Miskatonic School For Girls
In Miskatonic School for Girls, players suffer intensely while slogging through an interminable schedule. The “winner” merely kept their sanity longer than the others.
That’s also the theme.
This. Was. Terrible. Perhaps something can be salvaged if future designers view this as a cautionary tale. To be fair, MS4G reveals how many good decisions Donald X. made on Dominion, based on the sheer number of things gotten wrong.
- Cards give you friendship and nightmare points. And cards give two types of defense points (multiple currencies). But you only use the first two when you draw cards, and you use the latter two when you flip for combat. So draw a 4 friendship and flip a 2 defense, pretty good. But if those cards were randomly reversed, you get no friendship and no defense (because a card good in one thing is often terrible at another).
- So that means that the core feature of a deckbuilder is broken, because you randomly skip some cards each time for combat. (It’s actually worse than that, because some cards have special abilities that only happen if they are drawn or flipped randomly).
- Like Ascension, cards are randomly available to purchase. That turn I got 0 friendship and 7 nightmare points? The best nightmare card cost 3. The turn I get 4 nightmare points, the worst nightmare card costs 5.
- But don’t feel sorry for me, because it’s so random I almost won.
- Wait, that meant I had to play on to the very last turn, instead of embracing defeat’s sweet release.
- The game wasn’t even funny. Even Munchkin was funny the first time or two through the deck. This had bad naming puns and one semi-funny card I noticed.
- It clocked in at nearly two hours. Excruciating.
This is exhibit A-F in the argument against kickstarter.
Rating — Avoid.