Publisher: Plaid Hat Games
Designer: Jerry
Hawthorne
Year: 2011
Mice and Mystics isn’t
a game that I would normally gravitate towards, but after finishing our
campaign of Pandemic Legacy I was
interested in another co-operative game that the two of us could share as an
ongoing experience. Mice and Mystics
appeared to be very popular and I managed to get my hands on a nearly new copy
pretty cheaply when the game was out of print and in high demand.
Mice and Mystics is a tale of the
quest of a group of loyalists who were turned into mice when their king was
overthrown. They now find themselves on quests through and around the castle,
fighting off other small creatures, such as rats, centipedes and Brodie the
cat. The game is a dungeon crawl style where you explore different tiles on
the board, taking on enemies as you progress to your goal, perhaps to capture
a kidnapped mouse or discover some secrets.
Each plastic character on the
board takes turns in a randomised turn order. The mice are primarily trying to
attack there enemies with their ranged or melee attacks and any additional
boosts they’ve acquired. Attacking is a roll of the dice and your hits must
exceed the defence roll of the enemy to wound them or kill them. When its the
turn of an enemy figure they move according to a dice roll and can also attack
the mice figures when they are close enough. Mice can also search to find new
pieces of equipment and if they manage to equip them during the game then the
character can keep the items for forthcoming games.
The game in progress. You always play with 4 mice, so with two players we were playing two characters each. |
Time is against you in your quest
and you must reach the objective, which normally lies at the furthest tile on
the map, before the end of the chapter. Bad rolls on the enemy dice result in
time advancing more quickly and more enemies spawning. Each character is
unique, so you also need to play to different characters unique strengths and
try to ensure not too many mice are knocked out as this also wastes valuable
time.
The game is very well thought out
as a story book, where entering different tiles requires you to read further
elements of the story. There can be different pathways in the story depending
which actions you choose to take. The rewards for hanging around in a room to
do an additional quest can often be very tempting but can waste valuable time
as well. As the story progresses the difficulty increases, but if you’ve equipped
your mice well in previous chapters you should be able to take on most of the
tasks unless the luck of the dice is strongly against you.
I really want to like Mice and Mystics. After 3 games I’m
tempted to keep the game just so that I can ask Amy to paint the miniatures.
Unfortunately underlying the cute theme there is not much substance. I’ve
struggled with dungeon crawl style games before where the game seems to happen
you and all of your decisions seem quite obvious. In Mice and Mystics there’s not even the element of surprise that you
get in a games like Imperial Assault.
You enter a room and you know that some bad guys will spawn and their location
is predetermined. When you’re done killing everything so move on to the next
space and every so often you might get to choose whether to continue to
interact with an object in the room.
Awesome miniatures, that would look great painted! |
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