{"id":3811,"date":"2004-09-30T12:00:00","date_gmt":"2004-09-30T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/30\/cthulhu-500\/"},"modified":"2004-09-30T12:00:00","modified_gmt":"2004-09-30T10:00:00","slug":"cthulhu-500","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/30\/cthulhu-500\/","title":{"rendered":"Cthulhu 500"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/16396\" target=\"_blank\">Cthulhu 500<\/a><\/h2>\n<p>Imagine ancient entities from the edge of the universe duking it out in a car race on<br \/>\nearth, using technology that man was not meant to know\u2026.you can&#8217;t imagine it?<br \/>\nWell, Jeff Tidball can: Welcome to the bizarre world of car racing combined with the<br \/>\nCthulhu mythology of Lovecraft.<\/p>\n<p>This new card game of Atlas Games has its tongue firmly in cheek; the idea certainly<br \/>\ndeserves to be put into a museum featuring the world&#8217;s most bizarre game concepts&#8230;<br \/>\nbut is the game any good?<\/p>\n<p>Players select one of 8 car\/schematic combos (all with different speeds and complexity<br \/>\nlevels), the car is placed on the abstract &#8220;track&#8221; (simply a row of cards<br \/>\ndenoting first to last position), and the schematic serves as a reference for special<br \/>\nabilities that can be added during the game. Much like in &#8220;MagBlast&#8221; the cars<br \/>\ncan be upgraded: there is room for one driver (the car drives without one as well), one<br \/>\nset of tires and two sets of &#8220;Mods&#8221;. In addition you can play cards in your pit<br \/>\ncrew pool &#8211; a good crew of Mi-Go&#8217;s for example helps to gain speed&#8230;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/cthulhu500_b2.jpg\" align=\"left\" width=\"189\" height=\"379\" border=\"0\" alt=\"Cthulhu 500 cards\"\/><\/p>\n<p>Players have two actions per round: you can 1) play a card into your pit crew 2) play<br \/>\nan action card 3) make a pit stop and 4) make a passing attempt.<\/p>\n<p>Passing is handled cleverly: you add up the speed\/modification values of your car and<br \/>\nadd to it the sum of a dice roll, your direct opponent in front of you does the same. If<br \/>\nyour result is greater you surpass him in the race order (move the card one position<br \/>\nfurther &#8220;upwards&#8221;. There is also the possibility of a crash when the end result<br \/>\nof the two opponents is the same. Cars can get damaged (but not destroyed), and destroyed<br \/>\ncards are usually more prone to future passing attempts. If you pass the front runner you<br \/>\nend up at the end of the track again (the race track is a circle), gaining a<br \/>\n&#8220;lap&#8221; counter (NOT included in the game, typical for Atlas games who take care<br \/>\nof the cards but little else in their games). Ultimately the player with the most lap<br \/>\ncounters will win the game after the end is announced when the &#8220;flag&#8221; card is<br \/>\ndrawn. A pit stop is necessary to play car-enhancing cards or to try repairing your car<br \/>\n(then you roll against your car&#8217;s complexity). Unfortunately a pit-stop also means<br \/>\nthat the car behind you gets a free out of turn passing attempt! But without tuning or<br \/>\nrepairing your car you won&#8217;t stand a chance, so this is a necessary evil.<\/p>\n<p>All this is a solid and simple enough concept; unfortunately the game falls in the<br \/>\ntrap that is somehow typical for many &#8220;American&#8221; games: the introduction of the<br \/>\ndreaded over-powerful event cards that destroy anything that a game could be.<\/p>\n<p>It is acceptable that a game with a theme like these involves certain chaos, and one<br \/>\nwould certainly not expect any less. But while playing this game we actually longed for a<br \/>\ndry but solid makeover by someone like Knizia, so that at least every player has the same<br \/>\nchance to win.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/cthulhu500_b1.jpg\" align=\"right\" width=\"236\" height=\"264\" border=\"0\" alt=\"Cthulhu 500 card\"\/><\/p>\n<p>&#8220;<a href=\"bericht74.html#game2\">Titan: The Arena<\/a>&#8221; is a good example of a<br \/>\ngame with somewhat chaotic card effects that is STILL playable and gives everybody an<br \/>\neven chance. It is not free from luck, but luck never plays an overpowering role that<br \/>\nleaves the players clueless about what &#8220;strategy&#8221; to follow.<\/p>\n<p>In &#8220;Cthulhu 500&#8221; pure chaos reigns, but this chaos is not very much fun for<br \/>\nthe players. A good example is the &#8220;take over the turn&#8221; card, where a player<br \/>\ncan suddenly get an extra turn out-of-order and the game continues from this new<br \/>\nposition. In our game Andrea was simply passed over THREE consecutive times in this<br \/>\nmanner (and was rendered inactive for 30 minutes) &#8211; she had absolutely no influence on<br \/>\nthis, it was not even an attempt to play against her, it just happened. This is not only<br \/>\nfrustrating &#8211; it is simply lazy game design a la &#8220;hey, this card sounds like a funny<br \/>\nidea, let&#8217;s just put it in and see what happens&#8221;.<\/p>\n<p>And this is not the only card that totally throws the game off-balance. In fact there<br \/>\nare countless cards like this&#8230; and the &#8220;mod&#8221; cards range from totally stupid<br \/>\nto immensely useful and strong. In a good game ALL mod cards would be equally useful, but<br \/>\neach in a different way.<\/p>\n<p>The most positive aspect of the game was that Walter (who usually hates this kind of<br \/>\ngames and complains incessantly &#8211; I begin to understand him) was in a very jolly mood<br \/>\nthroughout, and that everybody tried to not take it too seriously (which would be<br \/>\ndifficult with the subject matter anyway). But it is clear that this game won&#8217;t hit<br \/>\nthe table anytime soon, and this is not a good thing&#8230;<\/p>\n<p>Not recommended!<\/p>\n<p>\n<a name=\"game2\"><\/a><\/p>\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\/Ressourcen2\/nobody_t.jpg\" width=\"270\" height=\"200\" border=\"0\" alt=\"Nobody is perfect box\"\/><\/td>\n<\/tr>\n<tr align=\"right\">\n<td>\n<table class=\"ybackgr\" align=\"center\" border=\"1\" cellspacing=\"0\" cellpadding=\"1\" width=\"260\">\n<tr>\n<td>Designer<\/td>\n<td align=\"right\">Bertram Kaes<\/td>\n<\/tr>\n<tr>\n<td>Publisher<\/td>\n<td align=\"right\"><a href=\"http:\/\/www.ravensburger.de\/\" target=\"_blank\">Ravensburger<br \/>\nSpieleverlag GmbH<\/a><\/td>\n<\/tr>\n<tr>\n<td>released<\/td>\n<td align=\"right\">1992<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td align=\"right\">3-6<\/td>\n<\/tr>\n<tr>\n<td>Playing Time<\/td>\n<td align=\"right\">1 hour<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<\/table>\n<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/785\" target=\"_blank\">Nobody<br \/>\nIs Perfect<\/a><\/h2>\n<p>Nobody of us was perfect because nobody of us remembered if this game had been<br \/>\n&#8220;Spiel des Jahres&#8221; some time ago or not. Today we would certainly give the game<br \/>\nthe &#8220;SPUD des Jahres&#8221;&#8230;.<\/p>\n<p>&#8220;Nobody is perfect&#8221; takes the well-loved &#8220;encyclopaedia&#8221; party<br \/>\ngame concept and tries to develop a board game around it. Everybody might have played<br \/>\nthis game sometime: One player selects a strange term from the encyclopaedia that nobody<br \/>\nknows anything about. Now each other player writes down a definition or explanation that<br \/>\nCOULD be the real meaning of the word. The <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/nobody_b1.jpg\" align=\"left\" width=\"260\" height=\"210\" border=\"0\" alt=\"\"\/>TRUE real definition is mixed in with<br \/>\nthese, and read aloud together with the invented definitions. Now each player has to<br \/>\nguess which definition is the right one in his\/her opinion. If you choose an invented<br \/>\none, the player who invented it gets points, if you choose the right one YOU get points.<br \/>\nPart of the fun lies in the fact that you try to invent explanations which SOUND right,<br \/>\nbut perhaps are purposefully wrong (it is not uncommon that somebody DOES know the true<br \/>\nmeaning of the word, but invents a silly explanation on purpose). It is also possible<br \/>\nthat the real explanation sounds like the most unbelievable one, so it is not always good<br \/>\nto avoid the explanations that sound silly.<\/p>\n<p>&#8220;Nobody is perfect&#8221; uses a race track typical for many quiz games. The<br \/>\n&#8220;questions&#8221; fall in three categories (one category, guessing what is depicted<br \/>\non a picture, is totally boring and was generally avoided during play). The authors have<br \/>\nmanaged to assemble many unusual questions, but there didn&#8217;t seem to be a lot of<br \/>\nthem. They also tried to make the race game more &#8220;interesting&#8221; by introducing a<br \/>\n&#8220;gamey&#8221; element like &#8220;the last player who passes this point moves another<br \/>\n4\/5 spaces forward&#8221;. This is not only unnecessarily &#8220;gamey&#8221;, but also<br \/>\nsilly, as there is no way on earth that you can purposefully pass a space last in a quiz<br \/>\ngame where you only move forward by guessing correctly&#8230;.<\/p>\n<p>What remains is yet another attempt to translate a party\/quiz game to the board game<br \/>\nmarket, and the strong feeling that this has not been really necessary &#8211; some games DO<br \/>\nwork better as a party game, they don&#8217;t improve by adding a board and some pawns.<\/p>\n<p>Play with non-gamers only, it is not devoid of fun, but otherwise beware!<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Cthulhu 500 Imagine ancient entities from the edge of the universe duking it out in a car race on earth, using technology that man was not meant to know\u2026.you can&#8217;t imagine it? Well, Jeff Tidball can: Welcome to the bizarre world of car racing combined with the Cthulhu mythology of Lovecraft. This new card game &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/30\/cthulhu-500\/\" class=\"more-link\"><span class=\"screen-reader-text\">Cthulhu 500<\/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-3811","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":9,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3811","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=3811"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3811\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3811"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3811"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3811"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}