The Battle at Kemble’s Cascade- despite its unwieldy title-stuns at the box level. Z-Man games pulled out all of the stops, graphically. Featuring an illustration straight off of an arcade cabinet circa 1987 with fine detail such as simulated wear, stripes and a just-right font choice, the epic “shoot the core” battle scene twixt spaceship and giant boss tells you right up front that this game is inspired by and pays tribute to classic scrolling shooters like Gradius, R-Type and Raiden If that elevator pitch is enough to get you into the cockpit, ready to dodge a million bullets, then you might be in for a surprise.
There are lots of heavy strategy games that make me feel like a bad player. There are even a few that make me feel like a bad person for decieving and manipulating my way to victory. Five Tribes is the first game that made me feel like a bad reviewer. Because, even after many games, I can’t quite make up my mind how I feel about it.
The design itself doesn’t help. It feels like designer Bruno Cathala poured a random assortment of mechanics into a pestle, ground it up, and put the fragments into a box. There’s still identifiable chunks of games like Mancala, Carcassonne and even Cyclades in there. But there’s also a lot of dust that feels familiar, yet annoyingly elusive.
Asmodee/Liebellud’s Lords of Xidit is a wonderfully colorful game with a distinctly French fantasy style. Set in the same game world as last year’s card battler Seasons and with a loose (mostly titular) connection to the popular Dixit line of storytelling games, the narrative puts the players in the role of “Idrakys”, noble heirs in a kingdom whose cites are quickly becoming overrun by creatures corrupted by an encroaching darkness. It is up to the Idrakys to travel along the kingdom’s roads and recruit fighters to turn the tide against the monsters. But it’s not a co-op game. Each Idrakys seeks treasure, favor with the powerful Sorcerer’s Guild and glory as proclaimed by the land’s bards. There can be only one and all of that. It’s a reprint of a fairly obscure Eurogame from a few years back called Himalaya. (more…)
The first time I played Hyperborea, the new big box release from Asmodee designed by Andrea Chiarvesio and Pierluca Zizzi, I thought about a couple of other games. Those games were Eclipse, Runewars, Cyclades, Kemet and Nexus Ops. Over the course of the 90 minutes or so that it took to play, I went from furrowing my brow at it, wondering if the rulebook was making the game seem much more complicated than it actually was, to absolutely loving it. By the end, my knee-jerk one-game opinion was that it was better than the first game I had in mind, tighter than the second, as good as the Matagot titles, but obviously not a time-honored classic like the last. After a few more games logged with it, I think it’s one of 2014’s best releases and I’m still anxious to get this streamlined, cunningly designed fantasy 4x game to the table again. (more…)
Heroes Wanted, designed by Travis Chance with Nick Little, may be the last best hope for the superhero genre on the gaming table. It is not an elegantly designed game. It lacks polish and the kind of refinement that often delineates good from great games. There are a couple of design elements that I think will likely be terminal issues for some players. It’s not that Heroes Wanted isn’t a fun game- I think it is- and it’s also not that it’s a bad game because it most certainly isn’t. But it is alternately raw, naïve, clumsy and tentative in a kind of garage rock-y way and your mileage with the game may depend on how tolerant you are of a design that takes a lot of risks but doesn’t always hit paydirt. Regardless, I’m quite taken by a few aspects of Heroes Wanted that I think are quite unique. (more…)
It’s rare that the first thing to strike you about a book is a noise. But here, it was. After being so excited by the Starter Set, I couldn’t wait to get into this. So I ignored the cover and opened the book to a loud crack as the spine flexed for the first time. It was like the sound of the lock falling away from my teenage memories.
Back then, no-one ever read the Player’s Handbook from cover to cover, and I doubt anyone does now. It’s skimmed, flipped, relished. So first impressions count.
Alright, so by now I’m sounding like a broken record regarding Gale Force 9. So far, this company is batting a thousand and bowling a 300 game. They have yet to release a less-than-great board game product. They’re all good, but it seems that Firefly is likely to remain their premiere release for some time to come. And for good reason. Whether you’re a Browncoat or not, Firefly is a great game with tremendous appeal for fans of the license and great gameplay for everybody. There have already been two expansions for Firefly, the small “Breakin’ Atmo” add-on that beefed up the available jobs and the PVP-focused Pirates and Bounty Hunters. Now, they’re giving us more map to play with in the new Blue Sun expansion that adds a Rim Space region that bolts on to the left side of the existing board. Fans of the show will be excited to see Mr. Universe and Lord Harrow setting up shop in the ‘Verse. New gear, new jobs, a new supply planet, three new scenarios, two new captains and some new rules to explain it all add up to a stuffed-to-the-gills expansion that works seamlessly with or without the previous additions.
Oh, and there are more Reavers skulking about.
Above all of what Blue Sun has to offer a stronger sense of danger from the Reavers (and the Alliance) are is my favorite feature. There are now three Reaver Cutters, and they all start in Rim Space. When the Reavers move, they leave behind “alert” tokens, which means that players entering regions where there has been activity noticed by these space-faring psycho-cannibals take a die-roll based risk of encountering them- even if the actual Cutter figures are sectors away. Surprise!
As the game progresses and the Reavers roam around, this makes the board much riskier, and players may have to weigh out the decision to take a chance on the Reaver roll to complete a job or avoid running out of fuel. Players can also now mosey into Reaver spaces, and just like in the show there’s a “Reaver-flage” card that allows players to dress their ship up like a Cutter to avoid detection. With three ships to move and lasting on-board effects of their movement, the Reavers are much more of a threat than ever before. This is fun. There are also Alliance alert tokens that impact how the Alliance Cruiser operates in a similar fashion. New Nav deck cards accommodate the new Reaver rules and there is a separate deck for flying through Rim Space.
I’m also particularly fond of how Mr. Universe functions in the game. He doesn’t give jobs, he sets up riders for existing jobs so if you can meet the requirements, you get his knock-on bonuses. Plus, if you are solid with him, you can take on his “Big Damn Challenges” from anywhere on the map- thus enhancing any job you take on from any contact. Lord Harrow, the other new contact, offers some questionable shipping contracts and sells you cargo when you’re solid with him.
The scenarios are good (I particularly like The Great Recession, that drastically limits the number of available jobs in the game), but be warned that there is a continuation of the trend established in Pirates and Bounty Hunters that saw that expansion move away from solo-friendly play. With the additional Reavers, for example, there’s now a greater chance to directly impact other players and unless you jimmy up some triaging rules for their movement. You’re going to lose that opportunity to use the cutters as an offensive weapon when playing alone, and Lord Harrow’s cargo-heavy jobs are just cryin’ out for some piratical misbehavior.
It’s kind of a shame that the new features aren’t really compatible with solo play. I really enjoy solo Firefly and I’m sure others do as well, but it’s understandable that direct conflict simple requires live people to get the most out of it. The upshot of it all is that Firefly has, over the course of the past two expansions, become an even better multiplayer game than it was in it is initial release. Previously, I would have said that Firefly was one of those games that’s “best with three” because there wasn’t a whole lot of interaction or direct conflict. Now, with Blue Sun and Pirates and Bounty Hunters bolted on to the hull, I’m finding that four and five player games are much more interesting- albeit longer.
I’m also starting to get a bit leary about further expansion. With a small card add-on and two big expansions, Firefly is already starting to feel rather sprawl-y. One of the things I really liked about the game from the beginning was that it was really quite clean- decks of jobs, decks of stuff, player boards and just a couple of miniatures on the map. Now, there’s more of everything, more tokens, more “stuff” going on. We’re not at Arkham Horror levels of bloat, but right now I’m feeling like the game is at a comfortable level of mostly optional complexity. I like playing with everything, but I can see where some folks may want to avoid adding anything on to the game.
Regardless, we’ll likely see more Firefly in the years to come, the game has already had a longer run than the show did. Despite my reservations about it approaching bloat, I can’t say that I won’t want to check out what’s next because I love this game. But what I would really like to see is GF9 leveraging the success of the Firefly line- as well as its other licensed titles- to bring us a completely proprietary creation. They’ve conquered the licensed game market in just a couple of short years, now all they need to enter an “Imperial” phase is to show us something that is 100% GF9.
The Gamasutra/Intel debacle cannot possibly be summed up better than in the pictured tweet. I’ve blacked out anything identifying because I’m specifically leaving individuals out of this post. This is not about any one person. If you need a broader primer, this article at The Verge is a good place to start. For actual, non-fantastical ethical concerns in games journalism, this is a pretty good start. (Edit: And this, because GG is not about ethics.)
So, how’ve you been?
Let’s talk about social justice warriors and their grand conspiracy to… well, I’m not sure what. But it must be bad for so many people to get all riled up. All I can say for sure is that I’m with you! (I’m not.) These people, these SJWs, must be stopped! (Nope.) We must not have social justice in gaming. (Because why?) Because justice is bad. Inclusion is bad. Diversity is bad. It’s a grand media conspiracy to destroy gaming because gaming must never change. It must never be criticized. It must never evolve. It must never engage in self-examination. It must never grow or broaden, it must only double-down on what it’s been for the last ten years or so, because that is the only history that matters. More guns. More explosions. Bigger tits. These things must not become an endangered species just because a bunch of chicks who are barely gamers to begin with, and the dudes who want to score with them, think games can be more inclusive.
If you support the ideals that you believe the Gamer Gate movement represents then that paragraph is going to sound belittling and misrepresentative. And that’s okay. It was meant to be. I know, being a large-ish (maybe?) group of people, you’re not actually all of one mind about this, and what GG represents from one person to the next isn’t identical. I believe there are good people (probably) who support GG and what it represents to them; people who are genuinely fair-minded (probably); are not racist or misogynistic (probably); people who are not inherently hostile and believe with every fiber of their being that they are on the right side of the issue (probably). I believe these people exist because they have to. No movement of this relative scope can legitimately hinge on making sure vocal women can’t sleep soundly at night. I have more faith in people than that. For the life of me, though, if you’re one of these “reasonable” Gaters, I can’t begin to figure out what “issue” you think you’re on the right side of.
Seriously. I have questions…
Bruno Cathala’s Five Tribes: The Djinns of Naqala is the newest issue from Days of Wonder and it is looking like a smash hit. But I wouldn’t call it a return to form for the French publisher, that has long specialized in great-looking, accessible family games. Don’t get me wrong, Five Tribes is definitely a great-looking, accessible family game but it also stands apart from the rest of the company’s catalog as something potentially more complex and intricate, straddling the line between the anybody-can-play simplicity of 1990s-style “German game” fare and more recent hobbyist designs that favor multilayered mechanics and density. I’ve been completely fascinated by how well this game accommodates two very distinctive styles of play without shortchanging either the casual or hardcore player or requiring any kind of rules modification. (more…)
At age eight I was rummaging through a book stall at an agricultural fair, and I found a book that would change my life. It was “What is Dungeons & Dragons” and it stood out like a monstrous thumb among the worthy tomes on seed rotation. If I hadn’t bought it, it’s unlikely you’d be reading this column right now.
I haven’t played D&D in 20 years. I gave up at the advent of third edition, deciding it wasn’t worth re-learning the rules all over again.
Now, fifth edition is out. And my eldest daughter is eight, the age I was when I discovered the game. The co-incidence felt like a sign: it was time to teach the game to my kids, and rediscover it myself, too.
So I picked up a copy of the Starter Set.