Review of World of Warcraft Miniatures Game

Review Summary
Playtest Review
Philip Reed
November 19, 2008

Style: 3 (Average)
Substance: 3 (Average)

A fun game, with a great time mechanic, that still has enough annoying elements that I'm torn between getting in deeper and fleeing from the broken bits.

Philip Reed has written 20 reviews, with average style of 4.35 and average substance of 3.50. The reviewer's previous review was of The WFRP Companion.

This review has been read 6435 times.

 
Product Summary
Name: World of Warcraft Miniatures Game
Publisher: Upper Deck
Author: Upper Deck
Category: Miniature



REVIEW OF World of Warcraft Miniatures Game
Note: I wrote this review while frustrated and annoyed by various aspects of the game, most notably its Organized Play system. Some of my frustrations (okay, many) show through. I will say that I like several elements of the game, and will continue to play, but I feel that I must warn you that parts of this review are not favorable and may not accurately reflect my true thoughts on the game once I’ve had a few more weeks to think about it.

When I watched a demo of the World of Warcraft Miniatures Game at GenCon, I found the basic idea behind the game interesting and the specific time mechanic really caught my attention. Similar in basic concept to Car Wars movement – act on the phase in which you’re speed allows you to move – the Warcraft Miniatures Game took the idea a giant leap forward by assigning every type of action a time cost. Unfortunately, I never had the chance to try an actual demo myself when I was at GenCon.

Leap forward a few weeks to PAX, where once again I watched a demo of the game. The guy running the demos was friendly, seemed to have a clear handle on the rules, and was moving through the basic Starter Set game quite quickly. So quickly, in fact, that I decided to take the 15 minutes to try the demo and “get my feet wet” with the game. You see, at the time I was interested both in this game and Privateer Press’ Monsterpocalypse, so I wanted to get a better look at the World of Warcraft Miniatures Game (I had already played Monsterpocalypse with Will and Randy the last night of GenCon) before I decided which game to buy into. After all, CMGs can get fairly expensive and the last thing I needed to do was get into two new games at once.

Anyway, back to the demo. I was handed two figures – Gorebelly and Lotherin – while the demonstrator took two other figures – Ruby Gemsparkle and Vindicator Hodoon – and he proceed to walk me through the basics of the game’s character cards, Action Bar cards, the turn sequence (including attacking/defending), and the game’s objective. I’ll now run through the same basics for you, starting with Time (often referred to as ticks), since that’s the game’s most important feature.

Ticks

The game tracks time in ticks, numbered 1 through 10, on a “Master Clock.” In addition to the Master Clock, each figure also has its own “Personal Clock” (see UBases, below, for details on how the game tracks Personal Clocks). The basic concept behind the time mechanic is simple: All figures and the Master Clock start on Tick 1 and, as figures act, their Personal Clocks advance based on the cost of their actions. Once everyone showing a current tick of 1 has acted then the Master Clock moves to 2 at which point any figures with a Personal Clock set to 2, and so on, all the way through Tick 10, which is the end of one round.

That’s basically the time mechanic. It’s simple, elegant, and easy to learn, which is what immediately drew me to the game as I watched it being played. An in-depth overview of the time mechanic can be found in this article, written by Justin Gary, over at the official website.

Character Cards

Every figure in the game has an associated character card where all of the figure’s necessary game stats are listed. Look at the sample image – Gorebelly – and follow along as I point out the important elements on the card.

Some other information on the card that I haven’t specifically identified includes the race, class, and talent of the figure, as well as the figure’s allegiance (which is color coded). Character cards are, in general, pretty straightforward and anyone with experience with CCGs or CMGs shouldn’t have any problems at all immediately picking up and understanding these basics. For a more detailed look at character cards, visit this article by Matt Hyra at the game’s official website.

Action Bar Cards

In addition to its character card, each figure in the game also comes with two “Action Bar” cards, special cards that grant characters (sometimes) unique abilities that can drastically change the course of a battle. Each character may have two action bar cards during a game and, once used, action bar cards are “exhausted” (some may even say that they’re tapped) and unavailable until they’re readied (most cards ready at the end of tick 10, though some may ready at other times as described on the individual card). Take a look at this sample card, Polymorph, for an idea of the sorts of things that you’ll see on an action bar card.

Now even though figures come with specific action bar cards, part of the fun of army building is customizing the cards you use with each figure. As long as a figure meets all of a card’s restrictions, that figure may use any action bar card. One potential problem (I haven’t encountered it yet, but it’s only a matter of time before it happens) is for an especially powerful action bar card to disrupt or dominate a game, and since action bar cards do not count against the win conditions (see Objective, below), then these cards aren’t accounted for in the game’s self-balancing system. As I said, I haven’t seen this happen, but the potential for problems is there.

Overall, I would have to say that the action bar card concept is cool, but not all that well executed. An article by John Fiorillo at the official website goes into much greater detail on action bar cards.

Turn Sequence

Each figure, on its turn, may move and take one action. Movement is fairly simple, since the game uses a hex map, while actions – also quite simple in comparison to many games – are slightly more involved. The basic types of actions a figure may take on its turn include:

A character need not attack on his turn, and any character moving but not attacking (or taking any other sort of action with a tick cost) simply advances its Personal Clock 1 tick, which means that as soon as the Master Clock advances to the next tick this character will get to take another turn. Skipping actions, and just moving, is a great way for a figure to move quickly across the map.

Objective

To win the game, a player needs to score a number of Victory Points equal to the combined Honor value of the figures in his party. Players score VPs throughout the game by killing an opponent’s figures (4 VP for each kill) and by standing adjacent to or on Victory Point zones during ticks 5 and 10 each turn (a player scores 1 VP for each one of his figures that is in the right place at the right time). One problem with the “score for location” rule is that the combat tends to devolve into a close-quarters brawl as players try to keep their figures on top of the VP zone (the basic map, the one I played on at PAX, includes only one VP zone; fortunately, the map on the reverse side includes two VP zones so it doesn’t suffer from quite the same problem).

And that’s basically how the game works, and covers what I learned from my 15 minute demo at PAX. When the game was released last week I snagged a few Booster Packs and took a closer look at the contents and, since then, have grabbed a Starter Set and a few more Booster Packs. Playing the game with the final figures has been both interesting and frustrating. Before diving into the frustration part of the game, I’d like to go over the interesting parts of the game (what I like) and the reason why I plan to buy a few more packs and continue to play the game.

That’s Interesting

There are actually only a few seriously strong elements that keep me interested in playing the game. Two of them, Time and Action Bar Cards, seriously help to overcome the frustrations that I have with the game.

That’s Frustrating

Now, after telling you what I like about the game, it’s time to address the really annoying parts of the game.

Last Thoughts

I think I really enjoy the game, but I need to get more plays in before I’m certain. At the very least I love the way the designers created the time mechanic and the way in which they tied the game’s special abilities to the mechanic; even if the method for tracking the mechanic is tedious and frustrating (the seventh time your figure falls off its base you’ll understand why I say go with pencil and paper).

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