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Montoons: Clash of the Coral Isles - Kickstarter Buzz Review

Montoons: Clash of the Coral Isles - Kickstarter Buzz Review

Information:

Mechanics: Roll and Write, Programming Modular Setup, Print and Play, Arena Combat
Player Age: 10+
Player Count: 2- 4 Players
Time to Play: 45 - 60 Minutes 
Publisher: Mnstr Games
Game Designer: Andrew Delacruz, Devon Mettlin
Game Artist: Chris Beck
Year Published: 2024
Disclaimer: A preview copy for the game was provided by the publisher.

Basics:

Montoons: Clash of the Coral Isles is a arena combat/roll-and-write game where players are traversing unique terrains in pursuit of diminishing each others health, or racing to complete four waystones. The waystone is completed using waystone actions when adjacent to the waystone marker on the map (more on this later).

On each turn players will roll five dice simultaneously then select which actions they want to do when their turn resolves. You are allowed one movement and one attack, and a waystone action (up to two dice at a time). Any amount of special or ultimate attacks can be charged up over a few turns. One of the rolled dice must be used on speed, however, this will also determine the initiative. The player with the highest value in speed will have their turn first. Tie breaks will be resolved by the player with less health, or speed additions can be gained during previous turns to add to the number.

In essence, this game has a lot of programming elements due to the simultaneous planning phase. This requires players to be mindful when planning for different possibilities once their chance to resolve their actions occurs.

Uniqueness:

Roll/flip and write games are one of my favourite mechanisms as they often incorporate unique ideas and concepts. I have never come across a head-to-head game using this mechanism and this is what makes Montoons unique. Each character has unique movements, attacks, passive abilities, dice requirements and waystone configuration. 

Alongside these unique characters are changing terrain features through different maps. Players will use certain terrains to give them buffs,  slow movement, push/pull other players into harmful terrains, and even hide behind obstacles that block line of sight.

Zig-Zag:

Players can focus on eliminating other players through charged special and ultimate attacks. These require all dice to be odd/even numbers, certain numbers, or ascending/descending numbers. Any amount of special/ultimate attacks can be charged on a turn but each type of attack can only be used twice per game. 

Once charged the player may unleash the attack this turn or wait for a future turn. Each turn the player can only use one special or ultimate attack.

The other method a player can win with is a vital method of hunting the waystone. Each map will have six of these locations that the waystone will move around on throughout the game. If a player is next to a waystone on their turn they can complete a waystone action either once or twice. These waystone actions allows the player to fill out two squares each, matching the dice numbers on the grid shown below. If the player surrounds a waystone on their grid they advance their waystone bonus, unlocking their ultimate attack and removing restrictions on how the waystone grid can be filled. Players may also surround other bonuses allowing players to heal, manipulate dice or add attack damage. When filling the waystone grid, the numbers you complete have to be adjacent to previously filled numbers and has to match the die value. Whenever the waystone has been activated during a players turn, a dice will be rolled to move the waystone to a new location (it cannot go to the same location).

Plans will constantly change as the battle wages on, so the game has numerous catch-up mechanisms to keep the player interaction fierce and balanced. This involves unused dice unlocking ways to enhance a player's speed. The other important catch-yp tool is golden hearts that, once passed on the health track, unlocks a waystone anywhere on your waypoint grid. These are particularly amazing as they allow the player to create another location that assists in adjacency for filling out the waystone action.

Zone:

In Montoons, players have to know that the core game works around the programming in the planning phase. This is important as players will have to pivot and change their strategy based on the turn order and how much the battlefield changes in that time. The game, however, is very forgiving of plans going awry with the special attacks allowed to be used turns after they are charged, as well as the fact that unused dice can be used to increase speed on future turns. 

Moontons Clash of the Coral Isles is an interesting game that deserves your consideration in backing. It is a print and play so it has a low price point for the material it offers. The base game I received has three maps and four characters, with a sneak peek at more characters to be unlocked. So if you are a fan of arena combat games, or roll-and-writes then Montoons will right up your alley. Check out the kickstarter now.

Click...feed the addiction: 



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