DC Comics Deck-Building Game—A Double-Take Review

DCCoverMarvel! DC! Superman! Batman!

Comic books are a beloved part of Geekdom. And with the release of the DC Comics Deck-Building Game, both major publishing houses have a player in the deck-building genre of board games.

So how does Cryptozoic Entertainment's DC game stack up? Let's find out!

DCardsComponents

214 cards—Standard-sized cards.

7 Super Hero Cards—These are oversized cards

A word about the insert. They tried really hard to make it useful, but it falls short. The space for the Hero Cards has grooves in it for you to slide your fingers down and get the cards out easily. Yay! Except the grooves don't go all the way down to where the cards are, so it's not helpful at all in actually getting the cards out. Also, the slots for the regular cards are so tight that once I (Firestone) had sleeved the cards, they didn't fit in there anymore. I was able to move some things around and make it all work. I do appreciate them trying to make a not-terrible insert, though...

Setup

One of my complaints about Legendary is how stinking long it takes to set it up. It's the same reason I'm mostly lukewarm about playing Dominion anymore: I'm just not sure it's worth the hassle. The setup here is easy breezy. You shuffle up the Super Hero Cards and give one to each player (or you can allow people to choose their own). Then you give each person their starting hand of crappy cards—7 Punch cards (each gives you 1 Power [the game's lone currency]), and 3 Vulnerability cards (which give you jack squat, and gum up your hand). You set out the Kick cards (1 Power and 1 VP), Weakness cards (-1 VP), and then set up the Super-villians deck (this will vary depending on the number of players). Finally, you shuffle up the giant stack of regular cards, deal out five into a row, and you're ready to go.

Cards2Gameplay

The game has one currency: Power. You draw five cards, add up the Power, and buy stuff...err...defeat stuff...err...it depends. There are Villain cards, Hero cards, Superpower cards, Equipment cards, and Location cards. These all function the same way (giving you Power and sometimes letting you do other cool things), despite the different names. So you're buying Equipment or defeating Villains, all with the same Power. It's not the strongest thematic tie-in, but it's fine. You can buy as many cards as you want on your turn, but the cards in the line-up aren't replenished until the end of the turn. You also have the option to defeat the top Super-villain. Ra's Al Ghul always starts on top, but beyond that, they're random, from a set of 12.

You start the game with one Super Hero identity, and each has a different special ability that is available to use each turn. So Batman's ability gives you +1 Power for each Equipment card you play on a turn—Superman's similar, but substitute Super Power card for Equipment. Wonder Woman lets you draw an extra card at the end of any turn you buy or gain a Villain card. And Aquaman lets you put any cards with a cost of 5 or less that you gain on a turn on top of our deck rather than in your discard. They're fun, and they tried to be thematic with them.

Just like most deck-builders, everything you buy goes into your discard, and you draw five new cards. Then you replenish any cards you bought from the lineup, and if you defeated a Super-villain, you reveal the next one. Every one besides Ra's has a First Appearance attack, which means that as soon as you flip that Super-Villain over, it will attack each player. Parallax makes you discard all cards in your hand with a cost less than 2. Captain Cold makes you flip your Super Hero card facedown until he's defeated. And so forth. Once these guys are defeated, they go into your deck and they have powers they add just like any other card.

Many of the Villain cards will just give you some sort of Power boost once they're in your deck. Some of them also have an Attack, so when you play them, every other player is attacked, unless they have a card that says Defense. For some of the Villains they tried to do some thematically cool things—for instance, Scarecrow's Attack gives other players a Weakness card. Two-Face lets you choose even or odd, draw the top card of your draw deck, and if its cost matches your guess, you get to draw it—if not, you discard it. I think they could have tried to make a few more tie-ins—like having Solomon Grundy have one power if you're playing on a Monday, Wednesday, Friday, or Sunday, and a whole other power if it's a Tuesday, Thursday, or Saturday. But that's a small thing.

Hero, Equipment, and Super Power cards are straightforward, and usually there are combos that work well together. So Batman and Wonder Woman and Robin usually work better with Equipment cards, and Superman with Super Powers. Cards with Flash on them let you draw cards and run through your deck faster. The thematic tie-ins make sense.

One last card is the Location. You play this down in front of you and it has an ongoing effect—usually it lets you draw a card the first time you play a [Villain, Super Power, Equipment, etc] card, depending on which Location it is.

The game ends when either:

  • You can't refill all five slots in the lineup—I've never seen this happen.
  • You defeat all of the Super-Villains.

Count up VPs, and declare a winner!

Recommendations

Youth group game? Maybe! it's certainly accessible enough, but it's not a large-group game.

Family game? Possibly! Older kids (probably 8 and up) will enjoy it, but it leaves the younger ones in the dust. And there's no way our wives are playing this one!

Gamers' game? Yes! Provided they're open to another deckbuilder—and one that's lighter than most. There's some good gaming to be had with this one.

kiddoThe Verdict

Firestone—I have to get this out of the way: Why wouldn't they try to come up a with a better name?! That's like naming Village, The Medieval-Times Worker-Placement Game.

Jeremiah—I agree, the name is pretty utilitarian. If it was a horrible game, it would be one more thing to pile on, but the game is good so I'm willing to overlook it.

Jeremiah—The components are great; in all reality it's pretty hard to screw up a bunch of  cards. I haven't sleeved mine yet, so I don't have any problems with the tray insert, except the Super Hero cards do slide all the way down into the abyss.

Firestone—I used this to teach my 8-year-old how to play deck-builders, and it's PERFECT for that. It's straightforward, easy to understand, thematically fun, and just...perfect. He loves it, and it's his go-to game right now.

Jeremiah—I thought the gameplay was great! It's really quite easy to learn, and after you've played it once or twice you start to see the synergy between many of the cards and can really combo up. I love that it supports up to 5 players as well.

Jeremiah—I really like how there's a competitive edge to the game, and I think that comes from how the "line-up" works. Instead of the standard format of many deck-builders (cough, cough Dominion) you only have access to cards for  a brief period of time, so I found myself trying to not show much interest in cards in hopes it wouldn't get bought up before my turn came around.

Firestone—Yeah, and unlike some other games with line-ups, things don't stall out in this one—you always have something to do. It was fun playing with my son, because I could always tell when he really wanted a certain card. Super cute...but a terrible poker player.

Jeremiah—There are a few thematic elements that don't make complete sense. Such why the other heroes (players) are referred to as "foes" on the cards, and as mentioned above, Superman wouldn't drive the Batmobile. But for me, they were minor hurdles to overcome on the way to enjoying a really fun game. The fact is, when you shuffle up a couple hundred cards together, wacky stuff is going to happen. Just roll with it.

Firestone—There are a couple of things I found slightly problematic. A few of the cards seem very, very strong. The Super-Villain Parallax lets you double your Power on the turn you play him. And the Man Of Steel card gives you +3 Power and lets you put all Super Powers from your discard pile into your hand—depending on when that comes up, you'll be able to destroy just about anything. Those cards are expensive, but in my experience, if you get Parallax—especially early—you'll just roll. Given the weight of the game, though, I'm generally okay with it.

My other small complaint is that the game usually rushes toward the end. People get such powerful decks by the end that someone on each turn is defeating a Super-Villain. But that means the Super-Villains on the bottom of that deck won't ever get played because the game will end before they can cycle through. The designer recently addressed this by offering a variant where the Super-Villains are shuffled into the main deck, you have six cards in the line-up instead of five, and the game's not over until you go through the whole deck. I can't wait to try that out—seems fun!

We should probably also mention the women in the game. Almost all of them are showing a fair amount of cleavage. This is standard comic-book fare, but if my son has a hand filled with Wonder Woman, Poison Ivy, and the Suicide Squad, he's going to be staring at a lot of cartoon cleavage. It's not a deal-breaker but it is disappointing.

Firestone Final Thoughts—The combos are cool. The theme is well-integrated. I can't think of a better intro to deck-builders. The art is terrific. And above all, it's FUN. If you have kids who like superheroes and dislike being bored (Dominion...Zzzzz....), get this game!

Jeremiah Final Thoughts— This game is working its way into a pretty regular rotation among my gamer friends. One of them referred to it as "my jam" a week ago.  It's a really fun game, and at its core it's pretty easy to learn—but offers plenty of depth for strategies and card combos.  I'm giving this one a big thumbs up!

Theology Of Games would like to thank Cryptozoic Entertainment for providing a review copy of the DC Comics Deck-Building Game. This in no way affected our opinion of the game.

Thanks for reading, and we would be so grateful if you would join us on Facebook, Twitter, and Instagram, and if you would subscribe to the blog over on the right! —->

Prepare to Die! A Sneak Preview of the Princess Bride

- by Jeremiah Photo Apr 27, 12 31 53 PMA few months ago we interviewed Dan Yarrington the man behind Game Salute, as well as the upcoming Princess Bride board game. While the details of the game are still coming together, Game Salute did send out a preview pack of cards for one of the many games that will fall under the umbrella of the Princess Bride experience: Prepare to Die.

The quickest way to describe the game is to say that it is an edgier, more geeked-up version of Apples to Apples. And when I say "geeked-up" I mean that some of the cards have some definite geeky influences. For example: Samus Aran, Wil Wheaton, and Princess Zelda. But I'm getting ahead of myself.

Gameplay

Prepare to Die is more versatile than...that other game I mentioned earlier, as it can be played three different ways:

  • Prepare to Die! You...
  • Prepare to Die! Hello!
  • Prepare to Die! The Full Montoya

prepare

There are two decks of cards, one set has backing art to resemble a name tag and on the face of the card it simply says, "Hello! My name is.. (insert name here)" The other set is the Prepare To Die deck, and those read "You, sank my battleship, Prepare to die!" (or "lip synced my hit single," or "put my princess in another castle"). In the first two variations of the game, players take turns being the judge for a round, and flip over a card (either a "Hello, my name is..." or a "Prepare to Die!" card, depending on the variation you are playing) and the rest of the players anonymously hand in a card, and the judge selects the best phrase.

In the Full Montoya version, players keep a hand of both types of cards, and the judge declares that the phrase should be the the funniest, most evil, most genre crossing, etc. Players then submit two cards and the judge picks two. These are mixed again so more than one player can score each round.

The final game will support up to 12 players, so it will surely be something to pull out for a larger gathering.

Pre-Final Thoughts

Hello my name is... Cards

I was super excited to check out this preview of the game, but when I read the rules and quickly discovered it was similar to Apples to Apples, I have to say my expectations dropped quite a bit. I have played waaaayyy too much A-to-A in my life to get excited about this type of game.

But when I started leafing through the cards my interest was stirred again. They seem to be going down the road that most games of Apples to Apples could only dream of: getting a little more into the sub-culture that most folks I game with would appreciate. That being said, the audience of the game may be pretty narrow, thanks to the geek path they're taking. For example, I pulled out the game at my parents' house; they are big A-to-A players (I know...) and I thought they would appreciate the spin on the game. But there were many geeky names and actions that they just flat-out didn't know. This prototype version was void of any descriptors as well, so you may very well be staring at a card with a name and be completely at a loss. Hopefully Game Salute will remedy that to make the game more accessible.

Otherwise they are really on to something here. Thematically it is PERFECT; the idea of this one aspect of the movie being drawn out into a bunch of ridiculous circumstances can be quite hilarious, and lead to some witty banter between players. This is a game that could topple the Apples-to-Apples cart, and I'm all in favor of that!

Thanks for reading, and we would be so grateful if you would join us on Facebook, Twitter, and Instagram, and if you would subscribe to the blog over on the right! ---->

**UPDATE**

Game Salute has launched the Kickstarter campaign for this game, you can go check it out right here!!

Bad News for Terra Mystica

MysticaCoverby Firestone I'm a fan of many of Z-Man Games' games, but sometimes their business practices just baffle me. (The fact that the second Pandemic expansion will be completely incompatible with my "old" edition still upsets me. If they think I'm buying a whole new set of the game and the first expansion to get that second one, they're out of their minds. Yeah, I know I can buy two compatibility packs, and they didn't have to offer that at all, but still... Grumble, grumble, grumble...)

Anyway, Z-Man has been posting EVERYWHERE about their highly anticipated new game Terra Mystica: Boardgamegeek ads, numerous posts on their Facebook page, over and over and over. Then, in the comments below an April 29th post about how the game is almost here, Sophie Gravel posted, "Guys, here is the very simple story. Terra Mystica oversold by approximately 100% of our print run. By the time the pre-orders were received from our distributors, the games were already printed and on our way to us so there was no way for us to adjust with a higher quantity. Another print run has been ordered and is scheduled to arrive at the end of the summer. Thank you for your understanding and making this game such a success!"

How is that in any way a professional way to announce that you screwed up? And it appears online game stores didn't get any sort of heads-up about this until they received their smaller-than-expected shipments of the game. It's just one more questionable practice from a company I'm increasingly disappointed in—even though I love their games.

So if you see a copy of Terra Misstica Mystica on the shelves of your FLGS for a reasonable price, you might want to snatch it up. And then mail it to me... :)

Thanks for reading, for more fun check us out on Facebook, Twitter, and on our new Instagram account!

Star Wars: X-Wing Miniatures Game—Wave 3 Announced!

Wave3Shipsby Firestone Well, the big news over the weekend was Fantasy Flight's announcement of Wave 3 for the Star Wars: X-Wing Miniatures Game!

The B-Wing and Tie Bomber were somewhat expected—at least those were the names thrown around whenever I would talk to someone about Wave 3. According to the press release, "Each B-wing can be outfitted with a system upgrade, a cannon, and up to two torpedoes, including the hard-hitting Advanced Proton Torpedoes. These short-range torpedoes can only fire at enemies within Range 1, but with its five shields and ability to barrel roll, the B-wing is built to get up close and personal in even the thickest of combats." Sound like these guys are going to be hard to take out!

gamma-squadron-pilot"Each TIE bomber is capable of carrying two torpedoes, two missiles, and one bomb. Accordingly, the expansion’s five upgrade cards present you with a wide array of armaments, including the punishing Proton Bombs, which deal one faceup damage card to each ship within Range 1 when they detonate, even bypassing any shields the ship might have." I have a feeling I'm going to hate the bomber. And also love the bomber.

But what about the other two ships?!

Well first is the Lambda-class shuttle. "This starship expansion includes four ship cards, featuring three unique pilots who can each provide powerful benefits to their squad mates. As an example, Captain Kagi can divert enemy target locks from your other ships and force your opponent to fire against his shuttle and its five shields."

captain-kagiThe last ship is the first ship from the Expanded Universe: the HWK-290, which first appears in the awesome mid-90s shooter Dark Forces. "[It] comes with four ship cards for a Rebel Operative and three unique pilots, including the renowned Kyle Katarn, who can assign his focus tokens to friendly ships within Range 1–3. Additionally, each HWK-290 can be outfitted with a turret weapon and a crew member, and the expansion provides you with six upgrade options, including the unique Moldy Crow title card, representing Kyle Katarn’s signature starship."

This wave also introduces a new upgrade called the System Upgrade. It allows you to control some of the dice rolls and unpredictability in the game.

All of this is set to release in the third quarter of this year, and I imagine they'll want this out in time for GenCon in mid August. We'll see, but either way, we're completely excited about this news. Which ship looks coolest to you? How do you feel about them delving into the Expanded Universe?

Thanks for reading!

 

Kickstarter Weekly—May 4, 2013

It's another Saturday edition of Kickstarter Weekly! This week we feature white whales, a new iteration of LARPing, and some railway dice rolling fun. All that and much more, so let's get started! The RatRace Board Game - Innov8Seven Design

Ratrace

RatRace is an interesting take on a board game. In a sense it's a type of LARP game. The game board is a calendar, and the events you face in life become allies or foes you defeat. Twenty British pounds will get you a copy delivered to your door. Find out more here.

 

Moby Dick, or, the Card Game - King Post Productions

Moby Dick - Example of the three different decks used for the game.

Great literature translated into a game? Apparently so! Moby Dick is a card game for up to 4 players. Players are embarking on the epic voyage to find the elusive white whale. You can get in on this campaign for $30, which will score you a physical copy of the game and a print-and-play pre-release version. Check out the details here.

Canterbury - Quixotic Games

Canterbury - Tons of game bits included with the game!

Canterbury, is a civilization building board game. Players take turns building different structures in the medieval town of Canterbury. Each structure supplies different needs to the town, and scores points.  The game looks cool, but it's a little pricey, with a $60 price point to get a copy of the game. But you will get your name on the box at that pledge level as well! Check out the campaign here.

Railways Express - Gryphon and Eagle Games

Railways Express - Prototype map and tile pieces

An express, dice rolling version of Gryphon and Eagle Games' Railways of the World board game. The game feature lots of dice-rolling, and tile-laying as up to four players compete to finish their railway routes. The game play looks fun and fast. You can still get in on a few remaining early bird pledges for $38 after that it will cost you $40 for a copy including free shipping. The details lie on the other side of this link.

Funded!

fox and chickenFox & Chicken - Michael Fox A few weeks ago we told you about Michael Fox's Werewolf interpretation, Fox & Chicken. The campaign closed this week and it is fully funded and all of the stretch goals were unlocked! Congrats, Michael! Check it all out here!

 

Coming soon!

Buttonshy's upcoming Kickstarter

Storyteller Cards - Buttonshy

Jason Tagmire of Pixel Lincoln fame is launching his first product under the Button Shy brand. Look for the Storyteller Cards project to launch on Kickstarter May 5th.

Thanks for checking in with us this weekend! Are you backing any of these projects? We'd love to hear which ones, and why!  And don't forget to look for us on Facebook, Twitter, and now Instagram! Have a great weekend everyone!

What You Missed...

MeThanks for joining us on another grand week here at Theology Of Games. Here's what you might have missed. After playing the DC Deck-Building game with Son The Elder, I wondered if anyone out there let their kids win. We got some great responses!

Then we brought you the news that the 4x game Eclipse is out on the iPad!

We interviewed Arctic Scavengers designer Kyle Gabhart.

The we had a Double Double-Take Review, of the cute games Pick-A-Pig and Pick-A-Dog.

And finally, Firestone took a look at the trick-taking game Little Devils.

That's it for this week. Stay tuned for more fun next week! (And we'll have a big Kickstarter Weekly tomorrow. Don't miss it!)

Little Devils—Review

Cover by Firestone

My group loves trick-taking games—and climbing games. We regularly play Tichu, and we often play Mu and Frank's Zoo and Sticheln (my personal favorite). So where does Little Devils fall in that group? Let's find out.

Components

  • 54 cards, numbered 1 through 54. Each card also has a number of devils on it—from zero to five.
  • Rules

That's it—but it all comes in a nice, embossed tin case that will stand up much better than the flimsy boxes most card games come in.

Setup

The game plays 3-6 players, and you'll remove certain numbers of the cards depending on how many are playing. Then you'll deal out nine to each player.

Gameplay

Me

The player to the left of the dealer leads any card he or she wants—except a card with five devils on it (unless that's all that person has). Unlike most trick-taking games, the next person can play any card he or she wants, and chooses the direction of the hand. If the second player chooses a card numbered higher than the first one played, then the highest card played to the hand will win the trick. If the second player chooses a card numbered lower than the first one played, then the lowest card played to the hand wins the trick. It will happen that someone doesn't have a card that can go in the direction of the trick, and that person is forced to play in the opposite direction. Well that turns the hand topsy-turvy: the person who leads the highest or lowest card in the opposite direction wins. That seems way more complicated than it is in real life, so how about a couple examples...

Example 1

Player 1—Leads a 31

Player 2—Plays a 40, so the direction is higher and the highest played card wins the trick.

Player 3—Plays a 32

Player 4—Plays a 54, and takes the trick

Example 2

Player 1—Leads a 52

Player 2—Plays a 53, so the direction is higher and the highest played card wins the trick—but there are only 54 cards...

Player 3—Doesn't have anything higher, so is forced to play lower than 52; she plays a 40, reversing the direction of the trick, and will currently take the trick.

Player 4—Only has cards lower than 40, so plays a 35. He has played the lowest card and takes the trick.

The player who wins the trick leads the next one, and since the person who leads will never win the trick, you'll never win two tricks in a row? But don't I want to win tricks?, you ask. No, you don't.

As I said, cards have little devils on them—from zero to five—and you're trying to avoid them. Once you finish a hand, everyone counts up devils, writes it down, and you deal out a new hand. Once someone(s) reach 100 points, the game ends, and the player with the fewest points wins.

Recommendations

Family game? Yes with a but! You should decide if a game with cartooney devils on it is something you want to play. But as far as game weight and luck level, this is a great family game.

Youth group game? Maybe! Again, this will depend on your group. But I could see playing this game as a great introduction to a discussion of demons and the Enemy. You can talk about how the game seems to trivialize and minimize the idea of devils by making them cartooney, but how deadly serious evil in the world is.

Gamers Game? Maybe but probably not! Unless your group really doesn't mind a lot of luck with their games, this one might just frustrate them. But it's an okay filler, and portable.

Cards

The Verdict

This game is a very simple member of the trick-taking family of games. And that's okay! When I was a kid, my parents used to play a Euchre variant called Pepper, and I'd bug and bug them to explain it to me. And every time they'd try, my eyes would glaze over. I wish I'd had a game like Little Devils to teach me the basics of playing a card, and winning a trick, but in an easy-to-understand format.

Is this going to make it to many of my regular game nights? No, there's just too much luck. But I'll likely be using Little Devils to teach my kids the basics of trick-taking.

We played at my game group, and everyone agreed that it was just too lucky. If you have a crappy hand, welcome to Pointsville—Population: You. I like games where I can take a crappy hand and play it well and cleverly. But I will say that despite the randomness there was a great deal of laughing and groaning and just plain fun! Sometimes luck and randomness can lead to lots of fun.

I do like that you know exactly which cards are out there and could be played. If, during setup, you just took a random 20 out of the deck and put them aside unseen, this would be a much worse game for it.

One big advantage this has is that it plays more quickly than other trick-taking games. You can't really play Sticheln or Mu as a quick filler. But while it's faster than other trick-takers, this still plays on the high end of the "20-30 minutes" advertised on the tin—sometimes longer.

Something we should mention is the theme of devils. The depictions of the devils are cartoonish and "light"—and you're trying to avoid them during the game. But you're still playing a game with devils on it. It doesn't make me uncomfortable, but it does mean I'll be very intentional about when I bring this out with my kids. I want to make sure we can fully discuss devils and demons and just open a dialogue on it. Use your judgment on it.

The Final Verdict

If the only trick-taking game you've played is Hearts on the computer, or Spades in college years ago, this is a new and unique spin on the genre. It's not deep. It's not complex. It's not NOT filled with luck. But it is fun, and a great way to introduce trick-taking mechanics to young'uns. It scales well, and can be had for $15. All-in-all, it's a good family, group, and gathering game.

Thanks for reading!

Pick-a-Pig/Pick-a-Dog—A Double-Double-Take Review!

pigYes, you have arrived at TheologyofGames,com; no, we haven't changed to a livestock or 4-H blog. Today we're giving you our thoughts on a nifty set of sister games from Gryphon Games called Pick-a-Pig and Pick-a-Dog. Each of these games is identical—with one significant distinction: one features a pig on each card, and the other... wait for it...a dog!

Components

  • 96 - Square playing cards featuring the animal species of that particular game. (i.e. pig, or dog)
  • The rules
  • Yep that's it!

Setup

Deal each player one card (which is called their Captain Card) and then deal out a 5 x 6 grid of cards, face up. Put the rest of the cards aside.

(left) Mr. C getting off to a good start. (right) Mr. X checking his cards after a round.

Gameplay

On the word "Go!" each player tries to find a card matching their Captain Card, or a card that has only one attribute that is different from their Captain Card. If they find such a card, they grab it and stack it face up on top of their Captain Card, and then search for a card that matches—or only bears one difference from the new top card of their stack. This is not done in turn: Players are reaching for cards, throwing elbows, flicking the backs of others' hands, etc. trying to make a mad grab for their cards all at once. Once a player has determined that they can no longer legally grab a card, they slam their hand down and yell "STOP!" Everyone double-checks to see if the player who yelled stop was correct; if they were, they get to add an extra card from the grid to their pile. If they jumped the gun, they discard all the cards they gathered that round.

Then all the players lay their cards out in order to check that they made no errors; if they didn't make mistakes, they keep all of their cards (which count for 1 point at the end of the game); if they made even one error, they lose all of those cards.

Then each player is dealt a new Captain Card, the grid is refilled, and a new round begins. The game is over when there are not enough cards to refill the grid (usually after about 3 rounds). The cards are counted and the player with the most wins!

Image from BGG user KrisVanbeeck

Here are the differences on the cards:

  • Size of the animal (big/small)
  • Number of arms (one/two)
  • Color of the animal (brown/pinkish)
  • Wearing sunglasses/Not wearing sunglasses
  • Holding popcorn/Not holding popcorn

A single set of either game supports 2-5 players, and adding the two sets together will allow you to play up to 8 players, and also allows for an additional one difference: the animal species itself!

Recommendations

      • Kids/Families? Absolutely! The game plays fast, and is easy to learn!
      • Veteran Gamers? Probably not! It's a fast filler, but just not very deep. So leave this one home and play with the family.
      • Party Game? Probably! Again easy to learn, and brings out a little competitive edge in folks.
      • Youth Groups? Yep! The narrower the age gap, the more competitive it gets. You could totally run a tournament around this game, because of the speed in which it plays!

The Firestone boys scrambling for cards!

The Verdict

Jeremiah—First off, I really like this game, but I probably won't bring it out at a game night. My kids and family love it and we have lots of fun with it, but it's just not a "Daddy's game night" sort of game.

Firestone—Yeah, there's no reason to ever bring this to game night with my regular group. But that's fine; it's not aimed at that audience.

Jeremiah—It's designed for ages 8+. My oldest will be 7 in a month, and he does well with it. Our youngest is almost 5 and he doesn't do so well with it.

Firestone—Yeah, our 5-year-old was on my "team" and he kept grabbing the absolute wrong cards...the little stinker. But he'll be ready for this in a couple of years.

My wife seemed to enjoy this one, too. It might be because she and her Type-A personality CUH-RUSHED us. Any game my wife likes is a win in my eyes.

Jeremiah— We've had the game only a few weeks and the boys love it; we've brought it out to play with the grandparents and friends. We've combined the games and played with 7 players—it's sheer pandemonium! Lots of vicious competition, and good clean fun!

Firestone—My one complaint is that—as someone who's color blind—I had a little trouble telling the color difference between the cards. In fact, the difference was so subtle to me that we played two rounds before I even remembered that was a thing... Once I was intentional about it, I could tell the difference—I just had to try harder to see that difference. Not a big deal at all, but it's there.

Jeremiah Final Thoughts— Pick-a-Pig, Pick-a-Dog is a great set of family games that you can play when you may not have a lot of time. Pick it up; this is a no-brainer! It plays fast, it's competitive, and you can teach new gamers how to play in about 90 seconds. The more we play it, the better we get at it, and the more fun it becomes!

Firestone Final Thoughts—The MSRP on these is a mere $10—who can argue with that price-point? It's a great, cheap family game that plays in 10 minutes...and I'm just awful at it.

Thanks for reading!

An Interview With Kyle Gabhart, Designer of Arctic Scavengers!

ArcticToday’s interview is with Robert K. Gabhart (but he goes by Kyle), designer of Arctic Scavengers—the very first deck-building game to come out after that...other...mildly popular one. We’re super excited he agreed to answer some questions from us. And awaaaaay we go! Tell us a little about yourself.

Well, I’m a Pisces; I enjoy candlelight dinners, and long walks on the beach.

 You’re from Texas. My (Firestone) wife is, too. Why are you people so stinking obnoxious about being Texans?

Never ask a man if he’s from Texas, because if he is, then he’ll come right out and tell you.  And if he’s not…well, why embarrass him?

The truth is that Texans are a proud bunch because we have just a little bit more awesome inside of us than anyone else seems to have. We have our own electric grid, we are the only state that gets to fly our flag at the same height as the US flag, and we only remain in the union out of pity for the rest of you.

So, Arctic Scavengers: Were you working on a deck-building game before Dominion came out? Or was it designed after you played Dominion? Tell us the design story of Arctic Scavengers.

So Dominion was only the 5th designer board game that was even introduced to me.  A buddy introduced me to the hobby in November of 2008.  My initial games included: San Juan, Ra, Pandemic, Manila, and Dominion.  Dominion particularly piqued my interest.

The truth is that the winter of 2008 / 2009 was a very difficult one for me.  For years I struggled with chronic, severe back pain and then in December of 2009 I was diagnosed with Ankylosing Spondylitis (AS, a rare form of arthritis that is similar to Rheumatoid Arthritis). That led to a bit of depression and an intense need to pour myself into something.  So I poured myself into creating a euro-ish game set in Feudal Japan.  That was in January 2009.  Then in February, after several games of back-to-back Dominion, it dawned on me that Dominion could really benefit from a more tightly woven theme and more direct player interaction.  Starting at 11:00pm one night, I proceeded to work on the core mechanics and structure of Arctic Scavengers (AS) in a marathon design session consisting of pencil and note cards.  By 7:00am the next morning I had the bulk of what became the base game.  Roughly 70% of what went into the base AS game was designed during that initial night of crazed inspiration.

What made you decide to self-publish the 1st edition?

I wanted to see the game come to light sooner rather than later and I didn’t have any existing connections in the industry.  I looked around at a few publishers and no one really seemed very eager to accept design submissions, so I figured I would just go ahead and do it myself.

ArcticCardsWe noticed that the Rio Grande Games version includes the HQ expansion. What does that add to the game?

The HQ expansion really opens up the play possibilities.  There are Tribal Leaders, which grant unique player powers (The Cannibal eats tribe members for food, The Mentor can use a Refugee to modify any action, and The Organizer has a special draw action), Buildings (Bunker, Hydroponic Garden, Armory, and Pharmacy) that the Engineer mercenary can construct back at your base to enable hand management, A Medic mercenary that enables you to acquire medicine through hunting and serves as a counter to Sniper Team attacks, and there are gangs that bestow end-game points based upon accumulating certain resources.

How has your faith affected your journey as a game designer?

Interesting question. Game design is a creative activity driven by passion, and it borders on being a spiritual experience for me. I have been blessed with an immense passion for games and with a spark of creativity and wonder. As for the game design journey itself, my faith has helped me to not sweat the small stuff and leave the process of how and when things unfold in the far more capable hands of my Lord and savior. His timing is perfect and his perspective is far broader and more informed than my own. Things will happen when they need to happen, and in a way that is far more awesome than they would if it were all up to me. This awareness frees me from a lot of the stress and anxiety that could potentially exist as a game designer and publisher.

Do you have a game group you play with regularly? (Besides your wife and 6(!) kids, of course.) Which recent game has come out of left field and surprised you with how good it is?

I try to get over to the Dallas Games Marathon as often as I can.  Usually that is once every couple of months.  I also have a couple of guys that I collaborate with on game designs. Finally, my wife and I host a game night at our house several times a year. So I wouldn’t say that I have a regular group, but I do find lots of opportunities to play games. That having been said, it is true that I have probably logged more games of Zombie Dice, Martian Dice, San Juan, and Pandemic than most of the designers of those games. These are favorites of my family and so we play them an inordinate amount of time.

What are your five favorite games—and what do you love about them?

The Resistance – Bluffing, acting, and shifting alliances

Galaxy Trucker – Controlled chaos

Agricola – Farming and making babies

Tichu – Wishes, Dragons, and Bombs

Arctic Scavengers – They put my name on the box!!!

So do you have any upcoming designs you can share with us?

I have a game that I designed a month BEFORE Arctic Scavengers that is just waiting to see the light of day.  It has a euro-style economic engine and victory point system with an American-style combat system. It’s set in Feudal Japan and manages to fit into the 60-90 minute window.  It’s called Kingdoms of Rice, has absolutely STUNNING artwork, and will be Kickstarted (Lord willing) this summer.

One-Word Answer Questions! (Short phrases are allowed if necessary)

Favorite Pixar movie? KnickKnack

Favorite Dr. Who episode? When?

Favorite comedian? Louis CK

If you were one of the Three Amigos, which one would you be? Martin

Favorite Proverb? Proverbs 27:14

Thanks so much, Kyle! Go check out his game—it's a solid addition to the deck-building genre! Thanks for reading! And make sure you check us out on Twitter, Facebook, and now Instagram!

Eclipse is Out on the iPad!

EclipseRacesby Firestone Overnight, the very popular science-fiction conquest game went live on the iPad—it's called Eclipse: New Dawn for the Galaxy. Eclipse is a 4X game—eXplore, eXpand, eXploit, and eXterminate. It's made by Big Daddy's Creations, who did a slick job with their iOS version of Neuroshima Hex. By all accounts, this game is just as slick. The price is $6.99—which is much, much cheaper than the physical version. At some point it will almost certainly go on sale (I picked up their Neuroshima Hex game on a sale a year ago). It does have an AI, and it does have pass-and-play and asynchronous multiplayer—and it supports up to six players.

EclipsePlanetsIn addition, it has seven species, each with its own strengths and weaknesses. And there's an in-game tutorial to help you get started.

I've played the physical version, and it's a lot of game. If you like space-conquest games at all, consider checking out Eclipse.

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