first thoughts on "Ghost Stories"
May. 13th, 2011 04:13 pmGhost Stories is a cooperative boardgame. My copy arrived yesterday. Players work cooperatively as Taoist monks exorcising ghosts, spending and collecting Qi, collecting materials (bowl of sticky rice, silver bell, coins, stuff) and eventually facing Wu-Feng, Lord of the Nine Hells.
Unboxing: Pretty, pretty artwork! Solid tokens & boards. I love games with lots of tokens. Nine "village tiles," each with a glowing sense of place and a cartoon villager.
Manual: This manual is awfully short for me to be having this many "I can't find what I'm looking for!" moments. Also, players are always referred-to as "he," which I find very distracting. :( On the upside, good examples & calls out edge-cases when necessary.
Gameplay: I've played one solitaire game so far. It's like Arkham Horror crossed with whack-a-mole. Okay, sometimes Arkham is a lot like whack-a-mole, too. Another haunting, go exorcise it! And over there! Over there! I think that'll be less of an issue in the multiplayer game. Also, a little weird that the strong sense-of-place on the village tiles isn't matched by the player-boards, which are all game-mechanic and light on story (though they are also pretty).
I can see why this is so highly rated on boardgamegeek.com.
Unboxing: Pretty, pretty artwork! Solid tokens & boards. I love games with lots of tokens. Nine "village tiles," each with a glowing sense of place and a cartoon villager.
Manual: This manual is awfully short for me to be having this many "I can't find what I'm looking for!" moments. Also, players are always referred-to as "he," which I find very distracting. :( On the upside, good examples & calls out edge-cases when necessary.
Gameplay: I've played one solitaire game so far. It's like Arkham Horror crossed with whack-a-mole. Okay, sometimes Arkham is a lot like whack-a-mole, too. Another haunting, go exorcise it! And over there! Over there! I think that'll be less of an issue in the multiplayer game. Also, a little weird that the strong sense-of-place on the village tiles isn't matched by the player-boards, which are all game-mechanic and light on story (though they are also pretty).
I can see why this is so highly rated on boardgamegeek.com.