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Jaws is a board game from Prospero Hall & Ravensburger (the same company behind Horrified) based on the 1975 classic film. Across two acts, up to three players control Quint, Hooper, and Chief Brody as they work to take down one other player- the one who controls the deadly shark.

The Jaws Board Game box
The Jaws Board Game box

Components

The Jaw's board game components laid out on a wooden table.
The various components

The game comes with a double sided game board, 4 decks of cards, 4 character boards, 4 board clips, 6 character movers, 3 dice, a pad of paper for the shark, 8 boat tiles, a rulebook, and 40 assorted tokens. Of the 40 tokens, 16 are swimmers, 8 are barrels, 6 are resurface tokens, 4 are shark power tokens, 3 are targets, 1 fish finder, 1 binoculars, and 1 beach closing token.  The four decks are Amity Event cards, Shark Ability cards, Crew Gear cards, and Resurface cards.

Two of the character movers are boats, one for Quint and one for Hooper. They are unnecessary but delightful.

The components inside of the box. The cards fit loosely in the bottom left compartments, everything else besides the character boards fits in the bottom right compartment, and the character boards sit alone in the large top compartment.
The components inside the box, without the board and rulebook
All of the components, including the board and rulebook, inside the box. There is a considerable gap between the edge of the board and the edge of the box.
All components, including rule book and game board, inside the box

I don’t fully understand the inside of the box. The insert is nice but the division of space is strange. There are three compartments, but aside from the cards and the character boards, everything can fit in one of the smaller compartments. Maybe they expect you to divide the tokens up more? The folded game board is just slightly smaller than the box, and it doesn’t look like the game needs that extra space. I think Ravensburger might just have a standard game box size that they use for all games, since my copies of other Ravensburger games are about the same size. Even so, it still feels like they didn’t use the space efficiently.

Act One Gameplay

In act one, the shark is roaming the waters of Amity Island, trying to eat as many swimmers as possible, while Quint, Hopper, and Chief Brody are trying to find the shark. The rounds move in phases. In phase 1, players draw a card from the Amity Event deck, which tells them how many swimmers to place and at which beaches, along with any other special effects. Phase 2 is the shark’s turn. The shark player may take up to three actions in secret, marking their movements from shore to shore on their notepad, and eating swimmers along the way. In phase 3, Quint, Hooper, and Brody go on the hunt. Each character plays differently. Chief Brody moves around on the island, closing beaches and using his binoculars to try and spot the shark. He also ferries barrels from the store to the docks, where they can be picked up by Quint and Hooper. Quint sails around the island in his boat, trying to launch barrels at the shark. If he guesses correctly and hits the shark, the barrel attaches. If he’s wrong, the barrel stays in the water as a motion detector. When the shark has two barrels attached to them, the game moves into act two. Hooper can’t use the barrels, but he can pass them off to Quint. He can use his fish finder to see if the shark is nearby, and his boat is faster than Quint’s so he can move two spaces for the price of one.

The Jaws board game ste up for act one.
Setup for Act One

Act Two Gameplay

In act two, Quint, Hooper, and Brody are on the boat fighting the shark. After flipping the board and setting it up for act two, the crew and the shark are given a number of gear and ability cards based on how well the shark did in act one. First, the players reveal three resurface cards, each with a possible location for the shark to strike. Then the shark chooses where to atack. Next, the crew members prepare to fight, choosing what to attack the shark with and where the shark might be. Then the shark reveals their choice and combat begins. The crew attacks first, then the shark. The shark can attack either the boat or a crew member who is in the water. Each boat space has a certain amount of damage it can take before it is damaged or destroyed. When it is damaged or destroyed, all crew members on that space are knocked off of the boat. The shark gets to roll a small bonus attack against any nearby crew members in the water, and then the next round begins. The game is over when either the shark is dead, all of the crew members are dead, or the boat is completely destroyed.

The Jaws board game set up for act two.
Setup for Act Two, except the shark’s board is flipped the wrong way and I didn’t notice until it was too late

Thoughts

The game is very well balanced, partly because there will always be three shark hunters versus one shark, whether you’re only playing with the minimum of two or maximum of four players. All the games we played felt very close. However, the game can feel overwhelming to new players, since there are a lot of steps and things to keep track of.

The theme is implemented very well; the mechanics reflect the film and the attention to detail is great. All of the Amity event cards have art of moments from the film, along with flavor text with quotes from the film. Even the game’s insert is themed; it’s the same pattern as the mayor’s suit in the scene where Brody and Hooper are trying to convince him to close the beaches for the fourth of July weekend.

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The mayor of Amity angrily points at a billboard that has been vandalized with a drawing of a shark's fin. Brody and Hooper listen in exasperation.
Honestly, it’s a look. I’d wear it.

If you don’t have time to play both acts, or if the gameplay of one act is more fun to you than the other, the game includes rules for playing each act as a standalone game. These are less necessary for act one than act two. The rules for act one are just “end the game sooner,” but the rules for act two explain how to set it up without a previous act to work from.

Verdict

I give this game five out of five cthulhus. It’s a fun game that nails its theme perfectly. If you’re a fan of the film, and like board games, you should definitely give it a try. You can check it out at the Amazon links below, but remember that we are an Amazon affiliate and if you buy anything from those links we will get some $ back. 5 out of 5 stars (5 / 5)

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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