Richard Smith
Canada Coquitlam B.C.
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Review of Globbo. By Rick Smith (c) 2010
The opening lines of the Globbo Rules is: "Globbo is a quasi-organic, polymorphic play room assassination device." This line sets the tone for the rest of the rules, the rules are really fun to read. Humor bubbles out of them at every turn.
This is not a serious game by any standard. The reproduction habits of the "truly rotten" children violates the laws of thermodynamics so enough said about that.
Globbo will "slam dunk the children at short range, has a battery of lethal laser batteries at long range and plays soothing music for the little ones". Not mentioned in this line is a very powerful burp attack that puts the 'long range' of the laser batteries to shame.
The little insect like children (biters) explode, doing damage to Globbo and splitting into little puff balls and putty like blobs. These can reform into biters, using fewer parts than the explosion produces!
The game has Globbo and the children running around damaging each other. The kids reproduce while attacking so Globbo has to cut down their numbers before they reform. Globbo also can replace damage and can choose what parts to build. There is some strategy here. Extra laser batteries allow long and flexible pseudo pods, but they are easier for the children to damage.
There are rules to how Globbo is allowed to move. Basically the head moves, and then surrounding the head are laser pistols and surrounding those are the hands. (Hands can't touch the head.) Like an amoeba Globbo oozes is a way that gives it the best shots at the children.
I was rather fond the the game, it is quite well balanced and anyone who has baby sat has some sympathy for the playroom of death. ("If the children survive their little tete-e-tete with Globbo, then the parents are willing to put up with them anyway".)
The game is short, you can pull it out and play it while waiting for the last few people to show up for gaming night. (They might have to wait a few minutes while you finish, but it is fun watching Globbo ooze about and, hey, they shouldn't have been late in the first place.)
The major problem with Globbo is that it feels the same every time you play, so after a half dozen game you are ready to put the game away. At least until you are drunk or want to introduce the game to some one else so THEY can read the rule book. Not bad for a free game that came in a magazine.
Warm regards, Rick.
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