We forwent the RPG campaign for a night of boardgaming. By diceroll of a number of selections, "
Livestock Uprising" was chosen to be played. I picked this up from
a KS that I also got my dice box from a bit back.
(crappy pic,I know)
The premise from the site:
A Call to Farms
Revolution is in the air. New alliances are being formed: take
control of Pigs, Cows, Goats or Chickens and raise your animal army. Use
the farmland to harvest resources and marshall new forces. Direct your
generals and their troops to outsmart and overcome the other factions.
Take control of precious resources and use your faction's special forces
to gain an edge over your foes. It is a call to farms - harvest your
destiny!
Livestock UprisingTM is a tactical resource management game where you harvest farmland, marshall animal armies, and battle for control of the farm.
2-4 players
60-120 minutes.
ages 14+
Four armies to choose from. Cows, Goats, Chickens, and Pigs, each led by three Generals w/ names such as General Dumpling (chicken) and General Porker. About half the board is placed by random tile selection, you place your barns (your headquarters) then the rest of the board is set down randomly. This is the first strategic decision as 'resources' are based off of the tiles and bad barn placement can hurt you. Following that, you use your generals to start acquiring resources, five of which are needed in the game, grass, hay, corn, carrots, and apples. These are used to purchase troops w/ varying levels of defense and attack strength. Sacrificial Sheep (0/1), Dynamite Donkeys (1/1), Bloodthirsty Llama's (2/1), Beserker Horses(2/2), and Ornery Oxen (3/3), each unit able to harvest a higher level resource allowing you to get stronger troops etc. The higher level resources have less tiles than the lower ones so you may have to fight to get them.
Outside of the regular troops, there are 'Special Forces' that can be purchased that give the armies some unique properties. Oxen have increased defense, Goats attack, Chickens speed, and Pigs resources. Each player also gets three 'Command' cards that allow for alternative moves such as extra casualties, faster moves, extra resources, less casualties, etc. There are more cards than possible players so repetition is less likely.
Once a player feels like they have a strong enough force, they can return their generals to their barn and combine them into a 'super army' with increased speed, defense and attack capabilities. W/ no further resources able to be gathered, it then turns into a slugging match as the only way to survive is normally to form your own super army in response.
Pros: The premise of the game is fun. Sacrificial sheep, I love it. Several attacks were made w/ clucking sounds as the pieces were moooooved.
It's easy to learn and the randomness of the board and the cards make each game's strategy and placement different.
Excellent production value. Thick card stock. Good printing. Useful in-box storage. Rules and 'to print' replacement pieces available online.
Cons: The game took a LOT longer w/ four players than 60-120 min. Closer to 3 hours even accounting for learning curve. Plan for that.
The value of the 'Special Forces' is debateable. The Pig's cost are high compared to their return in Defense/Attack and resources gained. Neither the Chicken's nor Pig's special abilities carry over to the 'Super Armies' whereas the Cow's and Goat's do.
Faction colors are really dark. Somewhat difficult to differentiate in non-ideal lighting and/or for old farts w/ thick glasses (like me).
Overall 6.5/10. This probably won't be a regular play but will be good to fill an evening with the family. Honestly the most points lost was due to the excessive length of play.
Review by another player:
Here are my brief thoughts on my
experience with the game tonight. These come from my personal
observations along with my several years experience playtesting
miniatures games.
Animal Uprisings: The factions in this
game are equal across the board with the exception of the command cards
and special forces. The command cards offer a variety of minor
modifications that can shift early and late game strategies. The
special forces seem like they should offer more flavor to each faction
and to help distinguish them from each other, but in reality they don't
add much. Here's the breakdown:
Chicken: Across the board
get more speed with the added bonus of a varying level of attack and
defense points. Early/mid game this gives them great mobility, as well
as being able to keep out of the reach of the other players depending on
how packed the game is (in the 4-player game I was in this would not
have been an advantage if everyone decided to have McNuggets for
dinner). Late game it is not as useful of an advantage due to War
Parties having that same movement by default. Overall the Chicken's
have the ability to snipe other players early game, and with the right
command cards can put one or more players down early on.
Pigs:
This was my faction. The ability to get extra resources seems
desireable in a game that focuses on a slow build utilizing resources.
However there is a problem with the current setup. Early game it is a
gamble whether or not to acquire your first special force. If you go
for it quickly then you risk being attacked by other players and
possibly losing your investment, which is a heavy hit since you only get
the one. However if you wait till you have built up more troops then
the first Special Forces Pig doesn't have as much utility as by that
point you are focusing on later resources. The biggest hindrance to the
pigs is that all of their special forces stats are the same. Given
that all factions have access to the same pool of troops, this is
something that weakens the pigs as the other factions have increasing
numbers for each of their special forces.
Goats: The Goats
have the advantage early game with the increased attack stats.
Depending on layout they can pick and choose their resources as they
want with the added bonus of having increased probability of making
things more difficult for any players they deem a threat.
Cows:
Cows are similar to goats in that their special forces add defense
instead of attack. They can choose a spot and sit if they like.
Assuming that they get their special forces this gives them a slight
edge.
I feel that the game is a bit bland. The numbers
roughly come out the same as it depends on who can get what resources
and when. The pigs are the weakest faction in that while they can get
more resources, their special forces do not add any advantage in attack
or defense points at the higher costed forces. The bonus to defense and
attack granted to cows and goats gives them a raw ability as all the
factions tend to progress at the same rate more or less. If you played a
game without the special forces it would play very similarly in my
opinion. The only suggestion I can give is to create more of a
noticeable variety amongst the factions rather than the minor advantages
each faction already has.
Please take the above as
observations of the gameplay and interactions. This is more of a party
game that people can have fun with, and my observations are intended to
give you (the creators) some insight from a person's perspective who is
accustomed to dissecting rules. The game I played I enjoyed a bitter
beginning followed by a surprise win from behind. I hope you take my
statements in the good humor they were intended :-)