Do You Let Your Kids Win Games?

mojo the helper monkeyby Firestone This weekend Son The Elder and I were Home Alone. My wife and Son The Younger were in Arizona for the weekend, so we did Guy Stuff: ate at Smashburger, watched Star Wars Episode II (his idea—he hadn't seen it yet), worked in the garage... It's amazing how quickly the house starts to look junky without my wife's vital influence on keeping the slow tide of chaos at bay. I kept imagining that episode of The Simpsons where Homer gets Mojo the helper monkey, and Marge walks in to find Mojo's been changed into a lazy, diaper-wearing sluggard. But I digress...

So we also broke out the DC Comics Deck-Building Game—[sarcasm]what a terrific name![/sarcasm] Despite the awful name, it's really lots of fun—expect a Double-Take Review shortly! It was his first deck-builder, so I was explaining the overarching idea behind those, and helping him by playing the hand open every turn and talking through things. Then on my turn I found myself making a few suboptimal moves—not all the time, but some of the time. If I knew he really wanted to get one of the cards in the display, for instance, I wouldn't buy it. Or I might forgo buying an extra, low-VP card if I had the chance. I was telling myself I was trying to make a better deck, but I think I was also trying to "short myself" a couple of VPs, hoping it would make the difference in him beating me.

Well, combine my play with him getting cards that allowed him to destroy some of the crappy starting cards, and he whooped me—well beyond the "padding" I'd given him. I was fine with that, because he's at an age where losing a game adversely affects his opinion of it. Will I play that way every time? No. But I wanted him to have fun, and winning helps him have fun.

So was I wrong to do that? I know there are people who are MERCILESS when they play their kids. I just kind of ramp up to the MERCILESS...

What about you? Crush them? Let them win? Somewhere in between? Chime in!

What You Missed...

MontrealThanks for joining us this week at Theology Of Games. Here's what you might have missed... We had a chock-full Kickstarter Weekly post.

Then we got word that the worker-placement game Tzolk'in is getting an expansion.

Then Jeremiah took us on a trip to his adolescence, and the joys and pains of Doctor Who.

Then Firestone talked about his love of expansions, and whined about bad expansions.

Then we brought you a review of the game Coup, which is up on Kickstarter, cheap, and lots of fun!

And finally, we shared the latest episode of TableTop, where they play The Resistance.

Thanks for reading, and we'll see you next week!

TableTop Joins The Resistance!

ResistanceBy Firestone A number of months ago we told you about TableTop, Wil Wheaton's Internet board game show. Well, the latest show has them playing my favorite game: The Resistance. If you've wondered what is so great about this game, this is a great chance to watch a group of people actually playing. You'll see paranoia, accusations, mistakes, subterfuge, and all of the others things that make me love this game so much—and they aren't even particularly good at it! Be aware: They do occasionally curse. Some of the "big ones" are bleeped out. Others aren't.

[youtube https://www.youtube.com/watch?v=g_QRczGzXqw]

A Review. Of Coup. For You.

coupcoverBy Firestone Lately I've found myself getting completely hooked by small games with big gameplay. The Resistance. Hanabi. And now Coup.

Components

  • 15 cards—five characters (Duke, Assassin, Captain, Ambassador, Contessa) repeated three times.
  • Summary cards
  • Money

Now, there are a few different printings of this. The components might be slightly different—and the art is certainly different—but that's what you'll be playing with.

Setup

  • Place the pile of money in the center of the table.
  • Give each person two dollars.
  • Have each person draw two cards, look at them, and place them facedown in front of them.

Gameplay

Coup is a game where you're influencing important people to help you do your bidding, and decrease your opponents' influence, until you're the last person standing. It's a little tricky to explain (those summary cards that come with the game are really necessary), so stick with me. On your turn you can do one of four things—the last thing has some sub-things...

  1. Collect Income—which means taking one coin from the bank. Nothing can stop you from doing this or affect this in any way.
  2. Collect Foreign Aid—which means taking two coins from the bank. Why would someone Collect Income when they can Collect Foreign Aid? I'll tell you in a minute.
  3. Coup—Pay seven coins and launch a coup against an opponent. That opponent chooses one of their facedown character cards and discards it faceup. Nothing can stop you from doing this or affect this in any way.
  4. Use the Special Power of a Character—Each character has a special power, and you just do it.

The Duke allows you to take three coins from the bank.

The Assassin allows you to pay three coins to kill another player's character card.

The Captain allows you to steal two coins from another player.

The Ambassador allows you to draw two character cards from the deck, exchange one, both, or neither of the drawn cards with the character cards you already have, and then put two cards onto the deck.

The Contessa doesn't get an action. (But she gets other stuff. Hang on.)

coupcardsWhat's interesting is that you don't have to actually have that character card to do the Action... You can bluff your way into any action. So maybe I have the Assassin and the Contessa in front of me. When it gets to my turn I can say, "I'm going to take three coins, because I have the Duke." And that's just what I do. Unless...someone calls my bluff. Anyone at the table can say that I'm lying. If that's the case, one of us is losing a card. If I'm bluffing, I have to admit it, turn one of my character cards faceup, and I'm down to one "life." (You're out of the game when you have to ditch both characters. You've essentially lost your ability to influence people anymore, so you're thrown out to the dogs. Or something.) If I was telling the truth, I show that do actually have that character, the person who wrongly accused me has to ditch a character card, and then I get a new one: You place the card on the pile of remaining cards, shuffle them up, and draw one. It might be the one you just got rid of, and your opponents have no idea. That's one of the great things about this game.

In addition to Actions, some of the characters have a Blocking ability.

The Duke blocks someone from collecting Foreign Aid. (Which is why you might want to just Collect Income rather than Foreign Aid.)

The Captain blocks someone from stealing coins from you.

The Ambassador also blocks someone from stealing coins from you.

And the Contessa blocks someone from Assassinating you.

Again, someone can claim they have a blocking character even if they don't. And again, unless someone calls the bluff, the block happens. The last person with influence (a character) wins. The game is layered and tense and...poker-like, in a way. It's also very simple and elegant.

Recommendations

Family Game? Maybe! Certainly not until they're older. Even then, I'm not sure this is something my wife would want to play.

Youth Group Game? Possibly! It would depend greatly on the group.

Gamers' Game? Definitely! Coup is a terrific gamers' game—especially if your group likes games such as The Resistance.

Final Verdict

The first time we played this, we played it five times in a row. And that was in less than an hour. I will say that this wasn't good with six players, IMO. There was too much information on the table toward the end--because so many characters were discarded--so it slowed down as people tried to figure out who their opponents might still have. Four players felt good, and some people said they thought it might be best with five.

We also had a situation where three people were left, and all three had one character left. On one person's turn he was going to Coup someone, but whichever opponent he didn't kill would just kill him. So he was essentially in the position of deciding who won. Blech. That was my only complaint.

I like Coup a lot, and I can't wait to get my hands on a copy. It's not going to replace The Resistance, but for a change-of-pace filler it's just completely awesome.

So where can you get your own copy? Well, Indie Boards and Cards has a Resistance-themed Coup up on Kickstarter right now! It ends in two weeks, and it's way overfunded. And the best part? It's only $15 shipped. Check it out.

Thanks for reading! And make sure you check us out on Twitter, Facebook, and now Instagram!

When Expansions Go Bad...

MontrealBy Firestone I love expansions. LOVE THEM. Sometimes they can "fix" some of the problems that emerged in a game when it first came out. Sometimes they can just breathe some new life into a game that has grown a little stale. Sometimes they allow more players to play the game (although this is rarely a good thing, IMHO).

Age of Steam is a good example of a game ripe for expansions. Awesome base game, and the expansions are just maps. Maps of new areas—real and imagined—with new and interesting rules and mechanics. Does it always work? No! (cough*Golden Spike*cough). But when it does (Montréal Métro, for instance), it makes me love the base game even more... (Power Grid also benefits from more maps.)

Card games are a natural fit for expansions. Thunderstone, Nightfall, Netrunner, and Lord of the Rings all benefit from just more awesome stuff to add!

Pandemic's On The Brink added some significant gameplay changes—including someone playing as the baddie! Those are the most risky expansions, because they have the potential to be awesome or terrible.

PrincesBut sometimes expansions are just...awful. The first one that springs to mind is the expansion for The Princes of Florence. Now understand: For years and years and years Princes Of Florence was my very favorite game. It was only recently eclipsed by The Resistance, due to the sheer amount of fun I've had with it. So I was excited to play with the expansion that came in the Treasure Chest (one box that had 10 expansions for six games). It. Was. Horrible. Our one and only game using the expansion took 4 hours. 4 HOURS!! Toward the end of that game, the expansion made me hate Princes Of Florence. Any expansion that makes me hate my favorite game is bad, bad, bad.

Another bad one was the Necromancer Island expansion for Small World. This was a freebie giveaway promotion, so I think they felt they could experiment a little. It's lame. It forces the players to cooperate against the Necromancer player—which doesn't really work well in the framework of the game. But beyond that, those who do work to fight the Necromancer are in a worse position that those who don't. Blech. It's going for ~$30 on the secondary market, thanks to completists who didn't get it when it was free and want a copy now. I'll happily part with my copy for that price...

So what are some of your favorite expansions? And what are some that fell flat for you?

Thanks for reading! And make sure you check us out on Twitter, Facebook, and now Instagram!

A Diversion Through Space and Time...

- by Jeremiah tumblr_ml2gx5KGPU1rzswzyo1_500Unless you have exactly zero friends on FaceBook who are the least bit interested in science fiction or more specifically Doctor Who, you are probably aware that today is "Impossible Astronaut Day." A day in which Doctor Who fans are planning on putting tally marks on their arms, legs, faces, wherever, marking how many times they saw "The Silence" and forgot about it.

I'd just like to say to the world of Doctor Who fans who will take part in this national nerdy holiday: "You're welcome." "You're welcome?" you say, Yes, let me explain.

You see there was a time not so long ago, and not so far away, when the mainstream culture of our country frowned upon, nay mocked, the likes of people who knew what a T.A.R.D.I.S. was, who carried air pressure gauges around as if they were Sonic Screwdrivers, and kept terms such as Gallifrey, The Time-Space Continuum, and EXTERMINATE (said in an obnoxious robot voice) in their vocabularies. It was a dark time in our nation's history, when admitting in a public setting that you enjoyed British science-fiction, produced on shabby, wobbly sets, with terrible special effects, and very low production values, was not only met by blank and quizzical stares but also accompanied by ridicule, wedgies, and many other forms of mental and physical abuse, from the "cool" kids.

whousa10Doctor Who was so frowned upon by culture that you had to watch it on PBS, and you couldn't walk into a mall store, or any store for that matter, to pick up any type of merchandise bearing a Doctor Who logo, or a blue police box. The only way to procure such items was through a pledge drive on PBS, or to brave the danger of public shame by going to "Doctor Who U.S.A. Tour" which was a roaming exhibit of props and costumes from the show that toured cities that were home to PBS stations that aired the series.

The Doctor Who U.S.A. Tour trailer, sadly found in a scrap yard about 12 years ago. I went through this trailer in 1986.

Like anything else in the world, adversity tests our devotion and the new generation of Who fans, have countless fans of previous generations to thank for sticking to their guns, facing the laughs and ridicule of peers, and supporting a fun show that they saw as creative, and inspiring. Without the older generations shows like this would have died out and never been reborn, and the pride with which we wear the badge of "nerd,""dork," or "geek" today would still be subject to the frequent wedgies, name calling, and demeaning treatment of those dark days known as the mid to late-80's.

usabrochureSo go ahead, post all the Doctor Who references you want on Twitter, FaceBook and across the internet! Just please don't forget those who have gone before you—in a time when Daleks didn't fly, the Doctor drove a canary yellow roadster named "Bessie," and Sylvester McCoy wasn't known for playing Radagast, so  place an extra tally mark on your arm for your forefathers. And never forget your history, because some moments are fixed points in time and cannot be altered.

Thanks for reading and taking this diversion with me! Check us out on Facebook and Twitter, and now you can find us on Instagram too! Post your tally mark photos on Instagram and tag @TheologyofGames, we'd LOVE to see them!

 

Tzolk'in is Gett'in an Expans'ion!

Obviously a prototype... My (Firestone) favorite game of last year was Tzolk'in—a fascinating worker-placement game with a cool set of gears in the middle of the board. You can read my review right here.

Well, a report out of The Gathering of Friends—an exclusive, invitation-only week of boardgaming in New York—has revealed that there's an expansion in the works. I can't wait!!

  Get your copy of Tzolk'in on Amazon here.

Kickstarter Weekly

Welcome to Kickstart Weekly! We're toying around with the schedule for this post so today, you get it on a Saturday! Enjoy! coupCoup - The Resistance - Indie Boards and Cards is currently launching a Resistance themed version of Coup, a card game of bluffing, and deception! If you've been reading TOG for any amount of time you know that we're big fans of The Resistance titles and are looking forward to yet another addition to the franchise! Check out the campaign here, you can jump in and get a copy of the game fairly inexpensively!

 

 

galactic strikeGreater Than Games - Galactic Strike Force: The Cooperative Deck Building Game The same folks who brought you Sentinels of the Multiverse are bringing you another deckbuiler, this one is set in a sci-fi universe in which players are working together towards a common goal. The game looks cool, and GTG has a great track record of bringing quality games to market. Follow this link for their Kickstarter Campaign.

 

 

galaxy def gameboxAres Games - Galaxy Defenders, a co-op miniatures game. Another sci-fi co-op game, this time using miniatures players will fend off an intergalactic invasion! The miniature prototypes displayed on the campaign are looking slick! We don't usually cover miniatures games, but this one looks like it breaks out of the typical genre box. You'll find out more right here.

 

 

 

PL-Bicycle1Pixel Lincoln Playing Cards Funded!! Our good friend Jason Tagmire and his pixelated pal along with the good folks over at Game Salute, have done it again, the Pixel Lincoln themed Bicycle deck has funded and they managed to knock off a few stretch goals along the way! Congrats, to Jason, Game Salute, and Pixel Lincoln! Find out more here! And read our most recent interview with Jason here!

 

 

52529401f6037bebd4868af5a457e719_largeFollowing up: Machine of Death -

This game crushed it's campaign bringing in over half a million! A big congrats to David Malki and the gang for hitting another home run with their twisted concept of fate, and death. Best of luck! See what the hub-bub is about right here! And read our interview with David right here.

 

 

Thanks so much for reading, and have a great weekend everyone! If you want more fun and info from TOG check us out on Facebook and Twitter!

What You Missed...

What more could you ask for in a week of posts? Three reviews, an interview, and a ton of news! #boom Specifically...

spacesheepcoverWe shared news of the interesting-looking Space Sheep, a real-time customizable cooperative game from Stronghold Games.

Then I talked about Grail games a little bit—and how I was recently able to snag one of the games at the top of my Grail list. Update: I talked about moving to the next game—Magic Labyrinth—and I found a copy of this out-of-print gem for $34 shipped. Awesome!

Then we talked about yet another expansion for the hit game Battlestar Galactica: Daybreak.

Review #1 was a Double-Take Review of Reverse Charades. Spoiler Alert: We loved it.

Then we broke some news about another Smash Up expansion, sweet tiles for The Star Wars X-Wing Miniatures Game, and Mayfair's Facebook contest—which we didn't win... :(

Then we interviewed Randy Hoyt and Tyler Segel from Foxtrot Games about their upcoming game Relic Expedition.

Review #2 was The Crazy Creatures of Dr. Gloom.

And finally, Jeremiah gave us his first impressions of the print-and-play copy of Relic Expedition. Once I get a chance to play it (I've been ridiculously busy!), we'll have a proper back-and-forth on our thoughts.

Have an awesome weekend. We'll see you next week!

Relic Expedition—A Preview to a Review

relic box- by Jeremiah

A week or so ago we featured a nifty looking game in a Kickstarter Weekly piece called Relic Expedition, by Foxtrot Games. We contacted them and they were gracious enough to send us a print-and-play version of the game, as well as take some time to sit down and give us an interview, which we ran yesterday.

Today I (Jeremiah) will give you my review of the game, and then in the near future we will post a definitive Double Take review of the game once Firestone has played it.

Again I need to stress the version I played was not a finished product, so I won't be able to comment on the final quality of the components and artwork, so I'll focus mostly on the game itself.

When the game is completed here is what will be in the box:

  • 4 pawns
  • 16 animal meeples
  • 3 dice (two custom, one standard)
  • 36 relic tokens
  • 70 supply tokens
  • 112 hexagon tiles
  • 4 large tile boards
  • 4 backpack trays
  • 1 cloth bag

IMG_0827

This again was a print and play prototype of the game; yes, that means we sat around for about an hour and cut out 112 hex tiles, as well as all the supply and treasure tokens. (It's really hard to cut out circles!)

Relic Expedition - Setup

Setup - The game is setup by taking the base camp feature piece, and placing it on the table. Each player then places their pawn at one of the starting hexes on the base camp, and then you place one starting tile in each adjacent space to each of the pawns. A bunch of supply tokens (except vines, bananas, and four panther traps) are tossed into the bag, and the treasure tokens are turned face down in a pile. The remaining tiles are stacked face down (there are even more if you are playing the advanced version with banana, and vine tiles). Each player is given a tray that acts as a backpack to hold supplies and treasures and a d8 is rolled to determine the first player.

Gameplay - The gameplay is pretty easy to learn quickly with just a few tweaky rules on movement to be aware of. On their turn players roll two custom d6's, one with numbers ranging from 2-4 on it, the other with one of four animal icons on it and two blank sides. If there are no animals in play (and there aren't at the beginning of the game) ignore the result of the animal die (or just don't roll it). The result of the numbered die is the number of actions a player can take that turn.

Actions include moving one hex, or drawing supplies from the supply bag. And a few other special things we'll talk about in a minute. As the players move their pawns, more of the jungle is revealed by taking one of the stacked jungle tiles and flipping it over in all of the adjacent open spaces next to the location where there pawn just moved. Do this for every space that is empty and adjacent to the pawn's new location. As you flip these new tiles into place you begin to discover new areas of the jungle—you may find treasure, or quicksand, or animals that will attack you when they get the chance.

Relic Gameplay

There will also be starting points for feature pieces like the river, the cave, and the mountain, which all require special gear to navigate (head lamps, rafts, and climbing gear), and are packed with 4-6 treasure tokens each. There are also helicopter clearings that are discovered and allow players to travel from one clearing to another by spending 3 actions.

As players move throughout the jungle discovering animals and treasures, they can pick up treasure (and don't forget they can always grab gear from the supplies bag) and drop items out of their backpack to be picked up later by other players, in order to make room for more treasure—but you better hope you have that tranquilizer dart when a panther comes running for you!

Animal encounters - As animals are revealed in the jungle, players will get the chance to move them and send them to visit their opponents whenever the corresponding symbol is rolled on the animal die. Once an animal has been rolled, each player takes turns controlling one of the animals in the jungle (if there are more than one of that specific type) starting with the player whose turn it is. They can move the animal 1 or 2 spaces in hopes of attacking another player, or sending it away from themselves! Each animal can only be moved once per turn, so other players cannot control the same one you just moved away from yourself.

If they do enter the same space as the player, the player is either poisoned (by the snake), knocked unconscious (by the boar) or hospitalized and knocked out of the game completely (by the panther). Or if you're playing the advanced game the monkey can come and steal an item from your backpack! Each of these attacks has different results, but most of them mean you lose your next turn, and the worst of them removes your pawn from the game board, and leaves all of your supplies on the space where you were attacked! After your skipped turn you return to the game at the base camp and can make a mad dash for your dropped supplies, or move on and try to recover.

relicsEnd game - The game ends when one player collects a set of 4 treasure tokens; the set can either be all of the same color, or all of the same type. Once they've collected their set, they then need to head back to any helicopter clearing and use 3 actions to be picked up and carried safely out of the jungle to win.

My thoughts -

Components - I'm commenting here on what is pictured on the Kickstarter page. The only down side of the components is that the animals get these really cool looking meeples and the players get your basic "Pandemic" looking pawns. Would love to see an Indy'ish type of meeple for the players. I loved the artwork—the jungle pieces and feature pieces look great! I can't wait to see them on real tiles and not just card stock!

relic componentsGameplay - The game plays fairly quickly, and was really quite easy to learn and teach; a few turns in and you find your strategy unfolding as the jungle is revealed. We had one player off on his own on the other side of the jungle, which didn't bode well for him when animals starting popping up left and right, with no one else for them to go after in the area.

photo (2)

I really enjoy the variance of having a board that is never the same, it simulates very well the feeling of exploring a jungle and not knowing what is more than just a few steps ahead of you. A lot of folks are comparing it to Carcassonne because of the way the board takes shape sort of organically. I think that's a fair comparison and a great compliment to the game. Carcassonne is a perennial favorite in the gaming community, and when a game can hearken back to a great game and put a fresh spin on the concept, it's a cool thing that adds to the gaming culture.

Like I said earlier, there are a few tweaky type of rules to be aware of, such as dense jungle on certain edges of certain tiles, and ways to swing across quicksand. As well as the different "states" that animals are in after they encounter a player. But they aren't terribly difficult to grasp, and they don't slow the game down. The dense jungle works well with the supply concept and makes it worth grabbing some tokens in hopes of finding a machete.

Recommendations -

Casual and Non-gamers

Family and Kids Game night

Seasoned Veteran Gamers

Overall - We had a lot of fun with this one. Relic Expedition blends its theme into gameplay mechanics extremely well,  I can see my boys really enjoying this game, as well as serious gamers. There are plenty of decisions and hand-management choices to make, as well as a high replay value due to the ever-changing landscape from game to game, and even turn to turn. I'd love to see this expanded into 5-6 players; it seems to lend itself easily into that, but it needs funded first!

We would like to thank Randy and Tyler of Foxtrot Games for setting us up with the prototype of the game to give a test drive! There's still time to fund the project on Kickstarter as well.

Are you backing the game? We'd love to hear from you! Join the conversation in the comments below. Or chime in on Facebook and Twitter.

And as always thanks so much for reading!