Wanna Win This?

photo (24)If you were around last week, you know that we gave away a copy of The Great Heartland Hauling Co. to a very lucky individual! This week we're giving away a free copy of Sunrise City from Clever Mojo Games! In fact, it's the very same copy pictured here!

How? Easy...

The way to win this amazing prize is quite simple: Just subscribe to the blog! That's right, if you type your email address into the little box over on the right, you'll be entered into our fantastic and unbelievably easy-to-win contest! Already subscribed, you say? Well then you're already entered! Yes. It's that easy! If you enjoy what we're doing here at TOG we would be ever so grateful if you took a moment to share this contest with your friends and family. If you don't enjoy what's going on here on our little blog, then maybe you could inform your arch-nemesis?

There is a bit of not-so-fine print to go along with this contest: We can only offer the contest to US and Canadian residents only. We'd love to ship it across the Seven Seas but the cost of doing so is prohibitive. If  you would like to enter and pay for the shipping, we would be glad to do that!

We get really excited when folks connect with us on social media too! So be sure to hit us up on Facebook, Twitter, Instagram, and yes, even YouTube!

We'd also like to give a HUGE thank you to Clever Mojo Games and Game Salute for furnishing us with this great prize to give away!! Thanks guys!

TOG Visual - Randall N. Bills shows us The Duke!

the_duke-382601371197221dWe'll be FINALLY rolling out our final coverage of Origins from last month this week, today we're featuring our visit with Randall N. Bills from Catalyst Games Lab, Randall took a few minutes to demo The Duke for us. The Duke is a very simple strategic game that we're pretty excited about!

We hope to bring you more about the Duke very soon, but until then check out the video!

[youtube=http://www.youtube.com/watch?v=jYyb7RJOee8&w=560&h=315]

As always we thank you for reading (and watching) and this month we're offering all kinds of cool stuff to those who are subscribed to the blog! So type your email in the box over on the right -----> Seriously... what are you waiting for? And you know it's really awesome if you like us on Facebook, and follow us on Twitter and Instagram, and you could even subscribe to our YouTube channel!

Podcast Poll—And Blogiversary Giveaway #2: Sunrise City!

sunrisecitycoverWe're working away in the background to prepare, produce, and, of course, launch our very own podcast, but we thought we'd pause and get some thoughts from you! If you could take 5 seconds and fill out our poll, it would be much appreciated.

So, we'd like to know...

[polldaddy poll=7234366]

We're also happy to announce the next game we're giving away! Clever Mojo Games has graciously donated a copy of Sunrise City! We'll give it away on Saturday, and all you have to do to be eligible is subscribe over on the right---->. One other thing we have to mention is that this contest is only open to those living in the US. We're really sorry about that, but we just don't have the funds to mail a copy of a game around the world. If we pick your name and you live outside the US, the only option is for you to pay shipping. Otherwise we're picking a new name. Also, if you've already won something in this round of giveaways, you're not eligible to win again this round. The chances are small, but still...

Spiel des Jahres 2013—And the Winner Is...

HanabiBy Firestone The winners of the coveted Spiel des Jahres (Game of the Year) and Kennerspiel des Jahres (Gamers' Game of the Year) have been announced. To celebrate, let's set off some fireworks...

In a delightfully surprising move, Hanabi won the SdJ award—the other nominees were Qwixx and Augustus. Hanabi is a co-op card game where you're trying to put on the best fireworks display. It's also one of my favorite games of the last year.

The Kennerspiel award is for a deeper game, though it's still aimed at families, so it kind of straddles the line between light and meaty. Winner Legends of Andor is als0 a co-op game—but one I've not yet played. The other nominees were The Palaces of Carrara and Bruges—I've played Bruges and it's a solid middle-weight Feld game.

Keep an eye out for our review of Hanabi later this week! And we'll have a Bruges review up soon, too. Thanks for reading, and make sure you sign up to follow the blog via email----->. This week we're giving away a copy of Sunrise City from Clever Mojo Games!

We Have a Winner—Blogiversary Giveaway #1

HeartlandDid we say 7 ET? We meant 8... The response to our contest has been great so far! We appreciate you joining the crew. Our first giveaway was graciously donated by Jason Kotarski, designer of The Great Heartland Hauling Company, and all-around super-nice guy! So who won? Read on...

First, I went to random.org, entered the number parameters for our followers, and it chose random #14. I went from oldest followers to newest, and #14 is Eric Nisly! Feel free to offer him congrats and grumbles... But worry not! We've got more giveaways planned for the month. All you have to do is subscribe via email over on the right. Thanks again, and have a great weekend!

Don’t forget you can find us all sorts of places: Facebook, Twitter, Instagram, and YouTube!!

Letters From Whitechapel is Back in Print!

WhitechapelCoverFantasy Flight announced today that their Jack The Ripper game Letters From Whitechapel is now back in print. It's a game where one person takes on the role of Jack The Ripper, and up to five other players are Scotland Yard—trying to track down the killer.

In the early days of the blog we reviewed the game, so check that out, and then head down to your FLGS and pick up a copy!

And don't forget: We're giving away a copy of The Great Heartland Hauling Company TOMORROW! You just have to subscribe to the blog over on the right. ----------> If you're already subscribed, you're already entered—and thank you!

Have a great weekend! See you tomorrow for the big winner reveal!

Guile—A Double-Take (P)Review

guilecoverIs 2013 the year of the tiny card game? I dunno, but we've already seen some corkers in the form of Coup and Hanabi. The guys at Terra Nova Games sent us a preview copy of their new Kickstarter project Guile, and we're here to give you our impressions. Please note: The copies we reviewed were preproduction prototypes. Artwork, rules, and...well, everything might change before the final game is released. This review is based on what we received, with the understanding that tweaks (minor or major) may happen.

Components

8 Knight cards—four of Arthur and four of Mordred

10 Influence cards—three 1's, three 2's, two 3's, and two 4's

1 Cycle card

1 Turn card

3 Victory cards

Setup

GuileDecide which player will play Arthur, and which will play Mordred; there's no gameplay difference between the two of them. Just know that if you're the Mordred player, deep down you're a rotten, thieving, low-down scoundrel. Place the Knight cards in a circle on a table—alternating between the two players' Knights. This will create a Round Table—see what they did there?!

Place the Turn card above one of the Knights on the outside of the circle; then place the Cycle card sword-side-up below that same Knight card on the inside of the circle.

Next, shuffled the Influence cards, deal four to each player, and set aside the remaining two unseen. Each person looks at his or her Influence cards, and players simultaneously place one Influence card onto each of their Knight cards, so that there a bit of the Knight card peeking out from under the Influence card.

Gameplay

You'll play at least two, but no more than three, rounds, and each round will consist of eight turns for each player. The player whose Knight is above the Cycle card (in the game, this Knight is called the Knight-Errant) begins. On your turn you can do one of two things:

Look at the Influence card currently on top of the Knight-Errant, and then place it back.

Swap the Influence card currently on top of the Knight-Errant with any other card—without looking at either one.

Then just move the Cycle card one Knight clockwise, and it's now the other player's turn. When the Cycle card gets back around to the Knight under the Turn card, the game is halfway over, and you flip the Cycle card from the sword-only side to the side that shows the sword and some gold. This signifies you're in the second half of this short round.

You continue alternating turns until the Cycle card gets back to the Turn card again, and the round is over. Flip over the Influence cards currently on your Knights and count up Influence. The person with the most wins one of the three Victory cards, and the first person to win three Victory cards wins the game.

One of the 4 cards—and one of the 3 cards—has a dagger stuck into the number. If there's a tie on Influence, the player with the highest card with a dagger in it wins the tie. (The 3 card has a dagger just in case both 4's happen to be the two cards that are out this round.)

If no one has won, you move the Turn card one Knight clockwise and do it all over again—including dealing out all-new Influence cards to each player—but the other player will start this round.

That's it!

Recommendations

Youth Group Game? Not really! The biggest barrier for this is that it only plays two players. But if you're meeting a student for a soda, and looking for a quick game to play, go for it!

Party Game? Not really! Again, only two players, so unless you're at a party where everyone but you and a friend is playing Apples To Apples for the 1,000th time, this won't really work.

Family Game? Sure! Not the whole family, but we each played this with our oldest sons (7 and 8), and they both liked it.

Gamers' Game? Depends! My group didn't care for it much, but your group might.

The Verdict

GuilecardsFirestone—I'll start with some aesthetic things: I really think the back of the Influence cards should be uniform. It's not that each card back is different, but if you look at the image above, the whole thing tapers toward one end of the card, and the colors alternate.  I'm not sure if they're asymmetrical so that people can create some sort of private orientation scheme to keep track of which card is which, but it just seems that on games with trackable information it's almost always better to have the card backs look the same—there's a reason standard card decks have uniform backs.. (Again, these are prototype cards, so that might change before it's final. I hope so!) It's also weird that the darker-colored Knight is the Good Guy, and the bright one is the Bad Guy. But that's not a complaint—it's just odd and surprising.

Jeremiah— The asymmetrical backs didn't bother me so much; I mean, what's to stop your opponent from spinning them and blowing up your foolproof plan anyway? I was a little confused as to the color scheme of the knight cards, These aren't things that "break" the game—as Firestone said, they are aesthetics, and prototype aesthetics at that.

Firestone—I played this with a few gamers, and their reaction was mostly neutral. It's not that they didn't understand it, or want to give it a chance...they just felt there wasn't much there there. I had much better luck getting my 8-year-old to play. He enjoyed it quite a bit—especially after we talked about some things to do to move it beyond just playing Guile as a memory game. Once he started bluffing (which he's hilariously terrible at), he liked it even more. He was able to hold his own, too, because his chaotic, unconventional, 8-year-old gameplay completely threw me off and made it really hard for me to keep track of where my good (and bad) cards were. So often the VP reveal was an utter surprise...

I'm not saying this would only work with kids, or that your game group wouldn't enjoy it. This was just my experience.

Jeremiah— Truthfully I haven't played a ton of these 2-player mini-games; to me it seems that designing a game of this type would be a more difficult task than say a larger board or card game. Everything is so incredibly streamlined that the slightest tweak can destroy the core of the game. That being said, the two actions a player can take are a very precarious balance. The "look at the card on your current knight" action seems to be only useful for about half of a round. If you can remember your first one or two cards, there's no need to look at them. But if you put a lower card on the first one or two and switch them right away, by the time you get a chance to look at the card you switched for, it doesn't matter anyway because you can't do much about it (only switch it with the card on your next knight). I kept hoping for a 3rd turn in a round to make the game go more like this: strike, gather information, then counter-strike. It may just be the "big game" gamer in me...

Firestone—Yeah, the thing I kept thinking in this game is that there's not really time to act on the information you're given. In the early game you know what's out there, so if you have a low card, you'll probably swap it, assuming the one you swap for is more valuable. But if you know the card on turn is a 4...what do you do with it? Bluff with it? Swap it with another of yours? Just feign ignorance and look at it? The early game was full of turns where I didn't want to do anything, and later turns moved too quickly to act. I completely agree with Jeremiah—it seems that adding a third round of play would give me a chance to do something with the info I glean. Maybe that would wreck my ability to track cards, though...I dunno.

Jeremiah— I love that this is a game that is super easy to learn, and teach, because it is so streamlined. This style of game is going to do a lot for the industry in capturing the casual gamer. In the case of Guile the downside is if memory based games aren't your thing, there's not much else to grab onto here. The upside is if you like games with a memory based core mechanic, you're going to LOVE this game!

Firestone Final Verdict—I've enjoyed playing this with my son; I wish I enjoyed playing this with my game group. We love small filler card games, but this one just fell flat for us. It's more than just a memory game, but the meta game aspect isn't given enough time to percolate...

Jeremiah Final Verdict— I'm very happy that games like this are becoming popular. I love simple mechanics, and quick-playing games that cause a lot of tension for the short amount of time you're playing, and Guile certainly delivers that! I'm really rooting for this game; I feel with a few small tweaks the game can move from good to great!

There's only a week left in the Kickstarter campaign, and the game has funded! So you can get in on the fun for only $15—or $20 to get the game and some extras, such as variant cards. (We didn't play with these variants, but they look interesting. The Guinevere one, for instance, changes things if she's on Lancelot at game end. I think cards such as this one could really make the game more interesting. Again, it would be nice to have another round to maneuver her...)

Thanks so much for reading, and joining us in this 1-Year Blogiversary week! Don't forget: We're giving away some cool stuff—including a copy of The Great Heartland Hauling Company tomorrow—and all you've got to do to enter is subscribe via email, over on the right.-------->

We're also on Twitter, Facebook, Instragram, and YouTube! (Whew!)

Happy Independence Day! Want Free Stuff?

fireworks- by Jeremiah For those of you who are reading from the US we don't need to tell you that today is the day we celebrate our independence as a country. We are grateful for a country where we have the freedom to write our thoughts, speak our minds, and worship our God! So what better way to celebrate than to eat delicious food, and watch flashy explosions in the sky!? Well blowing up stuff of your own would be fun, except the state of Ohio is one of the few states in America's heartland that doesn't allow its citizens to set off fireworks on their own.

Heartland

Speaking of the heartland... You can celebrate our country's independence yet another way: by entering to win a free

copy of Jason Kotarski's "The Great Heartland Hauling Co." from Dice Hate Me Games. We couldn't be more excited about that—we really LOVE this game!! How?? I'm glad you asked!

It's simple: This month, as we celebrate our blogiversary, we'll be giving away as much stuff as we can get our hands on! And as our way of thanking our readers, we're giving them away to the folks who have subscribed to the blog.

So, get yourself entered by typing your email address into the box over on the right ------>

And then tell your friends and family about our contest and have them do the same; yes, this does lower your chances of winning yourself, but it makes our little marketing scheme a success and will enable us to keep doing cool stuff like this in the future! (Plus, if your mom wins, she'll probably just give it to you anyway...) If you're already subscribed, then you're already entered; thank you for supporting us during our first year!

Thanks as always for reading! If no one read, we wouldn't be able to do what we do, so we truly do appreciate it. And best of luck in our contest!

Don't forget you can find us all sorts of places on the interwebs: Facebook, Twitter, Instagram, and YouTube!!

Happy 4th of July!

An Interview With Frontier Skies Designer Chris Castagnetto

FrontierSkiesCover Today we're pleased to bring you an interview with Chris Castagnetto. He's the designer of the just-put-up-on-Kickstarter game Frontier Skies, from Game Salute.

Hi Chris! Thanks for agreeing to answer some questions.

No problem at all. Thanks for your interest in Frontier Skies and for asking for the interview.

So, first, tell us a little about yourself.

I was born in southern California and have been a big gamer for most of my life. I started hobby gaming back in 1994 with the original Star Trek and Star Wars CCGs, and have been a hobby gamer ever since. Throughout high school I worked as a volunteer for a number of gaming companies, at conventions working as official representatives for their companies, and I also participated as a play tester for a number of their products. During college I got more involved in video gaming and MMOs while still maintaining weekly game nights for our local table-top crowd. After college I moved to the bay area where I was lucky to land a position at Gaia Online, an online game publisher where, over the past 6 years, I've had the unique opportunity to try my hand at everything, including game development, marketing, business development, licensing and many other elements of the gaming industry. In my free time I've been spending the majority of my time back in hobby gaming, both as a player as well as a designer and playtester. I worked closely with the designer of the Star Trek Deck Building Game as well as the Star Trek Continuing Committee where I also won the 2012 Continental Championship.

Have you always been a game designer of some kind, or was this a recent endeavor?

Game Design has been something that I have been involved with since 2007, both with designing and developing my own games, and working with other companies and designers to help design and play test their titles.

We’re unfamiliar with Gaia Online; can you tell us about that?

Gaia Online is the leading online hangout for teenagers and young adults. More than three million visitors come to Gaia Online every month to make friends, play games, and participate in the world's most-active online community. Gaia Online provides a fun, social environment that inspires individuality and creativity. With everything from art contests to discussion forums on poetry, politics, celebrities and more, to fully customizable profiles, digital characters and cars, Gaia Online is a place where you can create your own space and express your individual style. For more information, visit www.gaiaonline.com.

Card art/layout is not final.

Frontier Skies is described as a “steampunk-themed minigame.” Is it a minigame from Gaia Online that’s been blown up into a full-fledged board game?

Exactly. In 2009 we had one of our most-popular mini-game events on Gaia Online, which was a steampunk-themed mini game called Frontier Skies. Ever since that event our fans have been wanting us to bring back the characters, fun, and adventure to Gaia. With all the feedback and popularity of the game we decided to take the theme, characters, and art from the game and bring the fun and adventure off the screen and into the living room and convention floor by creating the card game.

Does someone need to be familiar with the Gaia Online universe in order to appreciate Frontier Skies, or does it stand well on its own?

Frontier Skies is a completely stand-alone game. Although the characters, world, and art are the same as the online game they also stand along as a completely independent adventure game.

How were you introduced to “Euro-type” games?

I have always been a big fan of hobby gaming. When I was younger I was really into Magic, Star Trek, Pokemon and Ameritrash board gaming, but in 2006 when I moved to the Bay Area I was introduced to Euro Gaming and haven’t been the same since. No more Risk for me—now it's Agricola, Puerto Rico, Ticket To Ride etc., etc.

Looking at your Boardgamegeek profile, it looks like many of your favorite games are worker-placement games. What is it about those that you like so much? Are there worker-placement aspects to Frontier Skies?

I love the control that Euro Gaming provides, and especially worker-placement and role-taking games. I am not a fan of dice or randomness, so games with more user control and player interaction are the ones for me. Another element I love about Euro Gaming is how in most games all players have perfect information about everything around them and can strategize accordingly. In Frontier Skies, players always know where they stand when compared to the other players and it’s that perfect information that you have that helps guide your strategic choices to help put you ahead of your

Card art/layout not final.

opponents and block those crucial upgrades that they want to make.

As a Christian, what have been some of your challenges with staying true to your beliefs in while working in the video game world?

That’s a hard question. In the online gaming world there are a lot of companies and people out there who are always looking for a quick buck and a way to partner together to later take advantage of you. I would say the hardest thing to do is find good companies and people to partner with to create partnerships that are beneficial to both companies in a positive way.

Are there any upcoming game designs you can share with us?

I’m currently working on another game for Gaia Interactive that I’m really excited about. I can’t share much about the game or the brand or who will publish it, but we are all really excited at Gaia about this project and can’t wait to share more with the community over the next few months.

Here’s our One-Word-Answer section!

Favorite Disciple?

Peter

Favorite pizza topping?

pizza

Olives

Favorite game designer?

Uwe Rosenberg

Favorite episode of your favorite TV show?

Stargate SG1: "There But for the Grace of God"

Coke or Pepsi?

Cream Soda

Chris, thanks for joining us today. Make sure you check out Frontier Skies over on Kickstarter!

And make sure you subscribe for your chance to win sweet prizes!