![]() It’s raining bombs! Your rockets burst into smaller bombs upon impact. Who knew a clown car could be so deadly? Score a kill and watch your ammo reserves magically fill up. The final explosion triggers more explosions. ![]() This perk is like a firework finale on the Fourth of July. Full shields? More like full damage! Chain Reaction This perk is the stuff of nightmares for those shielded bad guys. Auto-Loading HolsterĮver wished your rocket launcher had a mind of its own? With this perk, it kinda does. Picture this – you’re surrounded, you take down multiple enemies, and when you reload BOOM! Bonus ammo. These little beauties can turn a good rocket launcher into a Guardian-melting, boss-busting, Hive-annihilating machine. I’d stop short of recommending it for your game collection, but if you ever have the chance to play it, it’s worth it.Rocket Science 101: Perks Ambitious Assassin Auto-Loading Holster Bait and Switch Chain Reaction Clown Cartridge Cluster Bombs Explosive Light Frenzy Full Court High-Impact Reserves Impact Casing Incandescent Lasting Impression Lead from Gold Quick Launch Reload Speed Masterwork Snapshot Sights Surplus Tracking Module Vorpal Weapon Volatile Launch A Tour of the Exotic Arsenal Apex Predator Eyes of Tomorrow Gjallarhorn Deathbringer Sleepless Two-Tailed Fox Wardcliff Coil Conclusion: Rockets Away! Rocket Science 101: PerksĪlright, before we get into the heavy hitters, let’s talk about perks. This long-winded criticism aside, the game at it’s core is a lot of fun, quick to play, and is really good at getting players around the table and interacting (sometimes very boisterously), which is always a plus. It makes me suspect the game has more parts than it needs so it can be shipped in a bigger box – and therefore claim more shelf space (and consumers’ eyes) in the shop. In the end, it feels like a failure of design when you never use more than a quarter of the coins in the box in any given game. (At least, as far as I can tell – feel free to correct me if I’m wrong.) When I first played it, I read the manual again and again, thinking I was missing something. I’ve never once had a game where someone has needed a 50 value coin, but the game comes with 12. I only mention this because it is actually a noticeable issue in the game – at least, it has been for me. But the game comes with 110 coins – with a value of over 1,000. ![]() The game can have a max of 5 players, so there is never more than 250 money in play. Over the course of the game, players only exchange coins with each other – they never get coins from the box unless they’re making change. But this in itself is not unusual, and I probably wouldn’t even make note of it if it weren’t for the confusingly large number of coins that come in the box, too.Īt the beginning of the game, each player is given: Never in a single playthrough of this game have we even come close to getting through all the cards. (Bear with me here.) While I understand the game needs three decks, 216 cards seems a bit excessive. I do have one more bone to pick with this game, though: the game comes with way too many components. Even if it does feel more like a fight at the customs office than a Robin Hood game. After all, there are plenty of games out there that do it worse, and the game, at its core, is great fun. ![]() It wouldn’t be fair to judge the game on it’s shaky theme, though. And why are all the ‘Merry Men’ competing with each other? Why do they only care about having the most money by the end? I thought these guys were supposed to be the heroes!” “Wait, so all the Sheriff is doing is trying to stop merchants smuggling weapons into Nottingham? That seems fair. The theme doesn’t hold up very well under scrutiny. Surely it must be an instant buy then, right? It won the esteemed title of ‘Best Board Game of 2014’ at the Origins Awards. (I wish the gold icon was on the top left so I could see it when I fan out my cards)
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