What You Missed...

STARTREK-NECA_USS_Enterprise1Thanks for joining us for another week here at Theology Of Games. Here's what you might have missed... You'll soon be able to stage that Millenium Falcon/USS Enterprise battle you always (?) wanted to fight... Why? Because there's a new minis game featuring Star Trek ships and Star Wars mechanics.

We gave you a Double-Take review of Kill The Overlord—a good large group game of stabbiness—a perfect game for your Ides Of March party!

Then we interviewed David Malki of Machine Of Death fame—or infame. (I don't think that's a word...)

Dungeon Roll is crushing its Kickstarter campaign like a big...heavy thing...that crushes stuff. I need more coffee.

I was just saying to my wife the other day—as I was simultaneously watching The Walking Dead and playing Left 4 Dead 2 on my Xbox—that there aren't enough zombie things in the world right now. Thankfully, you can check out Zombie House Blitz on Kickstarter.

And finally, a game that takes the boringness of chess and adds not-boring stuff to it! Check out Loka: The World of Fantasy Chess on Kickstarter.

Hope you have an awesome weekend. We've got some fun game reviews coming up in the next couple of weeks—including The Great Heartland Hauling Company by our friend Jason Kotarski! Thanks for reading!

Loka: The World of Fantasy Chess—Bonus Kickstarter Weekly!

LokaCoverThere are so many great Kickstarter projects right now that we're bringing you a bonus campaign this week! It's Mantic Games' Loka: The World of Fantasy Chess. They're trying to raise enough money to offer four unique chess factions, based on the four elements—Water is still locked up. There are lots and lots of options and rewards—it's the sort of campaign where you can find yourself spending a lot of money before you know it. But the sculpts are pretty cool looking! It looks like it plays rather like chess—but with new and different rules. Some of those new rules include:

sculptsChoose your army - Each player get to choose which pieces they put onto the board, meaning both players command different armies on the battlefield – do you field a small but elite force with three Queens, or do you go for a mass horde of Pawns?

Fantasy Scenery – Change the shape of the battlefield with movement blocking terrain that alters the path you’ll take into combat.

Dice Driven Combat – a simple and elegant system using eight sided dice adds some unpredictability to combat, placing extra emphasis on strategy and positioning as pieces build in power with support from their comrades.

Not sure how it will all shake out, but if you're interested in chess at all, you might want to consider checking out this campaign.

Thanks for reading!

Zombie House Blitz—Kickstarter Weekly

Jeremiah Lee, designer of the award-winning Zombie In my Pocket, is back at it with a fast-playing, zombie-themed game. Zombie house cards

Zombie House Blitz is a fast-paced 2-4 player card game, in which players are trying to evacuate a house of 10 people during an invasion of zombie hordes. Each player has their own deck of cards, and are trying to help the people in their house to escape, all the while being attacked by zombies, AND having other players jump in their escape vehicles, leaving no room for them.

My first look at it reminds me (Jeremiah) of a game that some friends and I play called NERTS, which is basically Solitaire with multiple people, and everyone can use your aces in the middle of the table to play their cards and vice versa. We've played NERTS (I have no idea why it's called that) with everyone from teenagers to some of our regular party game type friends.

Zombie House Blitz puts a fun, themed spin on the game and gives you the color-coordinated decks so you're not searching for four different decks of playing cards.

It's important to note that this game is NOT going to be brought to market through the Kickstarter campaign. Their goal is to simply produce as many copies of the game as are purchased via backing the game, so if you want this one, you're going to have to back it!

The campaign is about halfway to being successful and you can get in and get your copy of Zombie House Blitz for $18. It looks like some pretty sweet stretch goals are going to be put in place as well, including hitting "like" milestones on Facebook to unlock "trick taking rules"!

You can find the campaign here, with lots of videos and images, including a gameplay explanation.

Thanks for reading!

FACEBOOK!     TWITTER!

Dungeon Roll Is On a Roll!

mimicWell, with only six days left, Tasty Minstrel Games is absolutely crushing their Dungeon Roll Kickstarter campaign. The original goal was $15,000, but they're currently sitting at just under $132,000! They've unlocked lots of stretch goals, and are close to yet another—the Dwarf Berserker. The game is only $15 shipped, which is really reasonable. In fact, I know some people who just couldn't say no to that price, and made this the first Kickstarter project they've backed. Check out the campaign for yourself. Check back tomorrow when we'll have a double dose of Kickstarter Weekly news. Thanks for reading!

Machine of Death—An Interview with David Malki

52529401f6037bebd4868af5a457e719_largeWe’re super excited to be chatting with David Malki, co-author of Machine of Death, and co-designer of the game with the same name. Machine of Death the game is currently a runaway train on Kickstarter, and we couldn’t be happier to have a chance to have some Q & A with David. David, thanks so much for taking a few minutes to chat with us!

Let’s talk about the book form of Machine of Death, and This is How You Die; tell us a little about how the books came to be, and your involvement in them.

The books are collections of short stories, all by different authors, that all share a common premise: the idea of a machine that can predict how you die. If such a machine were to exist, how would that change everything about the world we know? Every author started with that central idea and wrote a story exploring some different facet of that concept.

The original idea came from a Dinosaur Comic by Ryan North. After Ryan posted the comic, readers and fans began to speculate about the idea, and eventually Ryan decided that it’d be cool to do a short story anthology exploring the concept in more depth! Matt Bennardo and I came on at that point to help manage the task of compiling the actual anthology—we held a public call for entries, and ended up getting almost 700 submissions. Choosing our favorite 34 was a tough task, but I think the fact that the stories come from all sorts of people with all sorts of different perspectives on life makes the book diverse and really compelling!

Our next step was to shop the book to publishers. We found many who were intrigued by the idea, or even really liked it, but didn’t feel they could sell it. So we eventually decided to publish the book ourselves, and as sort of a challenge, we asked all our fans to buy it on the same day in an effort to get onto the Amazon.com bestsellers list.

On the book’s release day, we shot all the way to #1! It was pretty amazing, and I think it’s the first time an independent anthology has ever been #1 on Amazon. We discovered later that Glenn Beck (among others) had a book that came out the same day, and on his radio show he complained about not being #1, calling us part of a “liberal culture of death.” That’s hilarious and insane and it just added more fuel to the fire.

Once people read the book and fell in love with it (hooray!), we got a lot of requests from writers who’d missed the original submission window and really wanted to be involved in another volume. So we re-opened submissions, and this time got nearly 2,000 stories, from writers on every continent (including Antarctica!). We had the difficult task (again) of paring that field down to our favorite 31, and this time we decided to partner with Grand Central Publishing to bring the book to a wider market. That book, THIS IS HOW YOU DIE, comes out in July and we couldn’t be more excited about it! You’ve enjoyed some success with the book titles; how has that changed your life?

When we released the first book, it had been such a long process of compiling and editing and designing and pitching the manuscript that I actually breathed a sigh of relief: “Finally, this thing is done.” How wrong I was! It took off in an amazing and totally unpredictable way. That’s super-great because it means that people read and loved the book, of course! But it’s also been a crash course education in publishing. We’re in this weird flux period where business models are changing, and just trying to stay informed about what’s going on in the world of media is a full-time job by itself. But we’re very grateful that folks have responded so well to the Machine of Death idea and it’s given us a lot of opportunities to do fun things like hold stage shows, invite various forms of participation from fans and readers, and now, of course, make the game. None of which would have been possible without people taking a chance on the first book! How closely connected is the game to the books? It’s yet another exploration of the core concept. All the stories in both books start with the common theme, but then branch off in different directions: some stories are funny, others are sad, some are serious, some outlandish, and they cover many, many different genres. The game is essentially another spoke off of that same hub—it’s not an adaptation of any story in particular; it’s a new and different (and much wackier) take on the basic idea of “What would it mean if this machine actually existed?” Who came up with the idea to create the game? And how did you go about getting it from idea to tabletop? The basic idea was mine. In the books, the machines issue little cards with just a word or two printed on them, listing your cause of death and nothing else. We printed a bunch of them just for fun, to use as promotional materials. And when I held a huge stack of them in my hand, I had an epiphany: “This is a deck of cards!” We went through a long process of developing and testing different games, and the idea of figuring out how to make someone meet their predicted doom (in a morbid but very cartoonish way) kept coming up as the perfect game. Refining the mechanics was a long task, but I’m really happy with where it ended up! ca1b60960ae26e0ffa5cb8ab16a40cf1_largeSo, is the game more storytelling, card playing, or dice rolling? Or an even mix of all 3? It’s mostly storytelling. There is some very, very light strategy in terms of choosing what cards to play at various times, and you do have to roll a die at points, but both are just constructs to force you into different storytelling situations—you have to adapt and change your story on the fly as circumstances change. So it’s not a good game for people who like complex strategy games like Dominion, but it’s great for folks who can riff and joke around and make up outlandish stories with their friends.

Do you think we as humans are locked into a single “fate,” and will meet it regardless of our life/decisions? I think it doesn’t really matter whether we are or not, since we have the perception of free will! But part of the fun of the game (and books) is definitely that even when you think your fate is locked—for example, you receive a death prediction reading “OLD AGE”—it may not mean what you think. In the world of MOD, an old person could fall asleep at the wheel and run you down in a crosswalk, and that’d still count as OLD AGE. Is that considered fate? Who knows?

How deep did you get in the game design process? Was it a large collaborative effort, or did one person take the majority of the workload? I took the lead, but I definitely sought out the help of talented collaborators as well. People with experience in game design, people with fun senses of humor to help playtest, and of course my good friend Kris Straub to help design the visual look of the game and contribute jokes. I do think it’s important to have a single vision at the head of a project like this, where tone is so key, to be able to make final decisions on “this is how this will look; this is how that text should be worded.” But I have been trying very hard to surround myself with more talented people than me, because—especially now that the game has grown in complexity with the success of the Kickstarter—it’d be just too much for one person to handle! I’d never get it done. 248925e95ba6f9693d9c75e0ee662d81_largeHow long and how many iterations of the game did you work through to arrive with the finished product? The very first glimmers of what this game would become were developed about two years ago, in a simpler version called “Hitman on a Budget.” It was also a “creative assassination” storytelling game, using only the original set of death cards, but the game mechanics were very different, and it lent itself to long, slow-paced gaming sessions requiring lots of people, which made it hard to play on a whim. Once we decided that this needed to be a more elaborate game with specialized cards, we were able to workshop different modes of play with testing groups, and continued to iterate and playtest until Kris and I felt confident that we’d landed on the best version. He and I have played a lot of 2-player mode, too, which is something we could never do with the earlier versions (which always required at least a third to act as a judge).

Are you a big gamer yourself? What are some of your favorite board/card games of all time? I like to play party games, but I know there a lot out there that I haven’t gotten around to playing. I think in a way that’s good—I made a game that I would like, and hopefully the wider audience for party games will like it too. But I love fun card games like Fluxx and We Didn’t Playtest This At All, which is a ton of fun to whip out with a big group and get everyone playing really quickly.

How surprised are you at the raging success you’ve had with the Kickstarter campaign?

I’m just really pleased that everyone’s responding so eagerly! It’s really gratifying to see people say, “This thing you presented to us? Yeah, I like it.” That’s the best sort of praise you can get: people betting with their wallet that they’re gonna like the thing you pitched them. I’m grateful and excited because I can’t wait for everyone to get the game and start playing it!! Now we have come to what we like to call - The-five-questions-that-only-require-a-one-word-or-phrase-response-because-your-answer-will-explain-it-all part of the interview. (We really need a better name for it.)

Favorite 4-syllable word in the English language?

“Schwarzenegger”

Who shot first? Han Solo or Greedo?

This isn’t even a question. Has anybody EVER said Greedo? Favorite Hogwarts house?

I don’t think Hufflepuff gets enough love. There’s some great kids buried in there, I bet. Give them a chance! Favorite deceased author?

I’m really falling in love with L. Frank Baum these days. He wrote the Oz books, of course, but he also wrote girls’ books under the pseudonym Edith Van Dyne. He was fairly progressive for his time. Favorite Hobbit?

Milbred Thatchgrubbin. He wasn’t in any of the books, but he’s the best one of them all.

We'd like to thank David for taking some time away from his busy schedule. If you'd like to check out Machine of Death on Kickstarter you can find it here. And you can follow David on Twitter @Malki!

As always, thanks for reading, and don't forget, you can find us on Facebook and Twitter to continue the conversations!

Kill The Overlord—A Double-Take Review

OverlordDo you like card games for crowds? Do you like games with shifting-roles? Do you like manipulating a game in order to straight-up kill your friends? Kill The Overlord, by APE Games, gives you the chance to do just that in a take-that game for 4 to 8 players. Components

The game comes with:

  • 16 character role cards (two sets of 8)—These are oversized cards that are double-sided. They have a male character on one side, and a female on the other. Functionally, they're identical, but it's a nice touch to think of the women gamers (admittedly a minority) who might want to have a matching character. The artwork is done in a sort of anime style.
  • 1 execution order card—This is the same size as the character cards; it gets passed around a lot.
  • 44 plot cards—These are normal-sized cards that let you do things, such as give the Execution Card to someone else, or take the Execution Card yourself, and many others.
  • Gold tokens—Punchboard money in denominations of 1's and 5's. They do just what they're supposed to do.
  • Elimination Tokens, numbered 1 through 8—Punchboard tokens.
  • Rulesheet—It's a sheet with rules. Good info, and examples. At first I thought they were overdoing the emphasis on Giving and Taking the execution order. Then you play the game and realize there's a reason they do that...

kto_cardsGameplay

So the game starts with you taking a number of character cards—this will always include the Overlord card, and then the others will vary depending on numbers of players. The game comes with two full sets of character cards—8 "basic" ones and 8 "advanced" ones. You can mix and match them however you'd like. Each card has the character's name, a number in a shield, an amount of gold that character gets each turn, a description of that character's special power, and then the picture of the character. For example, the Squire, who is ranked #3, gets one gold per round, and his special power is that his hand size is increased by two and he gets to draw a card at the start of every execution. (He's one of my favorite characters...) The Captain is ranked #5, gets three gold per round, and when you give the Execution Order to a player, that player has to discard a plot card if able.

You deal out the roles and give everyone 5 gold. The first thing you do is draw up to two plot cards, up to your maximum hand size, which is four unless you have something that changes that.

Then you collect income (skipped on the first turn since you already have money). The higher ranked your Character Card, the more money you'll collect—up to 6 if you're the Overlord!

Next comes the Coronation phase, which is just a simple check to see if the person who is currently the Overlord has 30 gold. If so, that person automatically wins.

Then we have the Executions phase—this is when most of the game's action takes place. The Overlord chooses a character to take the Execution Order. The game makes this distinction because there are a number of plot cards and character special powers where something happens when you give the card to another player. But here, the Overlord is choosing someone to take the card—not give. It's a little hard to explain at first, but soon everyone gets what you're going for in the distinction. The player who gets the Order then tries to give it to someone else—generally through the play of a plot card. People keep playing cards and passing the Execution Order around until someone gets it who doesn't have any way to ditch it. That player is "executed" and out of the round—he or she puts their character card into the middle of the table and takes the lowest-available Elimination Token.

This continues until the Overlord is eliminated this way, which ends the round—and yes, it can happen that the Overlord is the first person killed. Once that happens, there are a few steps that determines how the character cards are distributed for the next round.

  • First, any players who were still alive at the end of the round get new cards. The highest-ranked character alive takes the highest-ranked character card on the table and places his or hers down. (This will always be the Overlord card, since the death of the Overlord triggered the end of the round.)
  • Now in descending rank order, any other players still alive do the same thing.
  • Finally, any players eliminated in the round take new characters in the same way—except now you go in order from the lowest-numbered Elimination Token up to the highest. So the first person eliminated in a round will end up with the lowest-ranked character card for the next round.

You shuffle all used and unused plot cards together and play another round. As we said before, anyone with 30 gold and the Overlord card will win. Another way to win is to be the Overlord and be the last person executed in a round. If that happens, you automatically win—though this won't happen often as the other players will work together to make sure the Overlord isn't the last person left alive.

And that's the game!

Recommendations

Youth Group Game? Yes! This is light enough—and accommodates enough people—that it would work well as a youth group game.

Family Game? Sort of! Not with our young kids, but surely when they're older. They'll need to invite friends over, though, as this is better with more.

Gamer's Game? Maybe! If your group loves lighter, take-that games, this is just the ticket. If your group likes deeper games, this can fit in as a filler—though it's a bit long for a filler.

The Verdict:

Firestone—I'll be honest. No one in my group normally likes these type of games. But every single person (other than one guy who wasn't feeling well) thought it was really good "for what it is." That sounds like damning with faint praise, but for a group of people predisposed to dislike a game, the fact that we all enjoyed it says something.

Jeremiah— There are folks I game with who really enjoyed this game; it fell right in their wheelhouse. I too enjoyed the game, but could see how it may not be for everyone.

Firestone—The components are good, especially for the price-point. One small complaint about the plot cards: There are gauntlets on these pointing in different directions to help you figure out who exactly would be affected by you playing the card. Unfortunately, the drawing of the gauntlets is super-stylized, and most people at the table (myself included) had no earthly what they were. Once someone pointed it out, it was obvious, and you realize that's really helpful. But this was definitely a case of choosing form over function, IMHO.

Jeremiah—I thought the components were well made. I enjoyed the stylized look and detail of the character cards. The male/female option is a nice touch, although some of my group noted that the anime style in which they were drawn made some of the characters look rather androgynous. But fortunately this is a purely cosmetic function of the components, and has no bearing on the gameplay itself. We also had a few folks who didn't realize that the plot cards had gauntlets on them.

kto_plotsJeremiah—I guess I would describe the game play as "light-hearted cutthroat". If you're the Overlord for a round, you can be sure that everyone else is going to gang up on you, but that's okay because you'll be ganging up on the new Overlord in the next round. It's light-hearted in that you can have a pretty good time playing it and killing off your friends without investing a lot of brainpower into strategizing your moves. Which isn't to say there aren't advantages to having a few (albeit loose) strategies.

Firestone—Light-hearted cutthroat is a great way to describe it. Yes, you're trying to kill everyone, but oddly enough it doesn't feel mean-spirited. The end game is interesting. In our game, many people had enough gold to win, so everyone was working to keep those three people from getting the Overlord card. That can be hard to do, since you can only work with the plot cards you have. One of the reasons we liked this particular version of this particular type of game was that it did feel as though you have some control over what happens. It's certainly not all luck.

Jeremiah—The plot cards act as a good equalizer. You can have a great character role for a round but if your hand isn't that great you'll probably get picked on by the Overlord until you are executed. It's important to note, that everyone starts with 4 cards. And certain roles can draw up to a higher hand limit when the time comes. We weren't too clear on that from the instructions, but a quick search on the interwebs cleared it up for us.

Firestone—My biggest complaint with the game was that it had some "Kill Dr. Lucky Syndrome"—which means that if player A is about to win, then player B has to stop that from happening. But if player B does that, he weakens his position, leaving the door open for player C to end up winning. I'm not a fan of that AT ALL, but this didn't seem as bad—possibly because you're not going strictly in seating order, but rather in rank order.

Jeremiah—Final thoughts and ratings: If you've read any amount of our reviews, you know that I'm a fan of games that involve lots of cutthroat, competitive, out-smart-the-game-AND-the-other-players elements. And this has a good deal of all of that. There are tons of characters so the replay-ability with the different combinations of characters is pretty high, and I like games that a gathering of 6-8 people can all sit down and play together. I'm giving it a solid 8 overall, for the different groups of folks that I play games with it hits a pretty wide audience.

Firestone—Final thoughts and ratings: This feels like a 7 to me. I like the variable characters, and extra characters, and I felt I had interesting decisions to make. I'll probably keep it in my bin for a while for game nights, and I think we'll pull this out when we need a filler. Will it be there 6 months from now? Not sure. It'll definitely stay in my pile of games to play with youth group or in "party" situations.

We'd like to thank APE Games for furnishing us with copies of Kill the Overlord for this review. Please check them out!

And as always we ask that you spread the social media love, by liking our FaceBook page, and following us on Twitter!

Thanks for reading!

Star Trek Gets in on the Space-Combat Fun!

STARTREK-NECA_USS_Enterprise1Trekkers rejoice! Whether you're in the Star Trek or the Star Wars fan club, now you'll have a chance to fly through space and blast your friends into space-bits. Thanks to the popularity of Fantasy Flight's Star Wars: X-Wing Miniatures Game, WizKids has licensed the movement system for the Star Trek universe. In an announcement this morning, WizKids revelaed that Star Trek: Attack Wing will come with prepainted miniatures, and will look practically identical in mechanics to the Star Wars game—including movement wheels and unique pilots to attach to each ship. They expect a GenCon release late this summer. If you're unfamiliar with the Star Wars game, you can check out our review to get an idea of the mechanics.

As always, thanks for reading!

Smash Up: Awesome Level 9000 Release Date

SU2-Box (1)Alderac Entertainment Group issued an update to their fans concerning the eagerly awaited release of Awesome Level 9000—the first expansion to last year's smash hit Smash Up! It looks like fans will just barely get their hands on the new cards by the end of this month, with a final and full release hitting in early April. From the Alderac FaceBook page -

20130308-161936.jpg

We're giving mad props to Aldrac for actually keeping their fans posted with solid details about the release date for this title. Now we don't have to pester our local favorite game store with scads of phone calls asking if it's arrived yet.

We chatted with Smash Up designer Paul Peterson about AL9K, you can read that full interview here.

And as always you can find us on Facebook and Twitter!

Thanks for reading!

Triassic Terror—Kickstarter Weekly

triassicToday's edition of Kickstarter Weekly features a new game from Eagle Games: Triassic Terror. It's an area-control game where you're competing for the best habitats. From the Kickstarter page: "Triassic Terror is a highly interactive game in which players compete for the best habitats. The better the habitat the more Victory Points (VP) you earn for occupying it. Ownership of a habitat goes to the player with the greatest number of Dinosaurs (Dinos) present, so the heart of the game is all about growing your herds, making new herds, and migrating your herds to new uninhabited lands with the best habitats. Competition for habitats is fierce, and if outnumbered your Dinos may become extinct." The game comes with:

  • Prehistoric Island Game Board
  • 6 each of Player Dinosaurs + T-Rexes + Scoring Markers
  • 1 Game T-Rex + 2 Velociraptors
  • 1 Pterodactyl Token
  • 1 Turn + 1 Start Player Marker
  • 12 Volcano + 12 Hatch Counters
  • 1 Set Up and 3 Player Aid Charts
  • 120 Wooden Dino Meeples
  • 78 3-Dino discs
  • 6 Action Tiles
  • 28 Environment Cards
  • 1 Rulebook

The game still has 15 days to go, and it's only $3000 away from funding. The buy-in is pretty expensive, but it looks like you get a TON of stuff in the box. And some of the advance buzz is pretty good. One Boardgamegeek user who has played the prototype version said, "Without doubt this is the most interesting area control game I have played..." Check out the campaign for yourself. And as always, thanks for reading!

We're Back! Plus, International TableTop Day...

Resistance at the hotel Starbucks... Well, we're back from Indiana, and trying to put out fires and get caught up. It was so busy that we only had time to play a couple of games of The Resistance: Avalon—at 1 in the morning at the hotel Starbucks. But at least we got to play!

Anyway, the big news in the gaming world is that Geek & Sundry's hit YouTube show TableTop has announced International TableTop Day, on March 30, 2013. This seems like merely an excuse to get together and play games—which we're fine with. It's a celebration of the 1-year anniversary of the show. Some big publishers are offering promotional materials for the event, so hit up their Web site for the details and to find an event near you...