Skip navigation

Tag Archives: Game

Latest Kickstarter arrival is Trickster… A trick taking game, except generally you want to have as few cards as possible instead of as many. There are 8 colors, and each game you pick 7 heroes (there are nearly two dozen different heroes to choose from). Each trick one person picks a card to lead with, and the second player (called the Trickster) picks a card to follow with, which sets the rule for that trick. If they pick the same color, the rest of the cards have to match color. If they pick the same hero, cards have to match that hero, if they pick neither, then no card can match color or hero of a previously played card.

If you can’t play a hero the trick is over, you bust (taking all the cards into your tableau) and start the next trick.

The really interesting thing about the game is each hero has a special ability that lets you change up the game. Many of them involve manipulating tableaus (the cards you have in play, that count against you at the end of the round), hands, the trash, deck or even the pot (the cards currently being played).

I’ve only played a few games and it definitely feels like there is  a ton of depth, but it also feels like the game that works best at 5 or 6 players. With four players it flows pretty well, but at 3 it definitely felt forced.

The Great Heartland Hauling heartlandCompany is my latest Kickstarter to come in. It is basically a trading game. You drive your truck around picking up and dropping off various goods. It is actually a surprisingly quick play only taking a half hour or so and probably less once everyone knows how to play. It even came with an ‘inspansion’ thanks to being a Kickstarter which adds in upgrades, of which each truck can get at most one. The “board” is made of a  dozen cards, randomly deployed, with a variety of different possible setups depending on the number of players. While the basics aren’t too complex, the fact that you MOVE every  turn means goods move around, and eventually become scarcer. Making a profit becomes more difficult. I’ve only played two games so far, so I’m not sure if there is much in the way of complex strategy, but for a quick, portable game with fairly simple rules it works pretty well.

There are a few things that aren’t exactly covered in the rules … like just how optional some of the options are. Can you choose to “deliver” even when you can’t? These are things that maybe I could find out by looking up in a FAQ but I just haven’t been bothered to do so yet. Too many other games to play!

 

cdracula

No Let’s play today, instead a quick note, a Sea Dracula kickstarter only needs a few hundred dollars more to hit a stretch goal where Vincent Baker will create a custom playbook for Apocalypse World. I strongly urge you, if you can spare a few bucks, to support this project! Please, think of the dolphins in mecha suits!

If you don’t know, Sea Dracula is a Role-Playing game where you play lawyers in Animal Town trying to prove your case. The conflict resolution mechanic is a Dance Off.

 

King of Tokyo

King of Tokyo is a great, simple, quick dice game. It’s got a bit of a strategic element, a bit of luck, and bit of needing to know when to quit while you’re ahead. I’ve only played one game so far, and I was killed (second) but I’m still pretty keen on the game.

Basically each player is a giant monster of some kind, intent on become King of Tokyo. To do this you’ll have to fight other monsters. Each turn you roll 6 dice. Triples on 1s, 2s and 3s will give you Victory points (you need 20 to win), Lightning symbols give you energy which you can buy upgrades and events, and monster prints lets you attack. Finally there are Hearts which will heal you (though not above the 10 HP you start with. The first monster to deal damage goes to Tokyo. After that if you are in Tokyo you deal damage to all of the monsters outside it, and vice versa. Also, while you’re in Tokyo you gain VP each turn, and can’t heal. When someone hits you though, you can let them take over Tokyo (though you still take the damage). Blake and I both died in the game, and it was due to staying King of the Hill for too long.

The powerups you can buy give a nice twist to the game, and in fact Will won our game with a “turtle” strategy where he got VPs for NOT attacking thanks to becoming an herbivore.

Total Recall (1990) Thailand

Note, this is a review of the 2012 reboot, not the Thailand release of the original. The picture is just there to confuse you.

Alternate Ending that we can all enjoy:

Dougie Houser and his wife and his girlfriend all get on VTOL craft before the “fall ship” falls and fly away and have an awesome threesome… that may just be a standard option at Rekall though.

So all told, there is a lot of dumb in this movie. Then again, the original was only way better (but also had it’s own share of dumb). I’ll admit, this has WAY better graphics, and some nice twists and turns. It’s certainly fun, you just have to turn your brain off before you even start. Basically, yeah, watch it, but don’t expect everything to be awesome forever, unless you only care about CGI, keen action scenes and triple breasted whores.

So watching this movie has made one thing clear, I need to create a Total Recall RPG. I’m already churning ideas over in my head but here’s the basics… I’ll use the basic Apocalypse World system, except each player will get 2-5 characters at the start and they’ll each secretly pick which is their “star” character. Individual characters will have various stats highlighted, and various moves available. XP is awarded as normal for doing “highlighted moves” but XP can be spent 1 for 1 to increase rolls. Missed a roll by 1, spend an XP. At the end of every scene the Story Moderator will grant 1 XP to someone for whatever reason they feel like.

Scenes will be framed, and time will be skipped, and ideally everyone will be kept on their toes. A meta-narrative will be developed based on the conjoined impetus of the players, but nothing definite will be defined before-hand. A single player will be the actual “main character” but who that is will be determined by the Story Moderator based on the story creation of the players. Bonus XP can be awarded for keeping things in theme.

Basically this will either end up being awesome or a travesty.

 

eclipse player board

It appears that Eclipse is a 4X board game that can be played in a reasonable amount of time? Who would have thought. It says 30 minutes per player on the tin, and assuming everyone knows how to play that seems easily achievable (if not better).

The technology “tree” is fairly nice, feels weighty and meaningful, but is still pretty simple. Of course I’m going to talk about the Techtree first, did you think I’d been replaced? Anyway, the “available tech” is limited. There are ~4 copies of each tech in the bag, and you pull out a few each turn (6 per turn + initial seed in a three player game). In a 5-6 player game some folks just aren’t going to get tech, but even in the three player game we played some of the tech didn’t come out in time. Every tech has 2 prices, Normal and Minimum. So something simple might cost 2/2 something more difficult might be 8/4. There are three general types of tech, and as you buy more of one, you get a discount on future ones, down to the minimum price.

There are three resources in the game, Money, Material and Science. Science gets you tech. Material builds you stuff, and you have to pay money each turn to keep your empire running. You can take as many actions as you want each turn, but each one uses one of your influence discs (two if you’re colonizing a new zone). The more discs you use, the higher your upkeep (in money) each turn. There are three kinds of planet in the game (four if you count wild) and each time you settle one your production of the appropriate type of resource increases. The board is hex based, and modular. Exploration can lead to possible fights with ancient races, and various bonuses.

bead case

Diplomacy basically lets you send a population cube to an opponent you are adjacent to (and they send one to you) make both of your races more productive, and giving a victory point. Winning wars lets you pull a number of victory tokens from the bag, but you only get to keep one of them. And even then you only have 4-5 spots which double as spots for diplomats. You can of course return the lowest victory token to the bag when you get a better one, but ending diplomacy isn’t so simple. And if you end it with a sneak attack you take the traitor token (worth -2 victory points) from whomever may have it.

The game looks way more complex then it is… there are lots of parts and initial setup takes extra long if you don’t know exactly what you are doing, but with a bit of proper pre-sorting it should be manageable. I’m going to use a bead box like the one pictured to the left (it was like $3-5 at Michaels) to hold everything, which should make setup a lot simpler.

I can’t wait to play this again!