Make Me A God! The Review
|Game: Make Me a God||Players: 2- 4|
|Publisher: Buxx Game Studio||Ages: 12+|
|Time: 20 minutes|
Make Me a God
Today I was able to try out Make Me a God by Buxx Games Studio. I’ve been eying this game for while as I’ve watched it’s development progess and was offered a chance to check it out (which I definitely said yes to). Make Me a God takes on the roles and idols of once ancient Greece. Minotaurs, Harpy’s, and Phoenix’ roam the (game) world alongside heroes such as Alexander and Jason. These fighters becoming the legends we’ve all heard of. Throughout the game I watch as my heroes fall, my demigods gain strength, and my enemies grow weaker (I lost, but I’m sure this is no surprise at this point). Make Me a God challenges players to grow their characters powers to their fullest extent: water, fire, strength, poison, lightning, and earth. All this granted through the rolling of a few die.
Now, I want to point out (please, don’t get your pitchforks) that I’m not a big fan of board games that emphasize dice rolling as their main component. I do love board games that use dice (Takenoko, Steam Park, Grim, and Zombie Dice) but I can’t help but find implementing dice as a battle option between opponents lazy development. While opening Make Me a God, I felt no different. As I set up the table laying out the 6 great temples of power I’d awkwardly nod and wave (sweating profusely) at the die as I knew they were on to me. However, to my surprise, Buxx Games Studios took the dice rolling component and brewed the best possible outcome for the experience. As your fighters’ powers grow so do your chances of successfully attacking your opponent (through dice rolls). Most fighters start with a melee (successful attack if you roll a 1), the stronger the fighter (by collecting abilities), the higher probability they’ll have a successful roll. A few powers like fire, water and so forth (which increase dice roll success) will be unlocked granting you a higher probability of winning battles and the game.
Setup consists of laying out the 6 temples around the deck of fighters of Greek Icons such as (strongest to weakest): Demigods, Monsters, Enchanted Beings, and Heroes. Start your turn by rolling your dice to find out which temple gets activated (keep in mind, the start of the game gives everyone a fighter to deploy), for example: rolling a 2 will enchant the fire temple gifting any monsters at that temple the fire ability. You will then draw a card, deploy this card (onto a temple), and move around any or all your already played cards (this depends on if you’ve received your power, if you want to battle, you know, tactical stuff). After that, you can attack your opponent(s). Attacking is simple, choose one of your fighters and then choose an opponents fighter on the same temple as your chosen fighter. Roll your dice and successfully kill your enemy if the outcome matches up with an ability you have. like I’ve stated, most fighters have a melee (success if you hit 1), as you progress you will unlock more abilities and numbers to successfully kill your opponents ie: Fire unlocks success at rolling a 2, earth unlocks success at 4, so forth).
In the end, I lost. But I seriously had a lot of fun doing so. I knew that while my characters HAD opportunity, it was my fault for rolling them the wrong number (seriously, I had a demigod who had lightning (5), fire (2), immunity to earth, and melee (1)). The game is quick and easy to play. The art work was structurally efficient at blurring the lines between a card game and 6th century BC. I also enjoy the benefit-for-all dice roll that each turn starts with. When it is your turn, you roll a dice to activate the temples; however, this in turn grants the ability to ALL fighters at the temple. My only gripe is that when battling, you and your opponent continue to take turns rolling the dice until someone is successful. I don’t necessarily see how else to solve this issue without complicating the game (plus, this complaint goes away as the game progresses). Anxiety spikes as I get closer to winning (collecting all 6 powers), relief of killing fighters who have almost won, awesome historical bio’s per character, and a lot of fun all packed into a travel sized box. I will definitely be considering this a must for game nights as it sees fit as a perfect filler board game. Make Me a God has made me a dice battling believer.