I found this game, but I was really intrigued by the theme and idea. With luck I got a copy on the second hand market and don't regret it. I played several games during my holidays and loved it a lot. Plus: - very small package - good quality of the components - very nice stylized art - thematically well designed - nice push-your-luck mechanic with hiding as a reset button Con: - luck is still a factor Overall if you don't mind that sometimes you might have a string of bad luck and lose the game, this is really nice gem of a game.ö Edit: After 30 plays and with the question to invest more money to upgrade to the second edition or cull the game, I opted for culling. I really enjoyed my plays of the game, but I have so many good games that need more plays and so little time.