{"id":3695,"date":"2004-02-18T12:00:00","date_gmt":"2004-02-18T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/02\/18\/thehell-game\/"},"modified":"2004-02-18T12:00:00","modified_gmt":"2004-02-18T11:00:00","slug":"thehell-game","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/02\/18\/thehell-game\/","title":{"rendered":"The\nHell Game"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/13516\" target=\"_blank\">The<br \/>\nHell Game<\/a><\/h2>\n<table align=\"right\" border=\"0\" cellpadding=\"0\" cellspacing=\"0\">\n<tr>\n<td><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/hellgame_t.jpg\" width=\"250\" height=\"208\" border=\"0\" alt=\"The Hell Game\"\/><\/td>\n<\/tr>\n<tr align=\"right\">\n<td>\n<table class=\"ybackgr\" align=\"center\" border=\"1\" cellspacing=\"0\" cellpadding=\"1\" width=\"230\">\n<tr>\n<td>Designer<\/td>\n<td align=\"right\">Anders Fager,<br \/>\n<br \/>\nLars Johansson<\/td>\n<\/tr>\n<tr>\n<td>Publisher<\/td>\n<td align=\"right\"><a href=\"http:\/\/www.ugg.de\/\" target=\"_blank\">Udo Grebe<br \/>\nGamedesign<\/a><\/td>\n<\/tr>\n<tr>\n<td>released<\/td>\n<td align=\"right\">2002<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td align=\"right\">3 &#8211; 6<\/td>\n<\/tr>\n<tr>\n<td>playing time<\/td>\n<td align=\"right\">2 &#8211; 4 hours<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<\/table>\n<p>This game might have been spotted in its early incarnation by avid Essen-visitors &#8211;<br \/>\nnow this game has been &#8220;officially&#8221; published by using the increasingly popular<br \/>\nmethod of assuring a certain number of buyers through preorders before venturing into the<br \/>\ndangerous business of publishing a game (&#8220;<a href=\"bericht38.html#game1\">Globopolis<\/a>&#8221; take note!).<\/p>\n<p>Open the box and you&#8217;ll discover loads of good stuff. The game is pretty unique in<br \/>\nits theme: players are evil demons from hell who try to take over\u2026well, hell, what<br \/>\nelse! The board depicts the 9 circles of hell (the rulebook even explains in detail WHY<br \/>\nthere are nine circles, as well as many sometimes surprising details of hellish<br \/>\nmythology). Several beautifully designed cards and counters depict the various forces of<br \/>\nhell, magic, the works. Most of the important tables are printed on the board in various<br \/>\ninclinations, there are spaces for all counters and most cards as well.<\/p>\n<p>This is a very good looking game. Although the board is not mounted everything about<br \/>\nthe game shows a lot of detail to attention &#8211; the only criticism could be that the board<br \/>\nis too overdesigned, making it a bit difficult to make out some details in a hurry.<\/p>\n<p>Although there has been some activity in the small genre of &#8220;hellish&#8221; games<br \/>\nlately (&#8220;<a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/14871\" target=\"_blank\">Hellrail<\/a>&#8221; and &#8220;<a href=\"http:\/\/www.boardgamegeek.com\/game\/6201\" target=\"_blank\">Dante&#8217;s Inferno<\/a>&#8221; come to mind) , this must be the bad mother<br \/>\nof all hell-games. The designer certainly went to great lengths to research the game well<br \/>\n&#8211; apart from some dodgy Latin most of the information in the rulebook and on the cards is<br \/>\noutstanding in detail &#8211; I guess Satanists could even buy the game as a valuable<br \/>\ninformation tool, that&#8217;s how well researched it is (but: Satanists take heed: see<br \/>\nbelow)! The rules even have a long appendix which describes all the major demons from<br \/>\nhell\u2026 But the author never makes the mistake to treat his subject matter too<br \/>\nseriously (which might have been seen as a bit inappropriate). I cannot share <a href=\"http:\/\/www.boardgamegeek.com\/article\/19775\" target=\"_blank\">Greg Schloesser&#8217;s<br \/>\nworry<\/a> about the approach and the theme &#8211; the game is a satire, but not a silly<br \/>\nsatire, which I think is very good. In fact it is very close to &#8220;<a href=\"junta_e.html\">Junta<\/a>&#8221; in this respect, which also has a dodgy theme, but treats<br \/>\nit in a way which doesn&#8217;t take itself seriously.<\/p>\n<p>The rules are written in a comfortably verbose but clear style, are well laid out and<br \/>\nuse many examples. Although the game is not exactly easy everything becomes pretty clear<br \/>\nfrom the text.<\/p>\n<p>And, I&#8217;m sorry to say, this is where the good stuff ends\u2026because the rest<br \/>\nis\u2026rather hellish, my friends.<\/p>\n<p>Of course a game like this needs some kind of randomness &#8211; you don&#8217;t really expect<br \/>\na game about hell to be a slick abstract strategy game, do you?<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/hellgame_b.jpg\" align=\"left\" width=\"311\" height=\"248\" border=\"0\" alt=\"The Hell Game board\"\/>But this game takes randomness to a new (fiery?) dimension.<br \/>\nThis already begins with the starting position, which can be devilishly different for all<br \/>\nplayers. Each player controls 3 demons, who are initially randomly dealt out (they<br \/>\nusually stay with the player all of the game). The rank of these demons determines<br \/>\nplaying order, the lesser ranking coming after the higher ranking (sometimes it is<br \/>\npreferable to come late in the turn order, which can be done by playing special<br \/>\n&#8220;Arcana&#8221; cards, which also double as spell cards). All these demons have<br \/>\ndifferent strengths and special abilities &#8211; some of them are extremely powerful, others<br \/>\nnot. Although you can randomly exchange one of the cards your are dealt out initially,<br \/>\nthis costs you souls (the currency of the game), and the new card might even be worse<br \/>\nthan the one you gave away. That this also costs souls is a double punishment for someone<br \/>\nwho simply got dealt a bad card!<\/p>\n<p>Also the starting positions on the board vary immensely &#8211; the 9 circles of hell are<br \/>\ndivided into 5 &#8220;quarters&#8221; (they always have an extra quarter to spare in hell,<br \/>\nI guess) &#8211; controlling a full circle means winning the game (actually there is also<br \/>\nanother victory condition: owning three &#8220;Arcana&#8221; cards with the number 6, a<br \/>\nwinning condition which is both very improbable and also very unsatisfying if it happens,<br \/>\nexcept for Satanists). Some of these quarters are controlled by the players &#8211; again cards<br \/>\nare randomly dealt out (one representing each quarter), resulting in the possibility that<br \/>\none player can win through the initial card deal! Also here some players might have a<br \/>\nvery good deal, some very bad deals, as connected quarters produce more souls than<br \/>\nunconnected ones. In our game two players practically had double the initial income of<br \/>\nall other players &#8211; as income is used to buy armies, cards etc. this makes the game very<br \/>\nunattractive for the others from the start.<\/p>\n<p>On your turn each demon has an action &#8211; you can roam earth to produce additional<br \/>\nsouls, you can send armies out to conquer other quarters, you can wield mighty spells,<br \/>\nyou can try to gain or lose favour with Satan himself or you can simply pass (sometimes<br \/>\nthis is even a good option!) and so on. If you thought that the initial deal was<br \/>\nfrustrating, talk about the game itself\u2026.Everything in this game is worked out<br \/>\nvery detailed, very often using dice rolls (have I already said that players who roll 6<br \/>\n1&#8217;s in succession get extra favour with Satan himself for &#8220;having such bad<br \/>\nluck&#8221;? A silly rule, especially when you think about the fact that in combat low<br \/>\nrolls are usually good &#8211; why are they bad luck then?).<\/p>\n<p>Combat is a total design disaster &#8211; it works pretty much like <a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/10576\" target=\"_blank\">Axis&amp;Allies<\/a>, armies need to roll below a certain number to have a hit.<br \/>\nBut different to A&amp;A (which is already famous for long, drawn out battles) each unit<br \/>\ngets a SAVING THROW after a hit is assigned (and only one hit can be assigned to each<br \/>\nunit, another silly rule). This saving throw can easily give the armies a 4 in 6 chance<br \/>\nto survive, if the army-leading demon is strong enough (or even more!). This leads to<br \/>\ntotally ridiculous battles which take forever. To give you an example: one battle between<br \/>\nonly two units (!) took us 16 rounds, as the units kept surviving and surviving. Although<br \/>\nthe rulebook offers a quick resolution method for small battles, this rarely makes sense,<br \/>\nas it is even more random. The rulebook also suggests that after a certain number of<br \/>\nrounds Satan himself randomly draws the winner of the battle &#8211; an even worse solution,<br \/>\nespecially when large battles can easily take more than the above 16 rounds).<\/p>\n<p>But combat itself is not the worst aspect &#8211; it is AVOIDING combat. Fleeing is not<br \/>\ndone, like in other wargames, by retreating orderly into an area, you ROLL THE DICE where<br \/>\nyou can go. Which again means that you can land in an enemy space, resulting in ANOTHER<br \/>\npossible combat. Which again can be avoided by the new enemy through fleeing, again<br \/>\nrandomly landing in another space, AGAIN creating another combat, and so on ad<br \/>\nnauseam\u2026These chain reactions can go on forever! Even worse are the hellhounds<br \/>\n(&#8220;wild armies&#8221; that you can recruit, randomly of course, in Antehell) &#8211; they<br \/>\ntend to go berserk and randomly move around hell, creating either myriads of battles, or<br \/>\nmyriads of flights from battles, which again result in more battles, and so on and so<br \/>\non\u2026.Have I already mentioned Uriel, the avenging angel, or Lilith, Adam&#8217;s<br \/>\nlesser known wife? These two move randomly around the board and create havoc wherever<br \/>\nthey go, as if there wasn&#8217;t already enough chaos in the game. Of course there are<br \/>\nalso the other usual design disasters like ultra-powerful spell cards and ultra-meek<br \/>\nones, events which can turn the game around completely without any player input, dice<br \/>\nrolls for everything\u2026the list goes on\u2026.<\/p>\n<p>What is the point in playing this game, when EVERYTHING you do brings you neither gain<br \/>\nnor loss -actually doing nothing at all can also result in furthering your position,<br \/>\nthere is a rule that makes an eliminated player take over the space with the most armies<br \/>\n(so what&#8217;s the point in amassing armies in the first place?). Perhaps this is some<br \/>\nkind of philosophical comment, but its sense eludes me.<\/p>\n<p>The question one has to ask is how hellish and random a game has to be that depicts<br \/>\nhell and the senseless battles that take place there. In fact one might even argue that<br \/>\nthis is the true meaning of the game &#8211; budding Satanists might learn about the futility<br \/>\nof their ways and give up their profession even! So I can recommend this game only to<br \/>\nhorror fans and Christian gaming circles &#8211; the former might enjoy the research and love<br \/>\nto detail that went into the game, the latter can use the game in their crusade against<br \/>\nevil. Sadly there is not much here for real gamers, which is a shame, as the game could<br \/>\nhave been very good with a major rules rewrite.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Hell Game Designer Anders Fager, Lars Johansson Publisher Udo Grebe Gamedesign released 2002 Players 3 &#8211; 6 playing time 2 &#8211; 4 hours This game might have been spotted in its early incarnation by avid Essen-visitors &#8211; now this game has been &#8220;officially&#8221; published by using the increasingly popular method of assuring a certain &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/02\/18\/thehell-game\/\" class=\"more-link\"><span class=\"screen-reader-text\">The<br \/>\nHell Game<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3695","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":4,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3695","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3695"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3695\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3695"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3695"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3695"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}