The Marvel-vs.-DC comic publisher rivalry has played out for decades on the printed page and subsequent adaptations. Movies, animation (both features and series), video games, action figures and even various role-playing game systems have all drawn from the deep rosters of both companies’ history of creativity. In 2012, two deck-building games were released: one Marvel (published by Upper Deck), one DC (published by Cryptozoic). I have only recently been able to play them both, partially thanks to recent expansions, and wanted to compare the two head-to-head as is contractually required of Internet fanboys. READ MORE
Last year I talked about Dragon Whisperer, a fine if unremarkable trick-taking game with some beautiful art design but no substance to match it. Playing Dragon Whisperer left me wanting more from the intersection of Hearts-style game play and fantasy adventure. Amazingly, a few months later I stumbled upon the Kickstarter campaign for Tricked-Out Hero from Prolific Games, which appeared to offer just that and decided to give it some support. READ MORE
I was disappointed in last year’s Ascension offering, Rise of Vigil. The energy/treasure mechanic made the set too insular when applied to older releases, and getting the most treasures seemed to have a direct correlation to winning more often than not. When its expansion, Darkness Unleashed, was released, my local store had difficulty getting a copy in and yet I made no effort to pick it up elsewhere. I just didn’t care for more of that kind of gameplay, so I let it slide by.
This year’s new set, Realms Unraveled, feels more like the Ascension I’ve come to love, to the point where it almost feels as basic as the original release, Chronicle of the Godslayer. Of course it isn’t quite that simple, thanks to some new tricks I’ll get to in a minute, but a lot of the extra additions from previous sets are nowhere to be found. Unfortunately that includes Trophy Monsters and Events, two changes I enjoyed, but you can’t have everything. READ MORE
For the next two weeks, Snackbar Games’ columnists are all mixed up! Serotonin‘s Henry Skey steps in for this installment of Gaming Unplugged.
I’m not exactly a board game person. Oh sure, I pretended to like Monopoly like everybody else growing up, and we’d roll out some obscure card game at a friend’s house, usually involving multiple languages, ripped cards and missing instruction booklets. The obvious joke of playing a “bored” game came up frequently. I sound like the perfect guest host for a column dedicated to talk about non-electronic games, don’t I?
The truth is, I like board games and card games, but they’re an entirely different kettle of fish from video games. READ MORE
The worst outcome for a first-time game designer is, ironically, capturing lighting in a bottle. Yes, you get all the benefits that come from a brilliant creation that captures the hearts and minds of players. But what can you do for a follow-up that could possibly compare favorably? This was the situation in which Greater Than Games found itself as it had to release its new cooperative space-ship deckbuilding game Galactic Strike Force in the wake of its monumentally-successful cooperative comic book superhero game Sentinels of the Multiverse. Did the team recapture the magic of Sentinels, or did it hit the somewhat inevitable sophomore slump? The answer is a little of both. READ MORE
Seven years ago, Uwe Rosenberg’s Agricola took the modern board gaming world by storm, winning award after award and entrenching itself firmly atop the BoardGameGeek.com ratings, where it still resides comfortably as the third highest-rated game of all time. Its not flawless by any means, and many gamers opt to not even use the best — and to be fair, most complicated — aspect of the game: the occupation and minor improvement cards. The “family game” version sacrifices variability for simplicity, but loses little to none of the worker-placement struggle to avoid starvation as you develop your own farm. Now Rosenberg has revisited many of his Agricola mechanics for a sequel of sorts in Caverna: The Cave Farmers, which eliminates the cards altogether to provide one unified experience. READ MORE
The whole “Mayan Calendar” doomsday scenario of late 2012 was an amusing, if ultimately pointless, event that will largely vanish into memory as time passes. For board game fans, however, it will forever be immortalized by the brilliant Tzolk’in: The Mayan Calendar, designed by Italian Daniele Tascani with help from fellow countryman Simone Luciani. Tzolk’in appeared on a truly impressive number of year’s best lists from late 2012 to early 2014, winning a half-dozen awards and nominated for at least twice as many more in that span. READ MORE
Worker placement is a recurring mechanic in a lot of modern board games. One of the very first games to use this mechanic was Caylus, designed by William Atta almost ten years ago. Nearly a decade after his debut creation, Atta has returned to the worker placement mindspace and turned it into Spyrium with some unique modifications. READ MORE
One of my very first Unplugged columns covered the deluxe version of Cheapass Games mainstay Kill Doctor Lucky. I’ve been a fan of James Ernest’s quirky game design philosophy for a while now, but my only experience with one of his flagship titles was not a favorable one due to one or two problems that really dragged it down. Fortunately, a new card-only version of KDL has eliminated these and made casual homicide fun again. READ MORE
How hard can it be to move from point A to point B? A lot of the most basic games out there have this as their sole mechanic: Candy Land, Chutes/Snakes and Ladders, Sorry!, Trouble and many others. It’s not usually a premise we see in modern, European-style board games, although you can still distill a few of them down to this simple challenge, like RoboRally or River Dragons. Gravwell: Escape from the 9th Dimension, the debut design from Corey Young (published by Cryptozoic), asks this in the most straightforward manner yet. All you have to do to win is advance 54 spaces from the center of the board to the end of the single track. Sounds easy enough, right? READ MORE