Catacombs Review (Sands of Time Games)
Have you ever had one of those moments where you just slap your forehead and exclaim “Why didn’t I think of that?” That is the reaction that I had when I read the rules and played Catacombs by Sands of Time Games. Catacombs combines the ease of play found in dexterity games with the rich theme and character of a dungeon crawl. Dexterity games are a genre that I do not get excited about since I like to drink a few brews when gaming and over time my skills diminish so the high skill ones like Crokinole, while fun, have been low on my radar. Others like Elk Fest carry a theme that is so paper thin they just don’t sink their talons into me and keep me interested past a few plays. Catacombs though manages to pull from different genres to create a game that is rich in theme and through the theme creates a dexterity game that doesn’t fall back to “who is the more accurate flicker” that many others fall victim to.
The components to Catacombs are pretty straight forward. There are three two sided game boards, a few decks of cards and tons of wooden discs with stickers that need to be applied. A neat little feature to the gameboards are holes that are cut in them to hold large wooden discs that create obstacles for players to flick and maneuver around. The dungeon is setup by taking the dungeon cards and separating them into their different levels. Starting with ‘0′ and ending at ‘2′ they progressively get harder by putting more or stronger enemies on them. Eight cards are placed face down which form the dungeon. Mixed in at specific areas is a merchant, healer and the final dungeon lord who is the big bad guy who the heroes are tasked with killing.
To start the game the first room card is flipped over (which at this point is a Level 0 room), the proper board is picked and the monsters detailed on the cards removed from the monster pool. The heroes setup first along the back edge and then the monsters setup about a third of the way up the board on the opposite end. Heroes get the first turn and can either move/melee or use a special power. Special powers are things like a bow for the Elf, magic for the Wizard and a berserk attack for the barbarian. A move/melee attack is a simple flicking of the hero and if it hits an enemy it is a melee attack and if they don’t then it is considered a move. When a hero hits an enemy that token is flipped over if the monster has multiple wounds or removed if they have only one or are down to one wound left. Monsters work in the same way with some (though not many) having special attacks or they can do a move/melee attack but the heroes are able to take substantially more damage than a monster.
What I really love about the game is the shooting attacks. Say for example the Elf was shooting their bow, a small yellow disc is placed next to the hero and then flicked. I just like the neat little feature of seeing a projectile actually shoot out of heroes or monsters it just feels more thematic instead of rolling a dice and saying “oh I hit” or “oh I missed”. You actually see the arrow bounce off of a stone pillar or just missing the target by a fraction of an inch. I found that when my wizard misses with a fireball it isn’t my fault even though I flicked the disc, it was the wizards poor mastery of the spell that caused the failed shot.
With all this praise though there are a few issues I see with the game. First is there are times where you want to get a little oomph behind the shot perhaps to cause some dramatic ricochets to try to hit two or more targets, or perhaps you want to try to bounce a fireball off a pillar to hit something you don’t have a straight shot to. What happens is the disc moves so fast that it is sometimes hard to tell what hit what. Was it the actual projectile that hit to cause the enemy to move, or did something else bump into it? It is just hard to tell at times. The second issue I have with the game is the boards don’t have rails or a moat to catch discs that may fall off the board. When a disc does come off the board you’re supposed to place it back on at the location that it came off which sometimes is very tricky to do because it might be a two or three inch area that looks like the area where it came off the board. But on the flip-side some sort of rails along the side would mean that a target that was on the edge that you were shooting for and missed could be the victim of a bounce off the wall making it easier to hit targets.
All in all though there is a bonus to these potential areas of vagueness - It keeps the game light. To play the game cutthroat will lead to constant arguments with what hit what and where things may have left the board and to get caught up in that will do little more than kill the fun of the game. It is a light romp that should take no more than an hour or so to complete.
Overall this is a unique game in my collection and one where I don’t think I’ll ever have the desire to get rid of it. I greatly look forward to future expansions and look forward to a day where I can select my party of four from a good size pool of heroes. I look forward to seeing more monsters added to an already diverse selection. And most importantly I look forward to the many, many more times that I anticipate this game to be played.
Rating: 4.5 out of 5
‘Til Next Time - Happy Gaming
LvT

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