Pigpen—A Double-Take Review

pigpencoverFor today's review, we're giving you a look at a cute card game from Kevin Kulp and Jason Tagmire that's nearly finished its campaign on Kickstarter. If you don't want to bother reading the review, just go there and back it. If you need some convincing, read on...

The Basics

Pigpen is a family card game for 2-4 players that plays in ~ 15 minutes. Players are trying to create pens that will hold pigs, which will score VPs. Think of the pens as a "block" of 6 spaces—three across and two deep. The four outside space are walls. The front center is a gate. And the back center is for food.

The Components

96 Cards (this number will go up based on the final funding level of the Kickstarter campaign)—80 Farmer Cards and 16 Pig Cards

The Setup

Shuffle the Pig Cards and create a Pig Deck—the number of which will depend on the number of players.

Shuffle the Farmer Cards, deal out five to each player, and then place the rest as a draw deck.

pigpenpigsThe Gameplay

On your turn you'll play up to two cards from your hand, discard one card (if you want) to the discard pile, and then draw back up to five cards.

Types of Cards

Wall Cards: They're either brick or wood walls. Your pen can consist of both types of material—the only difference in the two is which attack card can destroy that type of material. These have a Defense number—the higher the number the stronger the wall.

Gate Cards: This is a card with a gate on it, and can be played in the gate space of your pen.

Food Cards: These are played in the food space of your pen.

Attack Cards: These are things like saws, jackhammers, and other things, used to destroy other pens.

So when you play cards you'll either be building up your own pen, or wrecking other people's pens. Once you get all of the pieces to a pen, you can grab a pig and put it on the Food Card. Each Pig has a different VP number on it. You can draw from the top of the Pig Deck, or grab one of the loose ones. Why would a pig be loose? I'm glad you asked...

PigpenattackIf someone breaks a piece of your completed pen, you have until the end of your turn to fix it or the pig runs off and hangs out around the Pig Deck. If another pig gets loose, the current loose pig goes to the bottom of the PIg Deck.

As you build new pens, you can use the outside walls as part of a neighboring pen.

When the last pig is taken, the game is over. Everyone gets one last play to try and fix any broken pens—the pigs then run out of unfixed pens. Everyone adds up the VPs on their Pigs, and the winner is the person with the most VPs; ties go to the person with the most pigs.

The Verdict

Firestone—Here's a conversation I had with my 5-year-old when the family finished playing our first game:

Me: "What did you think?"

He: "Awesome."

Me: "What was your favorite thing?"

He: "That I won."

Me: "What was your second favorite thing?"

He: "That you guys lost..."

And that about sums it up: My family liked this game a lot. It's "cute."

pigpenpenJeremiah—Somewhere along the line my kids figured out how fun it is to gang up Mommy and Daddy, and they didn't bother trying to be sneaky about it. We pretty much knew that if they had cards to destroy our pens, we were in for it. Our 5-year old would even stare us down and start making sawing noises before he played his card, to add to the torment.

Firestone—It's a card game, so it's very random, and there is a TON of take that. Somehow in a cutesy pig game it doesn't feel as harsh as in other games. And it's short enough that you won't be demolishing fences for 90 minutes, which would make me flip my wig. If I wore a wig.

Jeremiah—Yeah the built-in timer is a much needed thanks to the massive amounts of back-and-forth, take-that in the game. It could seriously go on forever.

Firestone—Adding to the randomness is the fact that the pigs aren't all worth the same amount. So someone might draw an awesome 4-point pig, place it on a Superfood, and it's pretty much there forever. While I might only draw 1s the whole game.

Jeremiah—Yeah, it's a card game which means there's an element of luck of the draw, but there's enough that you can do to level the playing field (or other pens) to keep it competitive.

Jeremiah—The game is definitely geared for the family experience. The theme lends itself to that very well, but I could definitely see sitting down with some casual/non-gamer type folks and enjoying some laughs as we deliver blow after blow to each other's pen.

Firestone—I'm not going to play this with anyone but my family, but I'm okay having a family-only game.

Firestone's Final Verdict—This is a cute game that my family likes playing. There's tons of take-that (almost all of it aimed squarely at me), but it's short and easy to learn. Put this on the table.

Jeremiah's Final Verdict—We really loved this game! My boys learned it very quickly, and more importantly so did my wife. It's a great family game that is enjoyable for both adults and kids. I would recommend it for a casual party game, and for church/youth group play. Pigpen is packed with lots of light-hearted "Take that!" Which makes for great player interaction in what is essentially a set-collection game! You should definitely put this game on your table!

This game has been fully funded, and they're offering new cards and pigs, so head on over to the Kickstarter campaign and check it out for yourself. There are only 3 days left!!

Awesome Level 9000—A Double-Take Review (Plus a Video!)

SU2-BoxWelcome to Theology Of Games' very first Double-Take Video Review! We're still going to do the written review, but we're experimenting with some video reviews and previews. Yes, we know this video is raw—and we made lots of mistakes and have lots of things to learn. But we're going to get better! So check after the jump for the written and video review...

Awesome Level 9000 is an expansion for the hit "shufflebuilding" game Smash Up. You can read our review of that game right here.

The Components

4 new Factions: 20 cards in each Faction (Plants, Steampunk, Bears, and Ghosts)

VP tokens

8 New Base cards

16 original Base cards with updated graphics.

AL9000VPsThe Setup and Gameplay

This expansion doesn't really add any new mechanisms, so if you want to see how to play the game, just check the review of the original at the link above.

The Factions

Ghosts

These guys get stronger as your hand gets smaller. So there are a number of cards that allow you to discard cards or get rid of cards, and then others that give you VPs if your hand is small enough.

Bears

The Bears will just eat your face off. They're not complex, and there's not much nuance. There's just face-eating bears that will eat your face off and then poop out your face. Ewwww....

Plants

The plants want to overwhelm you—with both their numbers and their ability to stay out on the table. And the longer they're out there, the worse it is for their opponents. Better grab the weed killer...

Steampunk

AL9000BaseThe Steampunks are all about playing actions on bases and then triggering effects or talents that let you move your own minions to those bases with actions on them, or move your opponents' away from there. And they have that cool locomotive-helicopter thing!

The Verdict, and Recommendations

Jeremiah—If you love Smash Up!, you'll love this expansion; it's more of the same with enough twists and additions to tell that it wasn't just phoned in.

Firestone—It's a great expansion. It adds more of the stuff you want from the base game, and then throws in some cool extras—all for a low $20 price point!

Jeremiah—I'm so happy AEG added VP tokens, the pen and paper thing was reminiscent of playing 5 Crowns or Hearts or something. Even with my snazzy scorekeeper app it felt like I didn't have everything I needed in the box. It was an oversight in the base set, but they were awesome enough to correct it!

Firestone—Well, the lack of VPs in the base game felt like more than an oversight to me—there's no way VP trackers didn't come up in playtesting. So it just felt like they were being cheap at the expense of gameplay. But they included them here, and they're awesome. All is forgiven!

Another great and unexpected addition is the updated Bases! The font size is now larger, so it's easier to read from across the table. Both this and the VP chits are things AEG didn't have to do, but the fact that they did is really, really great. It shows a company willing to admit mistakes, listen to their customers, and go the extra mile to make it right. I love that.

Jeremiah—I'm a fan of all the new factions with maybe the exception of the Ghosts. Mechanically it's a very cool concept that ties into the theme very well!—It's the theme for me that doesn't jive; it's very non-threatening but. Meh...it's still Ghosts.

Firestone—I don't mind the Ghosts as much as Jeremiah. But maybe that's just because one of the factions in the base game is Zombies, and those are way creepier than the Ghosts.

AL9000BearsI really like the Bear and Steampunk factions. The Plants are just okay to me because...well, they're plants. It's hard for me to get excited about plants.

Jeremiah—The plants I thought were cool, they remind me of Little Shop of Horrors, or even better that awesome BBC miniseries of Day of the Triffids! B-film making at its finest!

Firestone—My biggest problem with the base game is unchanged here, so it's still a problem: You spend a ton of time reading cards... I have to read my cards, and then when I get ready to play a card I need to read other cards on the table. And then when I play a card I need to read it aloud to the table. And then when it's the next person's turn, they go through the same thing. It's not at all a dealbreaker for me, and it hasn't kept me from playing the game with my 8-year-old. But it's probably the #1 thing that keeps it from getting played in my game group.

Jeremiah Final Verdict—I'm a big fan if the Smash Up franchise, the shuffle building technique is ingenious, and I learned and can teach the game in about 2 minutes! I love that AL9K offers more options and a little more depth, but doesn't make wholesale fundamental changes to the game, you can pick it up add it to your base set and know the different card abilities in about 30 seconds!

Firestone Final Verdict—This game has definitely grown on me. I thought it was fine when I played in my game group, but it's really shined for me as I've played with my oldest. This expansion is a great addition, and as I said before, it adds just what this game needed in an affordable package. And I agree with Jeremiah: no new major rules craziness means you just open the box and you're ready to seamlessly add to the base game and play! And play you should!

Sooo?

Put It On the Table! You may not bring it out for the young kids because of the Ghosts and all the reading. But it's a fun, light game for gamers, great family game, and the learning curve is fast for casual players!

Thanks for reading! And now...feel free to watch! Here's the video review. Remember: First attempt! But feel free to offer constructive criticism...and subscribe to the YouTube channel! Thanks!

Oh, don't forget! You can get Awesome Level 9000 on Amazon here!

[youtube=http://www.youtube.com/watch?v=QRAnTMZO7gg&w=560&h=315]

Kickstarter Weekly—July 25, 2013

Hey everyone! Welcome to yet another installment of Kickstarter Weekly! There are a lot of projects on Kickstarter asking for your hard-earned dollar—some are good, some are great, and others... We write this piece every week to let you know which ones we're excited about and hopefully give you some useful information along the way!

Let's get started -

pack of heroesPack of Heroes - Adventureland Games

Set in an alternate vintage comic book universe (that totally doesn't exist) Pack of Heroes is a 2-player head-to-head card game battle. Using your heroes and their abilities the goal is basic: Defeat your opponent! If nothing else this game looks super stylized and has awesome fake retro art! $20 gets you a copy of the game and all unlocked stretch goals. They've already funded so every backer will push them onward toward those stretch goals. Plus there are some sweet add-ons including T-shirts and action figures! You can find the campaign here.

pigpenPigpen - Island Officials

We told you about this one last week, but wanted to remind you to check out our interview with designer Kevin Kulp, and developer Jason Tagmire RIGHT HERE! This is an inexpensive family game that we think you'll enjoy! Our Double-Take Review is on its way too! Check out the campaign here!

byzantioByzantio - LudiCreations

This 4-player board game takes places in a realm that finds itself without an emperor, and no heir apparent. As one of the noble houses you will try to gain control of the throne. The 4-player game is said to take only an hour (and that includes teaching the game!). They've already funded within the first 2 days and are on their way to knocking over stretch goals! You can still get in on the early bird funding price of $38 to have it shipped to the US and EU. Check out the campaign here!

privateerPrivateer - Ensignia Games

Well you know I (Jeremiah) especially have a soft spot for pirate games, and this one looks like a winner! Claiming lots of player interaction and shifting circumstances that keep all players involved even while players are not taking their turn, the goal is to increase your captain's infamy by way of buying, selling, and stealing cargo and goods. You can get in on a few early bird levels—right now the lowest level is $43. Check out the campaign right here.

ShurikenShuriken - Awesome Enterprise

This modular tile board game boasts a battle between 2-5 ninja clans and 250 plastic ninja miniatures. Along with the modular boards comes the possibilities of special scenarios and unique setups to increase replayability! This one is a bit pricey, coming in at $75 for the game, but all those pieces parts will quickly run up the cost of a game like this! You can check out the campaign here.

Congrats!

vivajavadiceVivaJava: The Coffee Game: The Dice Game - Dice Hate Me Game

A big congrats to the folks at Dice Hate Me for crushing the campaign for VJTCGTDG! They managed to unlock 5 stretch goals in the process, which means Angry Dice are on the way! Be on the look out for this fun dice roller, and we'll be sure to check in with designer TC Petty III and Chris Kirkman of Dice Hate Me to keep you up to date on all things VJTCGTDG!

Thanks so much for reading, and check back tomorrow for an special installment of Kickstarter Weekly as we feature nothing but games powered by Game Salute! Yes, they have that many games in the pipeline that we're giving them their very own post! So, don't miss it!

As always we ask that you subscribe to the blog over on the right. And you can find us on Facebook, Twitter, Instagram and now on YouTube!

Sooie!! An Interview with Pigpen Dev Team Kevin Kulp & Jason Tagmire

pigpenToday we're once again joined by our good friend Jason Tagmire. You may know him as the guy who designed Pixel Lincoln and Maximum Throwdown, but today he’s wearing a different hat: developer of a new game by Kevin Kulp, titled PigPen. And look! He’s brought along designer Kevin to talk about PigPen, and the roles that each have had in preparing the game to get it to market.

Jason, Kevin, thanks for joining us today!

So first of all, tell us about PigPen!
JASON: PigPen is a family friendly card game about pig-penning and pen-destruction. Each player is a farmer trying to contain his pigs, but his neighbors will do everything they can to prevent it from happening. He puts up a fence; they pull out a saw. Eventually the pigs come out and score points.
Kevin designed and self-published it a few years back and I always thought it deserved a larger audience. With Island Officials, I was able to help it make it to Kickstarter, and hopefully soon enough it will reach that audience.
pigpen cardsKevin, how did you land on a barnyard-competition theme for the game?
KEVIN: While in college and deciding to make a go of commercial game design, I realized I wanted to make board games.  I also realized I would need a diverse offering of game designs.  The family game eluded me it seemed, until walking around Philly one day waiting for an IGDA meeting.  As my mind sometimes doesn't stop thinking design, I really put my mind in to coming up with a family card game.  I had just played "There's a Moose in My House" and it got my mind thinking of its simplicity.  So I started with wanting an animal-based game, then thinking of what would be a simple goal for players; once I settled on pigs and pens the game came together rather quickly.  It also helped that I grew up around working and non-working farms, and had an aunt who loved pigs.
Jason, we know you have a thing for sausage link whips, and meat-based conflict resolution...beyond that, what drew you to this project?
JASON: Initially it was the way that it brought Kevin's family together. I saw them all at a convention selling the game and I was there alone showing off a game filled with puking turtles made of pixels. It was the complete opposite and something that I wanted to accomplish personally. My kids were very young at the time, but it stuck in my mind.
Once I played the game, it was closer to what I was doing than you would think. Silly sayings, meat references, etc... but behind that a really fun little game. With it consisting of just standard sized cards, it was a great candidate for the tabletop side of Island Officials.
Beyond your own titles, what recently released/upcoming games are you excited about this year?

KEVIN: Oddville, actually just picked it up. I got to play it at Metatopia and really loved how much game they packed into a small package.  There are games that really get my mind going toward design, and this was one of them. I love how the game mechanics work together. I can't wait to play this at my local gaming group.

JASON: There have been a few things on Kickstarter lately that I've been excited about. Council of Verona is a wonderful little gem of a game. The Agents looks like my kind of game and I'm really itching to try the print-and-play. Outside of Kickstarter I want AEG's Trains, more Smash Up factions, and Cube Quest from Gamewright.
Jason, you’ve been the designer on several titles recently; tell us about the difference between developing vs. designing?
Developing a game is really interesting. It's very different from designing in that it's less emotional. You are less tied to the things that you creatively fell in love with, and more willing to make changes that will better the game.
With Pigpen it has been a lot of clarifying rules and card types, testing out variations in the numbers on the cards, and seeing what breaks the game or makes it too long, too short, too easy, too hard...etc. These are things that I also do when designing, but it's nice to be limited to those roles for once. I'm able to focus on fine tuning the game without having to be the everyman that I am when designing.
pigpen pinsSo, how did you guys meet?
KEVIN: When I was college my game design professor pushed us all towards to IGDA meetings as part of our education.  It was in going to the meetings that I was introduced to Jason by Ryan Morrison (Island Officials). Jason was one of the only (that I knew of at the time) who was working on board games.  I remember having a discussion about what to do to start and Jason went down a list of sites and places to check out. From there we would see each other at IGDA meetings and really got to know each other through another friend and designer, Alex Strang.
JASON: I think the first time might have been at Too Many Games about 3-4 years ago. Kevin had his self-published copy of Pigpen for sale and his whole family behind the booth (which was really nice to see at a video game convention). We chatted for a little while and eventually ended up seeing each other around a lot more after that.
Is there a Mad Max-related card in the game—perhaps a Master Blaster...?
JASON: We probably don't want to give kids nightmares. Or adults. Or me.
Kevin, did you approach Jason about coming on board as developer? How has the game changed/improved due to having a developer?
KEVIN: I never asked him to publish my games, it was more of showing and telling him my vision for the games.
Alex Strang and Jason had started a monthly game night where I was going and we would pull out our game designs. Game designers, myself included, like challenges, and Jason or Alex challenged me to complete one full game in a month. My first month I made two games, one of which might be published by Island Officials next year. In particular, when it came to Pigpen, we played it one-on-one at a game night over at Alex Strang's house. We played, then I explained where I wanted the game to go, my vision and such.  From there the conversations started and Jason informed me Island Officials wanted to publish the game and possibly more.
When it comes to having him as a developer, the game has only gotten better.  He helped streamline the game and put a focus on continuity in gameplay. His experience of having some successful projects under his belt really came through in the final development phase of the game before kickstarting it this week.
Guys, tell us what is unique about PigPen when compared to other family style card games.
KEVIN: The humor and theme really set the game apart. I know playing it with my children they are always checking out the pigs, picking favorites, and always laughing at what they can do in the game. They love picking on me and doing their best to make sure I don't get the pigs. I saw this in playtests with adults also. Before Jason took up development I had it at Metatopia and this epic game occurred between two couples who had a great time playing the game. There was so much laughter and silliness in that game, that it convinced other players to sign up to play the game, the next day.
JASON: It brings out the life of the family. Many family style games are a little stiff, and Pigpen is the complete opposite. When your quiet little sister takes a hammer to your brick wall, sending your pig right into her fort of a pen...you can only laugh about it (and hopefully destroy that fort). Kevin also took the approach that this game should be enjoyable for all ages. The child/adult line is a very hard line to blur and Kevin did a great job with it.
Kevin, do you have any plans to expand the game, or will we find out more about that as stretch goals are met within the Kickstarter campaign?
KEVIN: There is one expansion already on the Kickstarter with the UFO. I can't say yet, but have another one we'll be adding to the Kickstarter soon. I have more ideas for the game, and depending on how well the game succeeds I'm sure we'll see the ideas coming out over the next couple of months.
Jason, how are your many other projects coming along? Anything new you can share with us at this time?
JASON: Pixel Lincoln is out! Haha, it's been a long time coming and finally in the hands of the Kickstarter backers and working its way to stores. It's been really awesome chatting with everyone about the game and the feedback I've gotten is very positive. So, I'm working on more Pixel Lincoln stuff. I've been communicating with Game Salute about how to get more cards out there on a regular basis and I should have some news about that soon at the all-new PixelLincoln.com.
Also working on a few other projects, but nothing that's far enough along that it would be interesting. I should have some prototypes at GenCon along with the release of Maximum Throwdown there. Can't wait.
Kevin, we get to see your lovely family at the end of the Kickstarter video for the game; are they all gamers too? Or is PigPen an attempt to bring them to the table?
KEVIN: I will have to admit they are more digital gamers right now; they love Minecraft, Terreria and Roblox.  I'm slowly breaking that down and exposing them to board games all the time. And having children is a great excuse to convince the wife those game purchases are for the family and not me. ;)  They of course get excited with any game I make and always ask me what my next game is.  Lately with Redakai being on sale everywhere I picked up a couple starters and we are playing that; also Jason introduced me to the Mega Man CCG from a decade ago and the kids have shown interest in that one.  Also Ticket to Ride and Bang is a big favorite for everyone, including my wife.

PigPenCoverFull5 Questions - 5 Words (to answer them)

Who did actually let the dogs out?
KEVIN: John Moller's mind-altering pancakes.
JASON: My allergies.
Let’s say you are Old MacDonald, and you could have one science fiction based piece of machinery... So as the song goes: “And on his farm he had a....?”
KEVIN: Thermonuclear powered diamond blade chainsaw.
JASON: Flux Capacitor.
Your reaction to hearing there will be new Star Wars films?
KEVIN: Joss Whedon commits fanboy sin.
JASON: Childlike excitement.
The Green Goblin, or the Hobgoblin?
KEVIN: Green, he made the money.
JASON: Hobgoblin's got style.
Favorite iOS app?
KEVIN: What is this IOS thing?
JASON: Super Hexagon.
Thanks so much for joining us, guys!
We've received prototype review copies of the game and will be posting our extensive Double-Take Review of the game soon! But until then you can check out the Kickstarter campaign for more information. 
Don't forget to subscribe to TOG over on the right! And look for us on Facebook, Twitter, Instagram, and YouTube!
Thanks for reading!

Epic Death—A Preview

By Jeremiah “You only live twice: Once when you're born And once when you look death in the face.”  ― Ian Fleming, You Only Live Twice

And thrice when you get brought back to life by a resurrect card...

epic death boxToday we're looking at a prototype of the card game Epic Death, from Waits in Graves; the game was successfully Kickstarted by Springboard—Game Salute's Kickstarter juggernaut.

Let's talk about how the game plays...

The Components

Cards... Lots of them.

20x Adventurer Cards—These are flavorful, but un-unique, otherwise—no one adventurer has any special abilities or stats.

57x Loot Cards—This is one of two ways you score points. Again there are no abilities or bonuses given through collecting these cards.

38x Fate Cards—These cards make up your player hand, and basically allow you to increase your chances of completing a quest, or decrease the chances of your opponents completing quests on their turns. Speaking of Quests...

40x Quest Cards—These are split into two types: Quests (ordinary run of the mill quests) and Epic Quests!

16 Six-Sided Dice—I had to use my own for the preview version but they say these are going to be epic in the final version!

The Setup

Each player selects five adventures—unless you're playing a 5-player game then you select four, because you know...math. Separate the Epic, and Regular Quest cards, placing the stack of Regular Quests on top of the Epic Quest cards; this makes the Quest deck. Then deal a line of 5 Quest cards out from the Quest deck.  Shuffle up the Loot cards and Fate cards separately to make the Loot and Fate decks, and then deal out 5 Fate cards to each player.

photo (26)The Gameplay

On a player's turn he or she selects a Quest from the lineup, and then players can play Fate cards on the active player's company, starting with Death/Resurrection cards and proceeding to "before dice are rolled" cards—before the active player rolls the dice—and then "after dice are rolled" cards—after the dice are...well I think you get it. Let's break those down a little bit:

Death/Resurrection cards—These cards are assigned to a specific adventurer; a Death card results in that adventurer being killed if the quest is failed. A Resurrection card will result in bringing a deceased adventurer back into the game if the Quest is successfully defeated.

Other Fate cards—The majority of Fate cards that are played before or after the dice are rolled either add or subtract the amount of dice rolled for the quest. Or force a player to re-roll after they've been rolled.

After the Fate cards have been played, the active player rolls the dice (starting with 10, and then +/- by the modifiers of the Fate cards). If they are victorious, they collect the reward, which typically consists of Loot cards and Fate cards. If they fail, then the Quest card is placed under one of the adventurers, exposing the bottom of the Quest card and the "Fail" points attributed to the card. If there is a Death card on an adventurer, that adventurer gains the "Fail" points and is killed (turned face down).

How do you defeat a Quest? Each Quest has a type and number of victories required to defeat it. A trivial victory is any die showing 4 and up, a mighty victory is 5 and up, and an exalted victory is a die showing 6. So a Quest requiring 4 mighty victories requires 4 of the 10 dice you're rolling to show a 5 or 6. Rewards and Fail points are scaled appropriately for the type of Quest and victories needed to defeat it.

Loot cards gained by defeating Quests are assigned to your adventurers by playing them under the adventurer cards showing the "Epic" score on the top of the Loot cards.

The Epic Quest Phase—Once you've gone through the regular quests the Epic Quests will populate the line up and will shake things up! Defeating an Epic Quest will still reward you with some Loot and Fate cards. But if a player fails an epic quest, they kill off a hero and gain the Epic score on the Quest card (placing it the same way you do a Loot card). Once an adventurer is killed off you can no longer place loot (points!) or quest cards (fail or points) on them.

End Game

Once one player's adventurers are all dead, the game is over, and the score is tallied. Players only count the scores of those adventurers who have met glorious, "epic," or maybe not-so-epic death in battle. Whoever has the most points wins.

My Thoughts

Components—While the copy I reviewed is only in the prototype stages, the artwork is mostly complete. From what I saw it's very well done in the cartoony fantasy style, and looks great. The flavor text is humorous and packed full of  great genre-crossing references!

Gameplay—I enjoyed the change-up halfway through the game—just when the turns seemed a little redundant, the Epic Quests come out and you find yourself actually trying to take dice away from your roll so you can kill off an adventurer and score a bunch of Epic points for your Epic Death! The potential (and I suppose the expectancy) for gang-up situations is huge in this game. Those seem to move the game along well though, so be prepared and bring your thick skin!

photo (25)Final Thoughts and Recommendations—Munchkin and Gloom had a baby and named it Epic Death. If you know those titles, and you enjoy those titles, then get on the Epic Death bandwagon. The theme is set in a Munchkin-ish comedic fantasy realm where everyone gangs up on everyone else, and the scoring mechanism (i.e. placing points on a character and killing them off to score them) is very reminiscent of Gloom. That being said there is some fun to be had with the randomness of the dice rolls and a good touch of strategy when it comes to deciding if you want to play a fate card on an opponent or keep it to help your chances.

Put It on the Table—If you enjoy a slap-sticky dice-roller with lots of ganging up and a big take-that factor. Just know that this is that kind of game, and if you're into that, you'll love Epic Death—it does that very well! Casual players will be able to grasp the game concepts pretty easily as well, and the flavor and geeky references in the game will hit folks on many levels.

Leave It on the Shelf —You might want to leave this one on the shelf for family game nights, or with a church or youth group. While all of the artwork is stylized and non-threatening, there are a lot of Necromancer, demon-ish type cards in there—what you would expect for a game called Epic Death—so you might want to have a good look at the cards to determine what settings are appropriate for the game. Younger players might have a tough time tracking the change of strategies midway through the game as well.

Overall: Put It on the Table!

We'd like to thank Game Salute for loaning Jeremiah a prototype of Epic Death, which in no way influenced the review of this game.

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Incredibrawl—A Double-Take Review

incredibrawlToday we're taking a look at Incredbrawl, the slick-looking family/casual/gamer card game from Vision 3 Games. In Incredibrawl each player (2-4) is given an identical deck of cards featuring characters from three different types: Natural, Physical, and Energy. They then duke it out in a battle for ultimate glory (or at least 10 glory, the game's VP system) to see who comes out on top of this Incredibrawl!

Let's take a look at the nuts and bolts.

Components

Well, we received prototype copies of the game, but this is the list given in the manual:

  • 120 Character Cards (30 per player, matching sets)
  • 40 Power-Up Cards (10 per player, matching sets)
  • 10 Location Cards
  • 4 Rules Reference Cards
  • 1 Sheet of Glory Tokens
  • 1 Coin
  • 1 First Player Token

The game is played in one of three different Modes: Family, Casual, or Gamer. As you probably guessed, they each vary in difficulty and have different things added or subtracted, depending on what version you're playing.

IncredibrawlSetup

The game setup (for Casual Mode) looks like this: Each player gets a set of cards (leave the Power-Up cards out), then you place the Grassy Meadow location card in the center of the table (leaving the rest of the locations out), and then give each player one Glory token to begin the game with. Players shuffle their cards, and draw a hand of 5 cards. Then, it's go time!

Gameplay

So here's a quick rundown of the Casual mode, and then we'll touch on the other modes as well. The basic brawl/battle engine is pretty much a Rock, Paper, Scissors type of mechanic: Physical (Purple Sword icon) beats Natural (Green Grass icon), Natural beats Energy (Blue Lightning Blot icon), and Energy beats Physical. Each character also has a power level, which is used for breaking ties; if there is still a tie, then players play an actual game of Rock, Paper, Scissors to determine who wins the brawl.

A turn looks like this: Players select their characters, place them by the current location (which is always the Grassy Meadow in this mode) and then they have it out. In a 2-player game players reveal at the same time, activate any "P" (Play) abilities, determine a winner, trigger any "W" or "L" (Win or Lose) abilities on the involved characters, and then the winner collects 1 glory token from the pool.

In a 4-player game the brawl goes in two rounds, with the winners of each across-the-table brawl facing each other to determine the winner of the overall brawl. And in a 3-player game there is an odd person out who goes up against the winner of the first two.

The Abilities—This is where a good portion of the strategy lies for the game. Some cards actually give you some decent bonuses for losing the brawl you play them in, so you may intentionally be throwing them into the fray in hopes that they get taken down (of course, it is quite possible that they can win due to their power type and what your opponents have played!). While others trigger an ability when they are played (whether you win or not!). For instance, the Roboshark causes each other player to randomly discard one card. The Low Blow card triggers if you lose, and if you discard your hand, the winner of the brawl loses two Glory.

The End Game—The game ends when a player reaches 10 Glory—even if it's mid-brawl; if they have 10 Glory tokens, it's game over, man! The game also ends if a player runs out of draw cards and can't draw another card at the end of his or her turn—again, the player with the most Glory is declared the winner!

MODES

The game comes with three different Modes. The one we've described so far is the Casual Mode.

Family Mode—Family Mode is the same as Casual mode, except you use no card abilities, and players start the game with zero Glory (instead of 1 as in Casual mode). This is a stripped-down version, perfect for playing with kiddos, until they get up to speed.

Gamer Mode—Gamer mode has several variants, including using all of the location cards (which give certain power types extra abilities/bonuses, as in the game Smash Up) and shuffling in your Power-Up cards, which again give you further ways to defeat your foes; these can be played at a time during a brawl, as specified on each card.

IncredibrawlHandThoughts and Recommendations

Jeremiah—I think the first thing that stood out to me was the artwork—oh my! It has awesome, well-done, stylized graphics that are just super easy on the eyes! The aesthetics of the game (even with the prototypes we received) are very clean, and very slick!

Firestone—Yeah, the artwork is great. Colorful, fun, and creative. My kids saw it and immediately wanted to play. My gamer friends liked the artwork, too.

Jeremiah—I've mostly played the Casual mode, and the Family mode with my boys, but have had a hard time getting this one on the table with my gamer friends. I think once they realized that at its core it's a Rock, Paper, Scissors type of game they're just not excited. Even though the abilities, power-ups, and locations add some needed depth, up to this point it's been a hard sell for them.

Firestone—Well I did play the Gamer Mode with gamers, and...we didn't like it at all. I seriously applaud the guys from Vision 3 for trying to create a game that can appeal to the spectrum of gamers, but it just doesn't work here, IMO. You can add all the bells and whistles and variants you want, but at the end of the day it's still a Rock, Paper, Scissors mechanism at heart, and that just doesn't cut it with gamers—at least not the gamers in my group.

Jeremiah—My boys, on the other hand, HAVE NOT STOPPED ASKING TO PLAY THIS GAME! They think it's the bees-knees (actually they've never used or heard that term); we started playing it in Family Mode and moved up to Casual Mode. They handle it well in Casual Mode, although the youngest doesn't really read (he's only 4) so he plays a W, L, or P and then hopes it does something cool for him.

Firestone—Same here: The boys (8 and 5) love this game. Like you, my youngest doesn't know exactly what he's playing—he just wants to play a pirate or a yeti or an alien or whatever! Of course, because the game is so chaotic and luck-based, it really doesn't matter if that's how he plays—he's able to hold his own when his blindly chosen card beats his older brother's carefully chosen card. So what the gamers hated is a boon for the family!

Jeremiah Final Thoughts—I have to say my initial reaction to the game was a bit along the side of my gamer friends. "Oh... Rock, Paper, Scissors..." But my boys have changed my mind on it; I might not get to play it in Gamer Mode often, but we have a good time playing it in Family and Casual Mode, and it brings them to the game table with excitement, and that's always a good thing!

Firestone Final Thoughts—For me, this is a family game from start to finish. I've got plenty of gamer's games, so I'm totally fine that this is one I'll only bring out with the family.

Recommendations

Put It On the Table—For family game night, or a lighter party/game night. It also could make for a light tournament-style game with a larger group or youth group. There are zombie and a wizard characters in the decks, but they're very cartoonish, and not unsettling in the least.

Put It On the Shelf—When your hardcore gamer friends are coming over. If your group is really okay with chaos and luck—and thinks a game night filled with Munchkin and Fluxx is the height of fun—they may like it. Otherwise, keep it on the shelf.

OVERALL: Put it on the Table!

The game has a little less than a month to go on Kickstarter, and it's 2/3 of the way to its goal. Check it out, and join in to unlock those rewards!

We'd like to thank Vision 3 Games for supplying us with prototype copies of Incredibrawl which in no way influenced our review.

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Hanabi—A Review of the Spiel des Jahres Winner

hanabicoverby Firestone Well, the Spiel des Jahres were announced earlier in the week, and I was delighted to hear that Hanabi won! What's so great about this co-op card game? Well let's find out...

The game was recently printed in the US by R&R Games, so that's one I'll be reviewing.

Hanabi is a cooperative game for 2 to 5 players, where your team is trying to put on the best fireworks show. It's possible to lose the game, but that's fairly rare—it's usually just a matter of how awesome (or crappy) your fireworks display will be. The best you can do is 25 points, and it goes down from there...

Components

60 cards—there are six suits, each with three 1's, two 2's, two 3's, two 4's, and one 5.

8 Blue Clock Tokens

4 Black Fuse Tokens

Boom goes the dynamite!

Setup

Place the blue clock tokens faceup on the table, and stack the four black fuse tokens nearby, with the longest fuse on top and the explosion on the bottom.

You only use five of the six suits—the sixth one is a multicolor suit that is for an advanced variant. This isn't one of those games where you should just jump into the advanced game right away—the basic game will kick your butt.

So you take the 10 cards in the five suits, shuffle them all together, and deal five cards to each player in a 2- or 3-player game, or four cards in a 4- or 5-player game.

Here's the unique thing about this game: You never, ever, look at your own cards! EVER! When the cards are dealt to you, you hold them facing away from you.

Gameplay

The point of the game is to try and get each of the five colors down on the table. You have to start each color with the 1, and continue on with the 2, 3, 4, and finally the 5. You have to go in numerical order for each color, and there can only be one of each number in each color.

On your turn you can do one of three things.

  1. Give someone a clue.
  2. Discard a card.
  3. Play a card.

If you give someone a clue, you are telling that person one thing about his or her hand. If you choose to reveal color, you would point to the appropriate cards and say, "This card is a red," or "These two cards are blue." You can also choose to reveal numbers, so, "These cards are 2's," or "That card is a 5."

Frequently Forgotten Rule: You have to give complete information about a hand. So if someone has two 2's in hand, you can't just tell them one card is a 2, even though sometimes that would be super helpful—you have to tell them about both 2's.

When you give a clue, you also have to put one of the blue clock tokens into the box lid (or just move them to the side, but the box lid makes sure you don't screw up which pile is which). If there are no more blue clock tokens on the table, you have to do one of the other two actions on your turn.

hanabihandIf you discard a card, you simply choose one and lay it aside for all to see. The rules say to make a discard pile that anyone can look at at any time. That's just dumb. You should just lay all cards off to the side, and place them such that everyone can see all of the discards all of the time—you can put them perpendicular to the main display so that you don't confuse the two, but in practice, this isn't really a problem.

You obviously have to be very careful about what card you discard, but every card other than the 5 has more than one copy, so you often have another chance to get that number out. If you discard a card, you can take a blue clock token from the box and put it back on the table—and then you draw a new card.

If you play a card, you choose one and attempt to play it to the table.

If it fits in an open space—for instance, if you play a red 2 and the red 1 is already down, you simply place it down in the correct spot, and your turn is over. You don't have to "call" which card it is before you pull it out of your hand and finally see what it is. If it fits, great!

If it doesn't fit, you put the card in the discard display, and you take the top black fuse token and put it in the box.

If you place the number 5 card onto one of the fireworks—thus completing that color—you get a bonus, free blue clock token back and available.

The game ends in one of three ways.

If you pull the third black fuse token (i.e., you make three mistakes when playing cards), the game ends and you all lose.

If you are able to fully complete all five colors of fireworks, you've won in spectacular fashion with a perfect score: 25 points.

How the game usually ends is that a player takes the last card from the draw pile. Each player, including the person who grabbed the last card, gets one last turn. Once that round is over, you count up your score.

You add up the highest-valued card you managed to play in each of the five colors, and that's your score. The rulebook breaks down what each range of scores means. And that's it!

The game comes with a number of variants, and if you're insane, it comes with a sixth suit, that's muticolored and counts toward every color when you're giving a clue.

Recommendations

Youth group/party game? Yes! I actually think this could be a great game for that. Expect to do terribly, but it forces the teenagers to think...

Family game? Definitely! Well, it won the Spiel des Jahres, but I really do think it would be great. The game recommends this for kids 8+, but I think that's probably too young to play the game well; it's actually fairly hard to give great clues here, and I don't think my 8-year-old would be able to figure that out yet. (But there's no reason not to try; that's how they learn, right?) If you have older kids, this one would definitely work.

Gamers' game? Absolutely! Our group is completely taken with this game. It's been the go-to filler for a while now.

Each color has a unique type of explosion—handy for color-blind folks.

The Verdict

In case you can't tell from the Recommendations section, I think this game is perfect for anyone. It should be in your collection.

I love how different it is. There have been other games where you can't look at your hand (Code 777, for instance), but this one just feels unique to me.

I also like how you can still win, even if you don't play perfectly. This adds to my argument that this is a great game for nongamers. You won't play perfectly—or probably even particularly well—the first few times, but it's okay: You can still win.

The cards are of good quality—though I'll probably still sleeve them. The backs of the cards are asymmetrical, and in this case that's a good thing, as it helps you organize your hand as you want.

One of the cool things is that each group and each person can create their own conventions about how to organize their hands. Some people only put new cards in on the left side of their hand, and will discard off the right side of their hand. If other people know that, and there's a precious 5 on the righthand side and you know she's about to discard it, you might want to make sure she knows it's a 5!

A problem that sometimes crops up in co-op games is that one person will completely dominate the game and basically play the whole game for everyone. In Hanabi, that's not really possible. For one thing, there's never complete information since you don't know your own hand—until the very end of the game. Also, you're really not supposed to talk unless it's your turn and you're giving a clue.

If there's one thing that could doom the game in your group, it's that the game puts a lot of pressure on you. I felt, at least, that I needed to give the perfect clue. This was especially true when I played the first time. Everyone else had played a few times, and since I hadn't, I was always afraid I would "blow it." I'm not normally a nervous player, but for some reason this game did it to me.

The Final Verdict

Look, this game is terrific. It's one of my favorites of this year, and I was pleasantly surprised when it won the Spiel des Jahres. Plus, it's cheap!

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Return To Sender—A Review of Love Letter

By Firestone LoveLetterCoverLove Letter had all sorts of buzz coming out of Essen. The game sold out quickly upon reaching the states, and for a time this $10 game was going for $40... So is it worth $40? Is it even worth $10? Let's find out!

Components

16 cards—these are eight different characters, numbered 1 through 8, and there are varying numbers of each of those...numbers. I just wrote "numbers" too many times.

1: Guard—There are five of these.

2: Priest—There are two of these.

3: Baron—There are two of these.

4: Handmaid—There are two of these.

5: Prince—There are two of these.

6: King—There's only one.

Bag7: Countess—There's only one.

8: Princess—There's only one.

Some red, wooden cubes

<---------And all of this comes in a small velvet carrying bag with "Love Letter" embroidered on it.

Setup

Shuffle the cards. Remove one facedown. Deal one card to each player and place the remaining cards in a draw pile. That's it.

Gameplay

The point of the game is to get your love letter to the princess. You do this by using the different members of the court to work for you. So on your turn you draw a card, and then play down in front of you one of the two cards you now have. When you play a card down, it stays down. And subsequently played cards are just played next to the old one. So you can always see what’s been played.

The actions on the card will often result in someone being eliminated—you or an opponent. The goal is to be the last person standing—or if the small deck runs out, you want to be left holding the highest-numbered card.

CardsThe Guard lets you pick another player and guess the card he or she has. If you're right, the person is out for the round. If you're wrong, nothing happens.

The Priest lets you look at the card of another player.

The Baron has you compare your remaining card (now that you've played the Baron down) with that of another player. Whoever has the lowest-value card is out of the round.

The Handmaid protects you for that turn—you can't be targeted by other players' cards in any way.

The Prince lets you pick a player—including yourself—and force that person to discard the card in his or her hand and draw a new one.

The King lets you trade hands with another player.

The Countess is a little odd: If you have the Countess and also have the Prince or King, you must discard the Countess. You can still discard the Countess at any time, and then people will think you've got the Prince or King.

The Princess makes you lose if you're forced to play or discard her.

CubesWhoever wins the round gets a red cube. The game ends when one player gets a certain number of cubes—which will vary depending on the number of players.

Recommendations

Youth Group Game? Maybe! It's light enough and fast enough that I do think this could work with a youth group (or a party setting)—though it does only play up to four players, so not too large a party... Usually the luck—which is high in this game—isn't a detriment in that sort of gathering.

Family Game! No! Okay, changed to Maybe! My kids aren't old enough to get the game yet, and I don't think my wife would like it. But your family dynamic might be different.

Gamer’s Game? Probably not! If your group is really, really okay with luck, this could work as a filler. But there are so many other, better fillers out there...

The Verdict

It's Brad Pitt in 10 years. Or Robert Redford...

I don't like this game. There. I've said it.

On the very first turn of my first game I was sitting in the 2nd seat. The 1st player played a Guard, guessed a card I had, and I was already out of the round before I had a chance to even play. I turned to my friend and said, "That's a problem." It might not have been a problem if it had happened once in the entire game, but it happened a number of times to a number of people.

There was some skill in the way you played your cards, but often it was obvious what to play. And since you're drawing cards, there's lots of luck. If you draw two Handmaids in a row, you're sitting pretty because you're safe for two rounds—which is a lot in this game. If you draw two Barons, you're pretty much hosed. If you have a Guard and get a lucky guess, go you! If you have the Princess you have a numbers advantage but you now have fewer strategic choices, as whatever other card you draw will have to get played. Yawn...

There were times you knocked people out thanks to clever deduction. And there were just as many times you knocked people out by blind, dumb luck. In fact, people are churning their hands so often that deduction is practically useless.

Thanks to the timing of their releases—and the fact that they're both small card games with lots of buzz—it's hard not to compare this to Coup.

But while Coup is mostly bluffing and some deduction—the deduction element comes in more with a higher number of players—Love Letter is almost no bluffing, some deduction, and tons of luck. Coup is a much better game, IMHO.

So what do you think? Am I way off base here? Did I miss something? Let us know what you think of the game or the review. And thanks for reading! Don't forget to like us on Facebook, and follow us on Twitter.

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.

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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!

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**UPDATE**

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