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Brian Thomas
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Shadow Hunters » Forums » Reviews
First Plays and Impressions
This is a combined review / session report from my first encounter with "Shadow Hunters", a game that has been billed as a mixture of Werewolf and Bang!

As an enthusiastic member of the BGG Werewolf community (check out our forum under the PBEM forum!), I was very interested when I saw this being played at a game shop I visited while on business travel. I joined the group, and wound up playing a grand total of 3 games, which gave me a look at most of the cards and characters. A description of the sessions follows the review.

The Rules
The game itself is relatively simple. You draw a character card at the beginning of the game. Characters belong to one of three factions: Shadows (the bad guys), Hunters (the good guys) or Neutrals. Each character has a number of hit points, a victory condition, and a special power they can use, usually after they have revealed themselves. Victory conditions are basically eliminate the opposing team for Hunters and Shadows, and the Neutrals have some interesting variations (one just has to survive, another actually wants to be the first to die).

The board has 6 locations, which are grouped into 3 locales of 2 locations each. Locations are randomly allocated to the 6 spots, so the same 6 locations are in every game, but the groupings are different. This is significant since you can usually only attack someone in the same locale as yourself.

There are 3 decks of cards that come with the game black, white and green. A player will usually, but not always, have the option to draw a card on their turn from one of the decks. Black usually does damage, or is equipment that increases damage, and White is mostly equipment that protects, or healing events. Green basically allows you to gather information on what role other players have. Green cards have a statement about a person (e.g., you are a Hunter), and a consequence if true (e.g., Take 1 point of Damage). When a player draws a Green card, they look at it, and hand it to another player. If the statement is true, the player must do what the card says. Only the player who drew the card is aware of what it said.

A player's turn consists of rolling for location (each location has a number or numbers - you go to the location with the same number you roll on a D4 + D6, with a 7 allowing you to choose), then doing what the location says, and finally choosing whether you will attack anyone located in the same locale as you. Attacks are done by rolling the D4 and D6, and subtracting the lower die from the higher.

How it played
The game naturally begins with players looking to draw green cards, and deduce what roles other players have. As this happens, alliances and rivalries start to form. Players are not allowed to talk about the results of their green card queries, but it becomes obvious who is on the same team, and who is not from the attack phase of the turn.

A key part of the game is when to reveal your character. Revealed characters typically are able to use their special ability, which makes them more powerful. It also can make them a target. The Vampire, for instance, heals 2 points every time he makes a successful attack. But 2 points won't save them if everyone gangs up on them, so the choice of when to reveal is a critical one.

The end game is pretty much a dice rolling contest. There is certainly some strategy, as my games demonstrated, but mostly it becomes a game of move, and attack someone on the other team.

My Reaction
I initially found the game interesting, but after 3 plays, I probably won't play this again. The game pretends to give the player some control, but the location that you go to each turn determines what you do and who you can attack - and that location is determined (mostly) randomly. This makes it frustrating in the early game when you're trying to draw Green cards and can't, and frustrating again in the late game when you're trying to attack specific people and can't.

I saw very little Werewolf style deduction in the game. The Green cards will naturally separate the group out into factions fairly quickly. For a player used to Werewolf, this game will essentially play itself for you. Roll dice, move to location, draw card, attack. It moves quickly, and seems like it ought to be interesting, but it really lacks the tension of Werewolf. Overall, I give it a 5.

The one caveat I will add is that I was playing with a group of strangers. With a group of friends, this could be more exciting. Or not. It depends on your friends, I would guess.

The Games
I began our first game as "The Unknown" - a shadow player who is able to lie when receiving a Green card. This was an 8 player game with 3 Hunters, 3 Shadows, and 2 Neutrals. I eagerly looked for a chance to lie my way into the favor of the Hunters, only to be completely ignored by the Green cards. The group seemed a little more bloodthirsty than really necessary, so I passed on several chances to attack people, and watched a great deal of damage get handed out in the name of blind vengeance. By the time the group had figured out who was who, the Shadows had the upper hand, helped in part by our Vampire who revealed early, and managed to use his regenerative power to stay in the game while handing out a great deal of damage. The Hunters simply couldn't get the rolls they needed to go after him.


Game 2 was, I think, a 7 player game. I was Emi, a Hunter who is able to move to the adjacent location within the locale rather than rolling the dice once she has revealed. I found a Shadow early, and handed out damage to that player repeatedly. My other hunter got the hint, and also piled on. Meanwhile, a spear had been drawn that gave a revealed hunter +2 Damage. I revealed, and used my ability to move to a location that allowed me to steal the spear, which then gave me a huge attack value (I had another card for a +3 total). I killed off the Shadow I knew about, then went after the player who had begun attacking me. It was a fairly even contest, but I drew a white card that healed me completely. After that, it was easy to finish the other Shadow off.


Game 3 I was the Unknown again. Everyone started attacking early, with a great deal of damage done before any Green cards were drawn. One player was ganged up on, almost arbitrarily. When he died, he turned out to be Daniel, the player who wins if he dies first. Game over.

On a side note, I think the Daniel character is interesting, in that he ought to prevent people from attacking blind, but it's very anti-climactic when he wins.


Bottom Line: Not bad, but not really good either. Kind of plays itself, and the player is along for the ride. I've seen some interesting 5 and 7 player games of Werewolf on the BGG WW forum, and I'd play that before this any day.
Tim Mierz
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That's interesting to hear. I like Bang! but wish there were more role deduction than "Person X did/didn't shoot the Sheriff"; my initial views of Shadow Hunter made me think that it would be a much better variation on the theme allowing more deduction. It's sad that it seems to come down to chance and there's so little deduction; I was considering going for it at some point down the line.
eryn roston
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I've played Shadow Hunters a few times and had fun each time but my doubts about the game still lingered and I think this review echos my own fears about this one.

It's a good concept and there's something fun underneath it all...but it seems like it might take what's fun about Werewolf and obscures it with aspects that don't actually add much to the experience.

That said, there seems to be something to this game and I'm wondering if experienced players...ones who are more familiar with all the characters...will make this one more worth while.

-E
Brian Thomas
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baditude wrote:
That said, there seems to be something to this game and I'm wondering if experienced players...ones who are more familiar with all the characters...will make this one more worth while.


I will freely admit that my circumstances were non-ideal. The group was all strangers to me, and most of them were new to the game as well. Some picked it up quickly, some did not. The younger players just wanted to roll dice to "see what their new chainsaw/Axe/gun would do", while some of the older players were too conservative because they didn't know what they were supposed to do - or maybe thought they ought to have more control than they did.

If you had an experienced group to play this who all knew each other, I think it would be a more satisfying experience - Daniel, for instance, might provide the counterbalance to random attacking that he is supposed to. But I'd still rather just play Werewolf.
eryn roston
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bwt2q wrote:
Daniel, for instance, might provide the counterbalance to random attacking that he is supposed to. But I'd still rather just play Werewolf.


Daniel is the most interesting character for sure. In another thread someone asked if they could use the "Wierd Woods" to damage their own character.

The response was, "sure but than everyone will know you are Daniel and they won't attack you ever". To which I responded, "that sounds like a good strategy than to play when your NOT daniel" :)

On the other side of the fence for me is the Alli (I think that's her name) neutral. Alli wins by being alive when the game ends. So her role is to basically BOLSTER the side of who ever is winning...tipping the balance to the side who is already stronger. If Daniel is revealed, and the Shadows are already loosing, you've got a situation where it's 4 players to 1 (or maybe 2). :P

-E
Last edited on 2008-09-29 15:55:39 CST (Total Number of Edits: 1)
Michael Kefauver
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I've played this game with my group going on ten times now, and we all happen to love it. We personally find the combat aspect refreshing because everyone is important and anyone can make a difference. One of the major complaints a lot of people I play werewolf with has is that if you are a 'normal' villager, you can't do a thing unless other people listen to you.
While there is luck in the game, I think it adds a lot. One fully-outfitted character has at least SOME chance against the others, even if they are the only member of their team left. The cards ensure that no game is the same twice, and the random movement means that there can't be a 'discover and instantly kill' thing going on through most of the game. The neutrals add a lot to the game, with their varied winning conditions, especially Charles and Daniel. Daniel stops the game from devolving into a mass melee, as does the thought that Charles MIGHT be in the game. It's amazing how much fear these two characters can inspire by their mere presence, and how it makes everyone think before they act.

Accusations fly, blades are drawn, blood is shed, and a good time is had by all.
Mike Lee
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Plus, you can play 2 or 3 games of Shadow Hunters in the time it take to play Werewolf. Having said that, Werewolf is a deeper game, but Shadow Hunters is great for what it is..
Alan
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050607
bwt2q wrote:

Game 3 I was the Unknown again. Everyone started attacking early, with a great deal of damage done before any Green cards were drawn. One player was ganged up on, almost arbitrarily. When he died, he turned out to be Daniel, the player who wins if he dies first. Game over.


Haha... yep, played this game for the first time Saturday. And, interestingly enough, that is exactly what happened in our 1st game. I was Emi that game as well and had revealed and was kicking glass!

Second game I was George, and we ended up winning as well.

That was our initial impression as well, a cross between WW and Bang. This game can be improved upon for sure. I still enjoyed it though. But, I was very disappointed with the green cards. I felt like within the first 2 turns no one needed the green cards anymore. I liked that deduction mechanic, but, they just didn't seem to come out a lot. Too bad. Of course, that's the WW'r in me! :)

In our games everyone just came out blazing regardless of who you were or were not. I guess everyone figured there was no incentive not to come out blazing. :)
Jim Marshall
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Some quick just-before-I-hit-the-sack thoughts...

I've played 10 games of this now (I think), and it's gone down very well with everyone I've played it with. Each time it's been played the players wanted to go again, and a number of players have been in several sessions.

I think it's at its best with 7 or 8 players. Yes there is luck, although it often evens out over the game (it's a team game, so individual luck comes into it less than purely individual games using dice).

The dark characters seem to have the best special abilities at first, but I think it's hard for them to win as they tend to be victimised when their identities are revealed.

The Hunters are relatively easy to pay. Stay hidden until the Shadows are known, then hit them with Franklin and George's special attacks. Daniel often becomes a 4th hunter, which can give them an edge over the Shadow team.

When playing for either of the 'teams' (Shadow or Hunter), I find it best to concentrate on one member of the opposing team and take them down. More than anything your team having more turns in a round counts, so if you can take out one or two of the opposing team's characters it will reduce their effectiveness dramatically. Just be careful Charles doesn't creep up on the inside for the win while your back's turned...

The neutrals (especially Charles the psycho and 'death-wish' Daniel) are perhaps the most fun to play. They need to keep their identities hidden for as long as possible, to avoid being killed (Charles) and not being allowed to die (Daniel)!

Best of luck if you draw Allie - Mother's Love often isn't enough to save you when you're revealed (as you often are early in the game) as killing you prevents a Daniel win while (not being on a team) you have no real friends. Hope that others are revealed first or a Shadow/Hunter turf war erupts early on.

Werewolf or Shadow Hunters? I'll happily play either. With 8 or less Shadow Hunters, with 9 or more Werewolf. I think there's probably a bit more 'game' to Shadow Hunters, Werewolf being solely about negotiaton and bluffing (to me at least). Both good games, and in the genre probably preferable to Bang IMHO. Saboteur's fun too, though.
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