The Wait is Over...Almost. Race for the Galaxy Expands!

The super-long-awaited fourth expansion for Race for the Galaxy is nearly here! Rio Grande has announced a December 2012 release for Alien Artifacts. The expansion will change the trajectory of the game and will not be compatible with the three previous expansions of the title.Rio Grande has also scheduled Roll for the Galaxy—the obligatory dice version of the successful title, that's been rumored for years.You can check out the official Rio Grande page for Alien Artifacts right here. Thanks for reading!

What You Missed

It's been a busier week than usual here at TOG; here's a quick look back at this week's posts! Monday's news: Or maybe this wasn't really news, but we brought you a little more info about the new reboot of Wizkids Pirates of the Spanish Main.

Tuesday we brought you a special Election Day review of Pixel Lincoln!

Wednesday we didn't have an interview for you, but there was some exciting news about the new data pack for Fantasy Flight's Netrunner.

Thursday's Kickstarter Weekly this week featured Lost Legends.

And today we brought you a bonus review, which is also our first Double-Take Review, of the Kickstarter project Ruse!

Thanks so much for reading; feel free to write us if there are any games you'd like us to review.

Have a great weekend!

A Double-Take Review: Ruse

- by Firestone and Jeremiah Earlier in the week we were both sent advanced copies of Bonsai Games' latest endeavor, Ruse—they're Kickstarting the game in collaboration with Game Salute's Springboard program. So today we're both giving our thoughts on the game in this Double-Take review of the steampunk, who-dun-it.

The game takes place in the very steampunky Victorian city of St. Sebastian. A murder has taken place, and the players spend the entire game pointing fingers, placing blame, and weaving convincing tales so as to prove their innocence, and find the true killer.

The Game Play—The actual game itself is quite simple. The deck is based on a traditional 4-suited deck of cards. Two suits are accusations (split into 3 types: motive, method, and opportunity), and two suits are alibis. Each player chooses a character card,  is dealt five cards and the game begins. On their turn players draw a card and then performs one of the following actions: Play an accusation, provide an alibi, or simply discard. If a player cannot provide an alibi, once per game they can turn their character card over to a portrait that has pretty shifty eyes, and simply cover up an accusation... If you have a number 9 accusation in front of you, the only thing that can get rid of it is the 9 card from one of the two alibi suits. So hand management is fairly important here. Do I save that alibi for myself? Which card should I discard? They might want that one! But if I put that accusation on top, they'll just draw it right away and play it on me... The game is full of interesting decisions on how to manage your hand and discards.

End Game—The game ends when you've figured out "who-dun-it," and that happens when, at the end of a player's turn, that player has one of each accusation type played on them, and can no longer provide an alibi for any of them. That player is then given the spotlight to tell their tale, and why they had no choice but to do the dastardly deed.

Our thoughts:

Jeremiah—The mechanics of the game are ultra streamlined—they seem well-thought-out and tested. When I read the instructions, I thought for sure it was going to be a pile-on-the-weakest-player situation, and it almost never got to that.

Firestone—Our game got to that a little. Two of the four suits are for accusations, and in our 4-player game, three people had one of those suits in front of them, and I had the other. I think because I was all alone in that suit, it made it easier for me to be a target. I don't blame them; they smelled blood in the water and came after me. Surprisingly, I was able to fend them off and not lose.

Jeremiah—The game takes its charm because of the storytelling aspect, and the steampunk world it is set in. The meat of the game lies in the fact that instead of just simply trying to play 3 accusations in front of someone, the whole time players are telling a tale of lies and deception while trying to pin the crime on everyone but themselves.

Firestone—That was my group's favorite part. There was a lot of smiling at the table as someone would happen to pull just the alibi they needed for an accusation in front of them, and they could dramatically say, "Ahhh! You may have thought I was the last person to be seen with the victim [throws down just-drawn alibi], but in fact, she was seen alive afterwards, so it couldn't have been me!" Truth be told, there were a few cards our group thought didn't make a whole lot of sense. For instance, I'd been Exposed As a Fraud, and then later I played the alibi Sold Out. I have no idea how selling out was an alibi for being exposed as a fraud—and I certainly didn't have a chance to think of it in the middle of the game. So I just kind of awkwardly played it down, read the card, and we moved on.

Jeremiah—The art is super cool, I'm a fan of the steampunk look in a lot of things. It brings back fond memories of the old Max Fleischer Superman cartoons in that retro future-y Magnetic Telescope kind of way.

Firestone—Love the art. I was a fan of steampunk before it got popular—anyone else love Tim Powers' The Anubis Gates? Awesome book! Anyway, the art is great, and goes a long way to keeping the morbid theme from being too dark.

Final Thoughts -

Jeremiah—This is a game where the players truly make it or break it. It's a great game for those who are creative souls but maybe aren't hard core gamers yet. Even with the potentially dark subject matter of the game, it never got too creepy to me. Even the opportunity card "Victim's Medium" was played off as cheesy, with the medium character obviously wearing a false nose. We had some really good laughs, coupled with pretty tense moments during the games we played. It's a game that does what it set out to do very well!

Firestone—As I said, my group of hardcore gamers liked the storytelling aspect a lot. And while there are some interesting decisions to be made, they felt it was a little light for their taste. But I'm SURE I'll be bringing this out with my family over the upcoming holidays. It's light enough that it won't put them off with heavy rules, but still full of decisions and luck and fun and storytelling and creativity. My biggest concern is that—with only two accusations and two matching alibis—stories will quickly start to look just like they did last game. Still, this is a fun game for families and nongamers (and the occasional filler for gamer-groups).

Thanks to Bonsai Games and Game Salute for sending review copies, and thank you for reading!

Lost Legends — Kickstarter Weekly

This week's Kickstarter project comes to us courtesy of Mike Elliott—designer of such great games as Thunderstone and Quarriors...and the far-less-great game Sword & Skull. Lost Legends is a card-drafting game from Queen Games for three to five players. You'll get a hand of cards, and choose one to equip your character or use the cards for new traits and abilities. Then you pass the leftover cards to the next person, and you'll get a batch from the player in front of you. Lather. Rinse. Repeat, until the cards are gone. Then you start kicking some monster butt—or the monsters start kicking yours...

From the Kickstarter description: At the beginning of your turn, if you do not have a monster in front of you, you must encounter a new one.  You can choose to take on the face-up monster in the middle of the table... or you can draw the top card from the monster deck.  If you don’t think it’s a good idea to fight this monster, and another player also does not have a monster in front of them, you can evade that monster and it will attack them.  But, if you do this, you then must take on the next monster from the top of the deck.

The monsters get stronger as you go through the rounds—and after three rounds the game is over. The warrior with the most points, wins.

The project has already blown past its goal, and the stretch goals include gobs of new monsters, and some new heroes, too. It sounds fun—and the artwork is way cool.

If you have a Kickstarter board game you'd like us to highlight, please contact us. Thanks for reading!

Third Expansion For Netrunner—First One Still Not Available

So we don't have an interview this week, but we're working on a couple cool ones, so stay tuned. In the meantime, Fantasy Flight announced Cyber Exodus, the third expansion for Netrunner—which would be more exciting if the first one was available yet. Aww...who am I kidding? It's still exciting! I (Firestone) have played Netrunner a few times now, and it's pretty stinking fun. I'm working on the review, and I should have it in the next week or so.

4 Score and 8 Bits Ago - A Pixel Lincoln Review

- by Jeremiah A few weeks ago we interviewed Jason Tagmire, the mastermind behind the eagerly awaited Pixel Lincoln, the sidescrolling, deck-builder of presidential proportions. Shortly after the interview we were sent a prototype copy of the game to review, so here it is, our review of Pixel Lincoln.

The Setup - The setup of the game is unlike most deckbuilders. Instead of simply creating a pool of cards that you'll choose from, you're also deciding which baddies you'll face. The game consists of two levels, each level consists of a deck of cards that includes items, secret items, enemies, characters, checkpoints, a mini boss, and a boss. Once you've compiled your two levels the decks are set to the right and the first five cards are revealed making a row from left to right. Players then choose which level they will start on by placing their Lincoln meeple to the left of the first card of the level. Players are then given a starting deck of 10 cards (five starting movements, and five starting weapons), and a player # card with 2 life cards that are placed underneath it; then each person shuffles their decks, draw 5 cards from it, and the game begins.

Game Play - On a turn players decide whether to use their cards in one of two ways: by equipping them, or using them for money. If the card is equipped, the player gains the attack power, the action/movement, or special ability of the card. If they choose to spend money, they gain the money value of the card. By spending money you can collect a card in your level that is a movement or item/weapon and add it to your deck. By equipping weapons or movements you can defeat or jump over enemies as you move through the level. Defeating an enemy places that card in a score pile, and usually triggers a favorable action for the player who defeated it... Usually. Players move along the level, and as soon as one player's Lincoln makes it to the level's draw deck, any cards that are behind all of the players in that level are discarded. The leftover cards are moved back, and more cards are then revealed. This accurately and nostalgically represents the side-scrolling of those great video games we grew up with.

End Game - As you hit the three checkpoints in each level, they trigger certain game effects. Each checkpoint allows players a few options, such as drawing an extra card, exiting the level, or culling a card to their score pile. When the second checkpoint is reached, it's replaced with a mini boss, and when the third checkpoint is reached it's replaced by a boss. Defeating the boss on each level ends the game. Players then count their scores.

Winning the Game - Each card has a point value in the lower right-hand corner, as well as a suit along the bottom left. At the end of the game players count up their score from the score pile, as well as their player deck. If they've collected characters along the way, and if they have cards that match the required suits, those characters will also award additional points. This works well because players who don't beat the bosses still have a good fighting chance to win the game!

My Thoughts - What a fun romp! The feeling of actually playing an Old School side-scroller is seamlessly fused with the deck-building mechanics of some of today's great games. Pixel Lincoln manages to bring together some of the best elements of my present day pasttime and my youthful social awkwardness!

The art and universe of the game are unique, original, and full of quirks. It seems completely normal that President Lincoln would be battling puking turtles, luchadors, plague doctors, and laser sharks, with weapons like chicken cannons, sausage link whips, and beardarangs. I mean...why not? The full version of the game includes a level editor, which should be very, very handy. One playthrough we noticed that the two levels weren't very balanced, and if you were stuck in level two, all the good cards were going to the players in level one. I also see a lot of room for expansion in this game; I would love to see more, and different types of, abilities and triggered effects on the enemy cards as they are defeated. At the end of the day, Pixel Lincoln is not the most strategic of card games, which levels the playing field in a way—players are at the mercy of the levels and the cards they have at hand. But it's still fun to play! Here's to hoping you've got enough fire power, because don't look now, that luchador is throwing a hot dog with the works at you!

You can now pre-order your very own copy of Pixel Lincoln right here.

Thanks for reading!

Pirates of the Spanish Main?

By Jeremiah So I don't know how this slipped by my radar, but in late august Wizkids snuck out their reboot of the Pirates of the Spanish Main, in the form of a card game.

The original version of the Pirates franchise was based on the construction of tiny little pirate ships and setting up your entire table as the board on which you played. Many of those ships are still setting sail atop my monitor, even as I type! It is truly one of my all time favorites in the world of "dead games".

The new game hit stores in late August/early September, and unfortunately for the Pirates: OTSM franchise, hasn't seemed to make a big splash. The game play is advertised as  a secret bid system, where players play cards to help your sponsored captains achieve success without letting everyone know who you are secretly sponsoring. The cards feature artwork from the many releases of the original.

So, has anyone played this? Why didn't you tell me about it? Let us know what you think!

Thanks for reading!

What You Missed

It's been a pretty eventful week here at TOG! As always, we thank you for reading, and hope that you continue to enjoy the content we work to bring you! Here is your one-stop shop for all things TOG for this week!

Monday's news: The wait is over, Mice & Mystics is here!

Tuesday's review: Jeremiah attempted to solve the Impossible Machine. And we also brought you news about another Ticket to Ride map.

Wednesday's interview: We had a nice chat with Levi Mote and Sarah Sharp, the co-designers of Ruse, the steampunk who-dun-it card game.

And Thursday's Kickstarter Weekly: Featured Levi and Sarah's Ruse!

Be sure to check back in next week as we bring you more exciting news, reviews, and interviews from the gaming world!

Have a great weekend everyone!

Ruse -- Kickstarter Weekly

If you read our interview with Ruse's designer's yesterday, you know they had a desire "to design a murder mystery game that went beyond deducing what was in an envelope." Ruse is that game. It plays from 3 to 5 players—ages 12 and up—in 30 to 45 minutes. They designed it using a standard 54-card deck (but with cool steampunky pictures), so they're seeing it as a gateway game, too. Many people don't have a desire or the patience to learn a whole new batch of cards, but since this game uses a "standard" deck, they might be more willing to jump in and try it. In fact, they're even including the rules for the Victorian-era card game Whist.

The Kickstarter page says: Players take turns making Accusations of Method, Motive, or Opportunity against each other or providing Alibis to counter those Accusations. You must remember what has been played and craft your Accusations well to pin the murder on another player.

Sounds like it'll be a fun storytelling, whodunit game. Jeremiah and I should be getting our pre-production, review copies any day now. We're going to give this a whirl once we do, and we'll have our reviews up ASAP. In the meantime, you can go check out the Kickstarter campaign—they're already close to being funded!

Interviewing Ruse designers - Sarah Sharp and Levi Mote

Bonsai Games has partnered with Game Salute's Springboard program to launch their first major release, Ruse. Today we take a few minutes to sit down with Ruse's designers and co-owners of Bonsai Games, Levi Mote and Sarah Sharp.

Sarah, Levi, first of all thanks so much for taking some time from your schedule to answer some questions for us! Can you tell us how you decided to work together on RUSE?

LM - Thanks for taking the time to talk about Ruse with us. It really is one of the most special things we’ve ever collaborated on.
We’ve been a couple as well as co-owners of Bonsai for 4 years now and we work together to one degree or another on every project we tackle; games, stories, screenplays, etc…
SS - I will also thank you Jeremiah for wanting to talk with us. We’re always excited to share our games with anyone who’s interested.
In addition to what Levi has already said, we’re very lucky that we collaborate so well and that we share the same passions and interests. It really is a perfect partnership both personally and professionally.

So, whose brainchild was RUSE? And how did the idea first comes to you?
LM - Growing up, my mother’s favorite board game was always Clue. One day Sarah and I were having a conversation about what we liked and didn’t like about that game. I wanted to design a murder mystery game that went beyond deducing what was in an envelope. The best part of Clue is in choosing what to show the other players and using what you know about other people’s cards to deduce what they have learned from a guess. We decided that the most fun way to convey a murder mystery was to allow the players to make accusations against each other and keeping the truth about the murder a mystery right up until the very last card played.

SS - Let’s be completely honest here…Ruse came from an early morning conversation while Levi was in the shower and I was doing my hair. He had been thinking about Clue and we just got to talking. By the time he was toweling off we had the basics of the game laid out, along with a few mechanics. It’s been a very fun and relatively easy endeavor ever since.

Levi, Ruse is not your first game design; is Ruse the first title you’ve co-designed? How was this experience different than flying solo?
LM - I’ve designed several games and as the super-supportive-love-of-my-life she is, I’ve always collaborated with Sarah to some degree. This game in particular was much more a partnership as we worked out the nuances of a storytelling game. Ruse, more so than most games, had to be more than a collection of mechanics; it needed to evoke a feeling of having your back against the wall and scrambling to pin the murder on someone else before it got pinned on you. As a writer, evoking that feeling from the audience is more along her line of expertise.

Sarah, if I’m incorrect, please tell me, but this is your first experience in game design; tell us a little bit about the experience and working with Levi.
SS - Well, I’ve been exposed to game design since Levi and I got together. I’ve seen all the steps from an outside point of view and have always been, along with a few close friends and family, a sounding board for ideas as well as an avid play tester. This was the first game I’ve really been able to get my hands dirty with and have loved every minute of it. Levi is very gifted when it comes to thinking up premises and working out mechanics. I love being able to come in and help him flesh out story elements and the like.

What is your favorite element of the game?
LM - I love that you don’t know who will go down until the last card is played. I love that even in losing you get to be a star and give your dramatic explanation of why you had to do it.
SS - I love the interaction between players and how they really get into the descriptions on the cards. I also love the versatility of the cards themselves. Since Ruse is built on a traditional 54 card deck (Jokers included) it’s easy for anyone to pick-up and can be a “gateway” game for those who aren’t hard-core gamers. I’m also a sucker for Kelly’s art…it’s amazing.

Give us your top 3 games and why?

LM - Twilight Imperium 3rd edition – Epic 4x game

Ad Astra – Extremely underrated resource collection game

Risk – Secretly I want to rule the world.

SS - Rune Wars – It’s totally epic and I love fantasy.

We Didn’t Playtest This At All – We just got this and it’s so addictive! Always looking forward to playing it!

7 Wonders – The scoring is crazy, but the mechanics are stellar.

I just wanted to note that a top 3 isn’t fair…a top 20 would’ve been more like it!

Ruse is a game of accusations; ever accuse anyone of a murder? How’d that work out?
LM - Who told you about that?!? The FBI said the Witness Protection program was airtight!
SS - Look, that’s not something we like to discuss. It was a very dark period and details are a little sketchy. Next question…

Tell us a little bit about the relationship between Bonsai Games and Game Salute; how did the two come together on Ruse?
LM - I approached Game Salute through Springboard. I was looking at self-publishing some games using Kickstarter for funding and I kept seeing these “Springboard Approved” games funding successfully. I emailed them and got a reply from Dan Yarrington to call him the following day. Dan left a meeting to take my call and we talked for over an hour about why we loved games. They looked through our portfolio and picked Ruse as a project they wanted to get involved with.
SS - Yep, what he said. Oh, I will add the Game Salute has been awesome and that it was wonderful to see Levi be able to concentrate on just designing great games and not suffer the headaches of production and distribution anymore.

At the end of the day, when all the games are back on the shelf, what matters most to you?
LM - Family, I think we all define what that word means to us in different ways. Games bring families together and if we can help do that even one night a week; I’m doing work I can be proud of.
SS - I second that notion, except I would add friends to the mix too. There is something about face-to-face interaction around a game table that just makes life better. Like Levi said, it brings our family together and we have met amazing people through sharing this hobby and in return have made some really great friends and made other friends into family. It’s incredible, really.

Ruse will be crowd-funded through Kickstarter; what would you say to a potential backer who may be on the fence right now?
LM - There are few things cooler than watching multiple generations play a game together and this game appeals to multiple generations.
SS - Get off the d**n fence and pledge already! We’ve play tested this game with hard-core gamers, people who hate games, even random people in airports! Everybody loves it and you will too. Do yourself a favor and get two or three copies, because someone’s going to “borrow” your copy and it’ll never come back. Yeah, it’s that good!

Now for our favorite feature of the interview: Answer the next questions with a single word or phrase! Your answers will speak for themselves!

Dr. Strangelove or Dr. Who?
LM - Dr. Doom
SS - Dr. Who

Who wins the fight, a Jawa or an Ewok?
LM - Jawa
SS - Ewok – they won the Battle of Endor!

Favorite artificial flavor?
LM - None!
SS - Blue Raspberry

Favorite viral video?
LM - Cat-Jump-Fail
SS - Gangnam Style (thanks kids!)

Frodo or Bilbo?
LM - Bilbo.
SS - Bilbo

We would like to thank Levi and Sarah for taking some time to chat with us about their upcoming game! You can check out their Kickstarter campaign here! Check back for a review soon!

As always, thanks for reading!