Tannhäuser is a reworking and in some ways it is an evolution of his previous effort, and in doing so it has avoided the pitfalls of its noteworthy ancestor.
Thematically the game uses the popular speculative fiction of alternate history weaving sci-fi, fantasy and supernatural horror into the fabric of World War I, where the Great War still rages. The Allied armies are known as the Union and the Central Powers are referred to as the Reich. The Union characters provided make up a squad of Marines equipped with standard period equipment and special weapons born of alien technology from the Roswell Crash site. They oppose the leader of the supernatural-powered Obscura Korps, his demonic minions and a special agent of the Kaiser, Eva Krämer, who may be forced to fight against her own side if the Obscura Korps goes too far.
First and foremost, Tannhäuser is a squad-level, objective-based dungeon crawler. There are two sides per session and up to five people can play, although I recommend 2 or 4 people at most in story mode. The 3 other variants lend themselves to larger groups.
There are 4 games modes with 3 levels of difficulty, the difficulty levels determine if basic troopers can re-spawn after being killed.
The rules translation is very well done and the game mechanics are clearly explained with numerous examples. I have seen reviews here that decry the rulebook, but all I can say is download it for free from FFG and reach your own conclusion.
The game is of average price, the quality of the paper components is very high, with a durable matte finish similar to contact paper. The plastic miniatures are pre-painted, the work is decent, the minis are 28mm scale and well-proportioned. The box is larger than the typical FFG gamebox, but less deep. After punching the counters everything, still fits neatly in the box. And yes, there are summary sheets for each side’s equipment rules
The dual-sided board is 26”x 26” (or 68cm x 68cm) and depicts two settings, a decrepit house and on the other a profane catacomb. Both boards feature tight passages and small open areas for the fighters to move and fight using the color-coded circles of the pathfinder system.
The pathfinder system, the most innovative part of Tannhäuser, is perfectly suited to the boards provided. This mechanic avoids the abstraction of orthogonal and hex-based movement and adds in line of sight rules without requiring actual rules. It’s simple and it’s brilliantly executed.
Turns are performed in alternating order fighter by fighter with an initiative roll at the start of each turn. Each fighter can move and take one action. Each fighter’s action and the initiative roll can be effected throughout the game by several factors, most notably completed objectives and casualties. The turns go very quickly and sessions are far shorter than other dungeon crawlers I have played.
Most weapons have a minimum engagement range and very few have a maximum range. The fighters in the game all have very different skill sets and equipment options that are highlighted when accomplishing mission objectives in the story mode. Each fighter has 4 primary attributes that degrade when they are wounded. The value of each attribute determines both how many dice the fighter uses when taking an action and the target number for success by their opponents.
Most actions are resolved by both sides rolling their respective dice pools and comparing die results against the relevant target number, the side with the higher number of success resolves the action in their favor accordingly.
The weakest part of the entire system for me is the dice pool and opposed rolls. I prefer target number mechanics with fewer dice rolls (Hybrid, being a direct comparison by the same designer). As dice pool mechanics go it is far less tedious than say When Darkness comes or my ill-fated romance with Arkham Horror (games I should love on theme alone), and if that is my only problem with the game, it’s a small concession.
The sides are very balanced in my opinion with strengths and weaknesses. The Obscura Korps basic troopers are both very different and deadly, but their characters are correspondingly frail. The Union troopers are loaded with skills and weapons that may require minimum ranges, but are particularly deadly; some can kill with one successful wound! As players learn the value of each fighter they can choose the optimum equipment load for their mission and squad needs.
When I first looked at the Story mode I was surprised that the missions were not laid out with specific goals or turn limits. The endgame rules are very clear, but there were no pre-planned missions for me to complete. However, as I read further I found what I was looking for, options.
Like many other excellent boardgames there are no scripts to follow in Tannhäuser, the players can randomize their objectives and weave the story around that, or they can customize their own scenarios. The characters are also loaded with optional choices of equipment and they can even be given one-off unique equipment load-outs.
The Death-match, Capture the Flag and Domination modes are boardgame equivalents to popular variants in many FPS video games and are entertaining for extremely quick play sessions, particularly with large groups.
Tannhäuser, in my opinion is an excellent variation on the dungeon crawl, with some additional game modes added for added value. There are future character expansions planned and one gameboard expansion due early next year which is preview-hinted in the back of the manual. If you like the theme and want a game that plays faster than any of its predecessors, you will find what you need and more in Tannhäuser.
Last edited on 2007-09-09 16:10:02 CST (Total Number of Edits: 2)







































