When Donald X. Vaccarino unleashed Dominion in 2008, the unsuspecting board gaming world tilted a bit on its axis. Finally, someone had invented a way to scratch the itch of building a deck and competing with your friends in a self-contained game system.
Hyperbole? Not really. Even an esteemed card game designer like Mike Fitzgerald has told interviewers that Dominion changed the way he looked at card games. But as the months passed, some gamers complained that Dominion was soulless, just a mechanic gussied up as a game.
Game companies quickly produced numerous clones, but few games to date (Fitzgerald’s Baseball Highlights: 2045 being one shining exception) have realized the potential that the mechanism could bring to the table. Instead of making the deck build the essential element of the game, in what other directions could designers go?
Does your board game group say “ho-hum” anytime you pull out Dominion? Are you looking for a great deck building experience like Baseball Highlights: 2045, but want a fantasy themed adventure instead?
The game is a twist on your classic dungeon delve where four adventurers are thrust into a world of thievery. The quick, the silent and the cunning will slip into the dark recesses of a cave system guarded by an angry dragon with one goal: Gather as much treasure in artifacts and gold as your backpack (or two) can carry. (A secondary but important goal is to come back in one piece.) The adventurers will try not to “awaken” the dragon by playing too many “noisy” activity cards. The thief who has the most treasure points after everyone has exited the cave or been knocked out is the winner.
Renegade has been making big splashes in the board gaming world recently. From Fuse to Lanterns to Lotus to Worlds Fair 1893, Renegade has made a lot of noise (clank?) with games near the top of the hotness charts on BGG. Does Renegade have another quirky hit here?
Clank! gets my vote as one of the most innovative games of the year. The designer took a tried and true mechanic (deck building), and made it a part of the game rather than the entire game.
Clank! feels different from your average deck builder. First, this is really at heart a board game. The fact that the players use and build up their deck to move, attack monsters, upgrade their “companions”, and gather resources is definitely unique and an interesting take on the genre. The deckbuilding mechanic is here to supplement the game, rather than be the focus of the game.
Throw in another innovation, namely the clank mechanic, and you have a very fresh feeling game unlike any other in my collection. (I played Tyrants of the Underdark at Gen Con, and yes it has a similar feel, but Tyrants switches out the exploring mechanic for area control.) The clank threat on some of the cards really makes for some tough decisions as the clank box (and your own health meter) starts to fill up.
Although it has been done in other games, I also really appreciate that the publisher included two separate sides of the board with unique elements. The added replayability that comes with a wholly different board is a welcome bonus, and I look forward to the new expansion currently in the works, presumably another board based with water elements.
This is a great production. Opening the box reveals a well done board that is snuggly fit into an insert that accommodates all of the game pieces as well as all of the cards (even when sleeved!)
The card board tokens are sturdy and colorful, and the board itself is well laid out with the cave system and treasure spots. The artwork is typical cartoony fantasy, but not in a schlocky sort of way. There is almost an element of 80s fantasy in the depictions, and I definitely appreciated the fact that the designer did not just copy some of the cards but instead there is a multitude of different cards that have slightly different abilities.
It is not as lavish as some of the recent productions we have seen, but there is certainly nothing to complain about in this production. I really like the addition of the wooden adventurer meeples and the wooden carved dragon rage token.
The cards are just okay from a production standpoint, but the artwork on the cards is perfect — a little cartoony / whimsical, with just the right gravitas for what is essentially a game more focused on fun than cut throat strategy.
Players start out at the top of the dungeon / cave with a goal of going as far as they dare down into the depths to steal treasure, and come back out alive. The goal is accomplished with the help of a starter deck of low level (and in some cases, noise-inducing) cards that come standard for each player. Players get the opportunity to use “skill points” (one of the currencies in the game) to purchase ever more powerful cards. They can also use “swords”, which are found on some of the attacking cards, to face some of the denizens of the deep and earn rewards like extra gold or extra cards.
Being quiet and not making clank! (noise) is important. One of the interesting twists in the game is that your most powerful moves (and some times unintended mistakes) produce something called “Clank!” Each player is given a pile of colored cubes that must be placed onto the clank section of the board if demanded by the cards.
Apparently, the dragon that guards the enormous horde of treasure is alert and aware that there are adventurers afoot. Whenever an event triggers a dragon attack, the players must throw all of the clank into a beautiful felt bag (emblazoned with the dragon’s image), and then randomly draw clank cubes out.
The dragon’s bag already contains a bunch of black cubes, which represents the dragon being focused away from the thieves (or maybe missing them in an attack?), but if the player pulls colored cubes instead of black ones, then these will go on the health track corresponding to that player’s color. Too many hits, and the player is “knocked out” and unable to continue to collect treasure.
Once all players are accounted for (either exiting or being knocked out), then the points (the accumulation of gold, artifacts, treasure, and victory point cards purchased during the game) are tallied and a winner is chosen.
The game is very easy to teach, especially if the players are already familiar with the deck building mechanic. The board is well laid out with treasure and market spaces, which allow you to purchase equipment that can allow you to carry more artifacts, move through locked doors, or score big points.
Players can get bonus wealth by stealing treasure from various rooms or defeating monsters along the way, but you have to be careful. This is essentially a push your luck game, where players will try to gather as much treasure before the dragon wakes up and knocks out everyone still underneath the castle basement. If you can get out with the required artifact that sent you to the castle in the first place, then you are “eligible” to win the game and get a bonus, assuming you scored enough points to beat everyone. Even if the dragon wakes up and knocks you out before you can get out, as long as you have an artifact in hand and are above the dragon’s cave system, then you will have a chance at the win if you have enough treasure in hand.
I love deck builders. Baseball Highlights: 2045 is one of my favorite all time games, definitely in my top ten. But sometimes, I just want to harken back to those early days of playing D&D with my friends, exploring giant cave systems, stealing the dragon’s loot, and racing to get out while punching baddies along the way.
After my first couple of plays, I realized that someone had finally improved a game from my youth. What the designer did here was improve that old chestnut, Dungeon! by TSR. I had so much fun playing this game as a youth in the 80s, but it has not held up very well. Clank! does everything Dungeon! did (fighting monsters, exploring caves, and getting treasure) but does it a lot better. For me, Clank! fires Dungeon! easily (even though I haven’t really played Dungeon! except when I purchased it off Ebay to show my boys when I was introducing them into the board gaming hobby.)
There’s a lot of juicy tension in Clank! that isn’t present in a lot of dungeon games. The addition of the push your luck mechanics with the clank cubes really adds some fun stress to the game, without making it overly competitive. It is definitely appropriate for a family game night, as long as the family is old enough to understand how deck building works.
If I have a complaint, it is that there so far has been very many cards to come out that give you the ability to cull your deck. We’ve seen a few here and there, but a game like this really screams for more deck stripping, because fighting, looting and movement are so critical. As I explore the game with more plays, I am seeing other strategies for affecting the results of card shuffles, so there are ways to mitigate the bad luck of pulling your clank creating cards, but a few more deck cleansing cards would be helpful.
So if your game nights are getting bland, and your game group is looking for that next step up from Dominion (or your family has outgrown Dungeon!) get down to your local game store, and pick up a copy of Clank!
PAX South, a descendant of the original Penny Arcade Expo (or PAX, for short) is in its third year. By all accounts, both San Antonio’s convention center people and the PAX group are very happy with the attendance so far. PAX is known as a giant celebration of gamer culture, and PAX South continues that theme, although this version does have an emphasis on table top gaming.
The Alamo City is set to become the center of the southwestern board gaming universe once again, at least for three days in February. Are you heading to Pax South 2017 in San Antonio? Want to know what Pax South has to offer from a table top perspective at this year’s convention?
You’re in luck.
Some of the Krewe of Board Game Gumbo will be in attendance, so we wanted to know what publishers will be there, too, and what they will bring to the demo table. For a complete listing of all things tabletop and board gaming at Pax South 2017, we found this excellent blog entry from Matt Morgan, the Tabletop Deputy Manager for Pax South.
But you want more than just a listing of game companies, right? Here’s what we found out so far about the potential bits and boards that we may see at Pax South.
Note that the exhibitors will be in two places this year — either in the Tabletop area or in the Main Exhibit Hall (which closes at 6P each day). Also note that I will try to update the blog as I get more info.
The Can’t Misses:
1. Indie Boards & Cards (Tabletop area).
Indie Boards & Cards will be making its first appearance at Pax South after traveling all the way from Indiana, the home of GEN CON. IB&C will definitely have Kodama and Coup available for demoing (I know, because I will be demoing those two games on Friday and Saturday until 4:00 PM).
Kodama is a card laying, collection type card game designed by Daniel Solis with some interesting hidden objectives. It has beautiful art, and plays quickly through three seasons.
Coup should not need any introduction. Millions of players have battled wits in this amazing micro game hidden role experience. Can you be the last person standing after outwitting your friends? Can you bluff your way to victory?
Indie Boards & Cards will also have other games available in the booth. Expect to see fan favorites, Flashpoint Fire Rescue (a cooperative game about fighting fires) and The Resistance (a hidden role / traitor type game), but also look for Aeon’s End and Ninja Camp.
We got a chance to bring Aeon’s End to the table recently; it is a great new cooperative style game by Kevin Riley that incorporates deck building elements, but has asymmetric powers for the different players and is really tough. It has great artwork and good card combination play — definitely one to ogle at the booth.
Delve is a tile laying game with a twist. Players play adventurers exploring the dungeons of Skull Cavern. Each turn, players place dungeon tiles and explore in search of loot. Each room will have different encounters depending upon the number of “delvers” in the room. I would love to get a demo of this game myself.
2. Red Raven Games (Booth 10011).
Ryan Laukat’s team has been on a roll. From the recent releases of Islebound and Above and Below to the giant Kickstarter that was Near and Far, Red Raven Games has created a lot of noise in 2016. Can they follow it up in 2017? Come by booth 10011, as rumor has it that the team will be demoing the latest production copies of Near and Far.
Is there a chance that Haven, the expected 2017 release from Alf Seegert, will also be there in demo form, too? That would definitely call for a pass by…just in case.
3. Tim Fowers Games (Tabletop area).
Rumor has it that Tim Fowers, the designer of such well regarded titles as Burgle Bros., Paperback, and Wok Star, will be present at a booth in the tabletop area demoing a new game. Could it be Fugitive? Come by the booth and find out — and if we find out sooner than that, we will update the blog. Heck, just the chance to visit with Tim about Wok Star, one of my grail games, would be a thrill.
4. Gut Shot Games (Tabletop area).
Gut Shot Games, a design studio based in Washington State, appears set to demo its 2017 release H.E.A.D. Hunters, a card driven miniatures game designed by designed by Ben Cichoski and Danny Mandel. The game has been hitting the convention circuit, most recently at OrcaCon, and is getting some good buzz. More info on the game can be found here.
Update: Sean from Thing 12 Games let us know that they will be demoing their new game, Dice of Crowns, in the Gut Shot Games booth. The game was successfully funded last year on Kickstarter and is billed as a “fast paced blend of luck and strategy”, so if that sounds like your kind of game, make sure you make a pass and get a demo.
If not, you can still check out Witch Hunt, their version of the big group Mafia / Werewolf style social deduction games, which promises that the sniped characters can still play and influence the outcome.
6. NorthStar Games
UPDATE: Bruce Voge with NorthStar Games confirmed that Evolution: The Beginning and, of course, Happy Salmon, are scheduled to be demoed at Pax. By all accounts, the Target edition of The Beginning is selling well, and of course, Happy Salmon is inescapable at any game night. He also confirmed that Evolution: Climate, the 2016 release that BGG describes as a “standalone game that introduces Climate into the Evolution game system” will also be there for demo, as well as digital implementations of Evolution.
Dice Hate Me is the publisher of one of my top Euro games from 2016, New Bedford, and it will be at the con for demo and purchase. New Bedford is a smaller box worker placement game with some unique innovations, interesting theme, amazing artwork, and great production. New Bedford is very thematic and easy to teach and plays in roughly an hour. This is a great way to introduce the “Euro” concept to your friends, but has plenty of meat on it for any serious gamer. (Note, the coins in the picture are from SeaFall not New Bedford, but everything else comes standard!)
Plus, we expect some of the games from the “Meta” games line to be there, as well. I will definitely pass by the booth, because Mike Fitzgerald said on a recent podcast interview with the Dukes of Dice that there was a rumored new expansion for BoT9 that could include stadiums, and let you know what I find out.
The Big Guns:
And of course, there will be some big hitters at the convention.
And Fantasy Flight Games is expected to be there in one of the larger booths on the tabletop area floor. Fantasy Flight is usually pretty tightlipped about what it will bring to a game con, but it would be a safe bet to think that there will be some games themed with Star Wars or Arkham Horror in the mix. I fully expect to see some demos of the new Star Wars Destiny Dice as well as Arkham Horror LCG at the con.
In fact, according to Matt’s blog, many of the other design studios and companies in the Asmodee line up will be there. Expect to see demos from Z-Man Games and Plaid Hat Games, too, although no word yet on what they will be offering.
Companies to visit, with no other info posted yet:
There’s a whole host of other board game publishers that you will want to check out, but we have not yet found out exactly what they will offer at the con:
Tasty Minstrel Games is always a favorite stop for convention goers. I kickstarted their update of Colosseum, and I hope to get some news on its progress. (Lance has been giving us some excellent updates as it progresses along). If they have a copy of The Oracle at Delphi by Stefan Feld, make sure you walk with a purpose directly to the booth. The “Feld that’s not a Feld but is definitely a Feld” (according to Jason Dinger) is a must-play.
Other areas of interest:
Last but not least, at this year’s con, gamers can expect a few surprises. True Dungeon will be there, and for those not in the know, it is the massive hit program at GenCon where gamers roll through a series of rooms and engage in the inhabitants either through puzzle or through D&D style combat. From what we have read, True Dungeon will be demoing bite sized versions of the big experience, and that is probably a must see for anyone interested in live action D&D.
There will also be some interesting vendors who supply great components for the board game fan. Check out The Broken Token for all of your board gaming storage needs, and the hand-crafted dice trays and accessories from Wyrmwood Gaming is definitely worth a look.
Has it really been 17 years since Carcassone stormed the board gaming world? By now, every game group in America has been exposed to the classic tile laying game. Likely, your group plays the original mixed in with any of the dozens of expansions that have come out.
(Side note: Did you know that even after all these years, the original two expansions, Traders & Builders and Inns & Cathedrals, are still the highest rated by BGG?)
If you are looking to introduce your family to the tile laying genre, or if your game group is finding regular Carcassonne a little bland, well then, let’s Spice it up! with Karuba!
Karuba is a tile laying, racing game for two to four players published by HABA USA. It was released in 2015 and designed by Rudiger Dorn, with artwork by Claus Stephen. It was nominated for the Spiel de Jahres in 2016, but lost to the convention juggernaut that was Code Names.
The set up of the game is unique, but easy to teach. Players each have identical boards depicting a mysterious jungle bordered by a beach (reminiscent of the opening scenes in Indiana Jones). Each player gets the opportunity to set the adventure for all players by placing one adventurer and one like colored temple.
The object of the game is to use the tiles depicting trails in the jungle to connect all four of your adventurers with all four temples faster than the other players, collecting gold nuggets and crystals for extra points along the way.
Collect more points than the other player — before the players run out of tiles or one player lands all of his adventurers in their respective temples — to be the winning adventurer.
Getting your family and friends to play this game is easy if they are familiar with Carcassonne. The designer has taken the very player friendly mechanic of laying tiles to build routes and castles, and twisted it into a racing format. Plus, the board is so much smaller (since you are playing on just your player board instead of the entire Carcassonne lay out), so the connections make sense even to first time gamers.
The racing aspect is not that unique, except for the fact that adventurers have to have a way to get off of the beach, and can’t cross or pass each other up. This makes for some interesting decisions, and may even lead to players creating side routes just to park an adventurer or two while running another to the temple.
I love the fact that the players are in control of setting up the objectives. Other tile laying games like Castles of Mad King Ludwig have replayability because of the changing objective tiles, but those are randomly generated. In this game, each player has a hand in creating at least one (and perhaps more, depending on player count) adventurer/temple set up.
Haba is known for its gorgeous productions for kids games, so it should come as no surprise that the company went all out for this foray into gamer games. The player boards are thick and playable (I am looking at you Terraforming Mars), and the adventurers and temples are nicely designed and colored wooden bits. The location tiles are sturdy, and even have little pictures of jungle fauna and flora on them. The crystals and gold look like little diamonds and nuggets. And the treasure cards are all unique. In short, this is a game with excellent production.
The gameplay is simple. Players can only take one of two actions: (a) place a tile on their player board (and a crystal or nugget if one is shown on that tile); or (b) discard that tile to move one adventure up to a number of spaces. The amount of movement has just a few easy rules — adventurers can move the same number of spaces as the amount of exits shown on the discarded tiles, and they can’t occupy or cross over the space of another adventurer.
As you can see, these are the kind of basic rules that allow a broad spectrum of players to easily jump in and start playing. But, just like any classic Euro, there is so much depth in that simple starting play.
Do you immediately connect one adventurer to a temple as quickly as you can so that you can be the first (and claim the highest treasure?) Or do you try to build a framework of trails that allows multiple adventurers to make their way on shared routes (taking care not to create traffic jams?) Do you build your routes while keeping an eye on the other boards, and then discard a few tiles to ‘snipe’ a treasure right before another player? Or do you focus on getting as many gold nuggets and crystals to supplement the mid level treasures you will probably get?
All of these are valid strategies, and make for very tense decisions especially in the last third of the game.
Karuba had been on my radar, because there was a lot of buzz about it following the SdJ nomination. Haba’s reputation as the top producer of children’s games had me thinking that this would be “just a kid’s game.” The nomination changed that, and I am glad I sought out a copy.
This is not just a children’s game. This is a game that we can bring out with new gamers, old and young alike, as an introduction to our hobby. But, I have brought this game to the table at two game nights, and had the gamers up and running in a minute and diving into all of the different strategies.
Overall, the excellent production, easy rules to teach, replay ability due to the different adventurer/temple set up, and interesting decisions all add up to a first class experience. Plus, the game plays in less than hour, which really hits a home run in this category. While it may look like Carcassonne Solitaire at first glance, it is most certainly not solitaire. You must keep an eye out for each other player’s adventurers to decide just when you should start throwing away good tiles so that you can steal the five point treasure right before your mom does (did I say that aloud?).
If you need a great two to four player game, with a good racing element and some light hearted tension building in the back end of the game, head on down to your friendly local game store and pick up a copy of Karuba.
Until next time, laissez les bon temps rouler!
Cool white lights are twinkling on the evergreens outside of homes across the gaming landscape. Inside their warm houses, gamers furiously type texts and forum posts and Group Me messages, a solitary debate raging all across the land: What are the best game experiences in 2016?
Here at the Gumbo, we feel your pain. There were hundreds of new releases, far too many even for Tom Vasel et al to sample. And among those hundreds of new releases, 2016 showed itself to be a very strong year, with dozens of contenders for any right minded soul’s top five.
But the journey and the struggle are one and the same, and so, emboldened by a recent binge of playing some of the best and brightest of this year, the Krewe de Gumbo offer their opinions on the top games of 2016.
We haven’t played all of the games. But, we’ve played most of the top 50 games of the year, and we still have plenty of time before the Dice Tower awards in July to sample even more.
Without further ado, we present to you the Top 10 or so games of 2016…so far…
Fantasy Flight Games has cornered the market on “living card games”, that not-quite-collectible-but-definitely-repeatedly-buyable genre of trading card games. This time, FFG upped the ante with an immersive storyline and cooperative game play that had the Krewe raving.
B.J. – Fantasy Flight gets points from me just for having a scenario revolve around the “Rougarou.”
Dustin Boatman – Love the Cthulhu Mythos but hate money sink CCG and LCGs. Pass for me.
Bradly Billingsley – This one is not on my list, but it is close. These types of games are something I don’t typically get into, and if I had to choose I think Star Wars: Destiny is the better offering of this type for this year.
There was a lot of prerelease hype for this dudes on a map game from Portal Games. Designed by Grant Rodiek, with a lot of development time from the Portal team, The Dice Tower proclaimed it one of the year’s best way back in the summer time. It was nearly impossible to pick up without a pre-order at GenCon, but it was worth the wait.
Dustin – Amazing game with a lot of hard decisions. The asymmetrical nature can appear to be unbalanced to some, but with repeated plays that goes away. I wish more guys in our group played this one because I think it would be higher.
Fresh off his success with friendly little titles like Sushi Go, Phil Walker-Harding unleashed this nasty little brain-burner. Called by many an instant classic, Imhotep made it onto almost all of the top 10 charts completed by the Krewe. The game is ostensibly about building pyramid type structures using big, chunky wooden blocks. But, the reality is that it is all about planning a move or two ahead to jump wildly up in the point standings or push your friend toward an action that was not ideal. A wicked little game, with great components that deserves all of the recognition it’s gotten.
B.J. – I love playing our big, thematic games, but Imhotep also fits my gaming style — it’s easy to teach, and I can finish a game in less than an hour with lots of interesting choices.
Bradly – I can see Imhotep becoming a classic in years to come and one of those essential games that people talk about. Whereas some other games may drop in rating after repeated plays, when the small problems with them get exaggerated, Imhotep is just so solid of a game that I never see it going away.
Dustin – I really enjoyed my plays of this one because I love games with simple rules but tons of strategy. I can play this with my family or my game group and everyone will enjoy it equally. I will say though, Isle of Skye: From Chieftain to King could have been on my list in this spot for the same reasons, but since I have only played that one with my family and not my game group, this one gets the nod.
Mechs v Minions took the social media and board game website world by storm upon its unleashing by Riot Games. The programming game had zero hype before its release, yet sprang to the top of the BGG hotness and burned up the Reddit boards after a coordinated blitz of board game media reviews, previews and videos.
Was the game worth the hype? According to the Krewe, yes, indeed. But was it the combination of the bits and gameplay, or was the Krewe blinded by all of the goodness inside that big box??
B.J. – Unfortunately, I only got to watch this one. I saw the Gumbo group set it up and salivated over all the juicy bits that seemed to just keep coming out of that box. And then, I heard the four guys playing through four scenarios, laughing uproariously the entire time. Since I love programming games like RoboRally and Colt Express, this is one I have got to get to the table.
Dustin – Mechs v. Minions? I didn’t know this was a list of the best components for 2016! With0ut it’s “bling” NO ONE has this on their top ten.
Bradly – Mechs v. Minions? What are we high? Robo Rally Plus does not make my top 10. I prefer competitive games.
That Renaissance man, Ryan Laukat is well known for his whimsical artwork. Does his latest retail release, a game about exploring a randomized board and earning victory points through pseudo-military conquest and trading, with just a small hint of the storytelling components that would become explored more fully in Above & Below and Near & Fear.
Dustin – One of the many I didn’t get to play. I am still looking for that “great” game to be released by Red Raven Games. His art and design is amazing, but thus far all of the games I have played have been good, but not great. Hopefully this one is it.
B.J. – I don’t think this will be the one for you. I liked it a lot, but it hints at the storytelling aspects that Ryan flushed out more with Above and Below and will seemingly take to the next level in Near and Far. I think you will like it, but I don’t think it will be the homerun you are looking for.
Bradly – For me this is the Laukat game for people who aren’t interested in that ‘storytelling thing.’ Essentially it’s just worker placement, but where your workers can only move a certain number of spaces away from their last spot. I do love Above and Below, especially for that Storybook, but there is a place for this Laukat game as well.
Dustin – BJ may very well be right, only time will tell. I am really looking forward to his second edition of Empires of the Void because that one seems to be more in my wheel house.
Our friend, game designer Jason Dinger, said he heard this one is the “Feld that’s not a Feld.” Jason’s right — it does not have that point salad feel of Stefan Feld‘s other games, yet still has a billion different choices in racing your captain around the board fulfilling Herculean quests and then back to Zeus for the coronation. You will be entranced by the beautiful bits and board, but don’t get memorized for too long — even one or two inefficient turns will leave you behind good players very quickly.
B.J. – With a few more plays, I can see this one going much higher for me. I love the colorful board. I love the clever twist on your standard racing format. Plus, here’s the bonus: I kickstarted Tasty Minstrel Games‘s reprint of Colosseum, so to see the gorgeous presentation in this game gets me excited that I will be receiving a fantastic package when that game is fulfilled.
Dustin- I have never played this one and by the pictures I have seen, nothing grabs me making me want to play. Looked like Catan with standees everywhere, lol.
Could Czech Games Edition really pull off a first person shooter in board game format? According to the Gumbo krewe, they did. We can expect tight scores and lots of in game actions in this first person shooter recreation on a table top. The game was designed by Filip Neduk, and so far is getting rave reviews from our game group — well, those few that have experienced it so far.
Dustin: In our first play, the scores were a lot closer than I expected. Everyone was only a few points away from each other. Final Frenzy takes some getting used to, but if you just take it as a free action for everyone, it’s cool.
Dave – Adrenaline is a great game, might be in my top five.
Bryan – Adrenaline is a pretty good game. I won, but just barely.
Dustin – I grew up playing FPS games, so this theme interested me as soon as I heard about it around Gen Con time. Quake 3 Arena particularly was my favorite in those days because of the competitive, player vs. player environment. Me, my brothers, and my dad all played and even had our own clan. Luckily, after playing, I realized there is also a really good game here, not just theme. As most who know me would confirm, area control is one of my favorite game mechanics and this one does it in a unique way. This one also falls into the “simple rules but lots of strategy” category. Quite honestly, if I had more plays of this one, it may have threatened Cry Havoc for my number 1.
B.J. – finally played this at Gumbo night on Wednesday, and really enjoyed it. We played four players, and that felt like the right amount. Lots of action going on. Even though the rules are simple, and the game has some chaos, there’s also lots of chance for choices affecting your score, since after all it is a modified Euro. Might’ve made my top ten had I tried it before we posted.
There is a sharp divide at the Gumbo when it comes to social deduction / bluffing / traitor type games. On the one hand, there are those of us that cannot wait for the next release of games that raise the blood pressure while players cast furtive glances at each other, trying to divine through every nuance the shifting alliances that make up the most fun part of these games. And then, there’s Dave, whose antipathy toward games with open horsetrading, lying, stealing and backstabbery is legion. That’s okay — admittedly, these type of games are not for every gamer, but New Angeles may be the best of the recent offerings.
B.J. – I anticipate this very late to the Krewe release will see lots more plays with the Gumbo in 2017. I loved our play of New Angeles, but it took a couple of turns to get it. Reminded me of a stream lined Fury of Dracula (third edition) where you don’t know who Drac is.
David – I liked it, but seriously, all it is Dead of Winter: A Crossroads Gamewith a different theme. Except in this game whenever you’re the traitor and get caught you have ZERO chance of doing anything. At least in dead of Winter you get exiled, and still have a chance.
Bradly – I love the fact that this is a coop, competitive, and traitor game all in one. You would think in all of that mess the actual mechanics of the game would get lost, but they don’t.
Carlos – Even if you are the traitor, you can still influence the game, you had waaaaaay more money than you needed, throw those dollars around to make people get greedy and vote on suboptimal deals.
Dustin – Never played this one, but I love Fury of Dracula. By the description I don’t really see a comparison, but I may be wrong. Dave’s comments worry me a little, since me and him tend to agree more on games than the rest of the Krewe.
B.J.: Don’t get me wrong, it does not play like Fury at all…just has that feel of trying to build up your corporation (like your character in Fury) while figuring out which one of us is Drac (or in this case, the Federalist). The game has that same tension.
Dice Hate Me Games has carved an interesting niche, releasing beautifully produced games with an Americana feel. Nathaniel Levan‘s entry came in two parts, the initial little worker placement game, as well as its also released expansion, New Bedford: Rising Tide (2016) (which many consider to be essential to playing the game). Yes, it is standard worker placement fare, but with beautiful artwork, an interesting theme, and a twist on the mechanic with the highly thematic whaling board — where sailors outfit ships to cast off into the Atlantic Ocean to bring back huge whales to the dock, while jockeying for position against other outfitted ships.
Dustin – Just so you know, B.J., New Bedford just missed my top 10. Maybe if I had played it more, it may have been higher. Only thing holding it back for me (besides lack of plays) is that it really doesn’t do anything new or different, which isn’t a bad thing, but I can see it getting forgotten in the huge pack of Euro games that are similar.
Bradly – New Bedford just missed my top 10, and wound up as my #11. It’s a great worker placement game, although not my favorite of all time, but there was just so much goodness this year it couldn’t quite keep up. I do think it has one of the best expansions, but again, the The Grizzled‘s expansion barely beat it out for my best of the year.
B.J. – I’ve taken a lot of ribbing from the Gumbo krewe for evangelizing this game, so I am glad to see that the guys deep down liked it. But, I am a big fan of the artwork by Nolan Nasser, and it definitely helps that the game is easy to teach, plays in about an hour, and has a surprising amount of depth of actions and strategy in such a small package. Plus, the bonus is that with the variable tile set ups, you can get so much replay ability out of the game. Two whale’s tails up.
There is no surprise that Mansions made the Gumbo top ten. We love big, thematic games; we seem to love anything related to Cthulthu. Mash them together, improve the original by 100%, and inject some wow-geezery with the use of an app to help with all of the fiddliness and provide some thematic backdrop to the game.
B.J. – How is Mansions of Madness so far above Mechs for Bradly, if he “prefers competitive games?”
Bradly – Mansions is only up there because it’s that good. As far as putting you in the world of the game, Mansions does it better than any game on my top 10. Just like New Angeles, the fact that this game ranked so highly in a genre I don’t particularly care for says a lot about just how good it is.
Dustin – Another one I never got to play, but I do like the Cthulhu Mythos, so I am interested. I am a little sketchy on the app though, because I tried the Descent app and it was too clunky for me.
With Rogue One hitting theaters this year, it seems like Star Wars mania is even more on the rise. And in 2016, here came Fantasy Flight with another stellar production of a licensed Star Wars game, one that pitted the Imperial side versus the Rebellion over a huge table-hogging map filled with great reproductions of some of the iconic elements of the original movies.
Dustin – Oh, sweet Rebellion, how I wish I could have played you. This is the one game I am positive would have hit my top 5 if I would have gotten to play it. Maybe if our group played games more than once before they move onto whatever other new game they bought yesterday I could have played it, lol. I kid, I kid….Or do I?
Bradly – Maybe if you showed up for a game night or didn’t take month long vacations in Texas we’d actually get to play some of your games, Dustin. I’ve been wanting to play this for a month and haven’t gotten a chance to.
Dustin – Lies! I have asked he who shall not be named (Carlos) to bring Rebellion to Gumbo HQ for over a month! Instead he insists on bringing party games made for your in laws to get introduced into gaming. 😉
The buzz has been palpable about Stronghold Games‘s latest euro style import. Terraforming Mars is realistically set in the scientific world of a mission to ready Mars for human habitat. This card drafting, world building game from FryxGames‘s own Jacob Fryxelius provides a lot of opportunities for satisfying card combos, but ratchets up the tension in the final frames as the players get closer to achieving the primary objectives and ending the game. Since its GenCon debut, where it sold out in minutes, the intertron has been on fire with good reviews and playthroughs. The game has its detractors, though not many, which center on the lackluster art direction on the cards and the very flimsy / not very useful player boards. But, the gameplay has been almost universally praised with good reason.
Dustin- Great game, but seriously, the components and design choices are pretty terrible in this one.
B.J. – I have seen the complaints about the artwork, and yes, some of the art choices on the cards are questionable. But I like the look of the board (it is a serious attempt at a board game about the actual science of prepping Mars, after all) and I liked the cubes a lot. But you are right — not sure who gave the final okay to those design choices on the player boards.
Bradly – This is a game of substance over style. If you can handle the poor artwork and low quality components, you will find an amazing game underneath. My #6, but easily could have been my #1 if more attention had been paid to the quality of the game. The mechanics, however, are top notch.
Did any other game captured and bedeviled the game community at the same time as did Vast, designed by David Somerville and Patrick Leder with fun artwork from Kyle Ferrin? This was such a quiet release from Leder Games at GenCon — only to have it become blown up in social media when players returned home and started diving into the unique mechanics. We have all played asynchronous power driven games, but to have a game that had not one but five completely different play styles — each with their own rule set — blew the minds of many gamers. Add to the fact that the game, for the most part, was interesting looking and had interesting characters (where else can you play a Cave?), once players were able to understand and evangelize the game, it quickly became a game night staple. All eyes are on the latest revisions and updated characters from the Kickstarter, but in the meantime, Vast is a very interesting choice for number two game of 2016.
B.J. – Maybe one of the more complicated games to understand, at least for me. Its not like you can watch what other players are doing to understand how your character moves — the asychronous aspects of each character are truly unique. However, the investment in learning the game is so worth it. The tension in the endgame is palpable and makes for some great “Aha!” moments when somebody finally pulls off the win.
Dustin – Never got to play but I am interested. The difficulty to teach is a major flaw though. No one feels like explaining 5 different games to 5 different people every time you play.
Bradly – As the one responsible for teaching this game each time we play, let me just say that it doesn’t make it easy. Luckily the new kickstarter for the reprint is addressing the issue with the rulebook, which is sorely needed. Once you get past that, admittedly large, hurdle you will find an amazing game. This is what every game that makes the claim of being asynchronous should aspire to, but most fall short
Remember when Jamey Stegmaier front man of Stonemaier Games first displayed the artwork that inspired this game’s development? Jakub Rozalski’s pastoral scenes of a post-world war agrarian society facing the remaining menaces of huge mechanized war machines was stunning, thought provoking, and tantalizing all at the same time. The kickstarter for this game blew up big time, and then the anticipation began to build for the actual game and its components. Would Scythe live up to the hype? At least for the Board Game Gumbo Krewe, this game truly did and actually exceeded expectations. While it does not quite live up to its 4X billings, Scythe scratches so many other itches: the threat of combat, area control, euro type resource and engine building, and the fun of exploring the artwork of the world and devious mind of the designer in the excellent encounter cards that add so much flavor to the experience. Scythe was an easy choice — so far — for the number one game of 2016.
B.J. – Scythe has been the best experience of any game I have played in 2016 so far. Well designed, awesome production, tight finishes, and I love the reward system.
Dustin – Another good game with great components, but I don’t see the hype. I am apparently alone in my group on this one, but I see it as a top 10 or top 20 game but number 1? Not a chance. Although a better game than MvM by far, I feel it is in the same boat as far as gameplay vs components. Boring components and people would give this a 7.5 rating. Still a good game for sure, but no way a number 1 game for me. This one isn’t even my favorite Stonemaier game, might not even be my number 2.
Bradly – We should probably start by pointing out that we play the fully blinged out version of this game with the ‘realistic’ resources and metal coins, etc. That probably skews our opinions of this game somewhat. But even with that, I don’t see another game that came out this year that competes with Scythe. When you consider everything from components, to theme, mechanics, artwork, etc. it’s just better than any other game in 2016, hands down. Or at least it was for me. And the new expansion makes the game even better, I think. A 7 player game of Scythe is almost a completely different animal than a 5 player game, because it, to a much larger extent, forces players into competition. Really there’s not many bad things I can say about this game, except for maybe that I haven’t gotten the figures painted yet.
Dustin- As a serious Dudes on a Map player I am insulted when I sit down in front of a massive board, with amazing plastic mechs, just to have a “who can harvest and manage resources better” contest with other factions with cool mechs. Don’t give me the “threat of war” thing either, because I don’t want a threat, I want the actual WAR! Like the great Bob Barker said to Happy Gilmore, “I don’t want a piece, I want the whole thing!” This is a great Euro, but not even the best one on this list.
So there you have it–our Top Ten games, plus a little lagniappe and of course our usual friendly commentary. We’re still playing and rating games, so who knows what this list will look like in six months. Until next time….
Dwarves, elves, orcs, vampires and the lot are having a party. And not just any party, it’s time for the biggest party of the year: Welcome to Orctoberfest!
Orctoberfest is a game designed by Stefan Linden, with art by Agnes Fouquart. It will be published in 2017 by Meeples Inc. It is a card game about placing cards and hoping for happiness, with a theme of fantasy creatures enjoying an Octoberfest celebration and waiting in line at the various vendor tents. It has been my pleasure to play this game recently and write this preview.
The basics of the game: players play one of five colored decks, with each deck having the same line up of fantasy figures ready to live it up at Orctoberfest. The players will have all cards in hand at the start of the game and will all place a card face down in front of them. The players will then flip their cards at the same time. Next, they take turns based on card order placing the shown cards in line and resolving the card effects on the cards played and the cards in line already. Once all players are done, the creatures first in line are served, scored and removed from the game, happiness is removed from the cards still in line and play repeats.
The basic premise sounds very simple but as with all good games there are plenty of twists and turns. The fantasy creatures all have special powers that influence everything from happiness to location in line to blocking other powers. This has the amazing effect of making the strategy and planning of the game complex, intriguing, and chaotic. One never knows when or if the queue will change. Sometimes a whole queue can vanish in a single round, other times the queue exists for the whole game with only a handful of cards successfully being scored.
The game is not without flaws, however. As with every game that has planning involved, analysis paralysis could be a problem for some players. Also, the stalling factors in the game can cause your high scoring characters to be bogged down easily if someone decides to play kingmaker. Lastly, I felt there was a degree of momentum that exists, meaning it is easy to keep rolling once you get going. Mostly this just needs to be dealt with using certain card powers to break up lines with multiple elves or avoiding lines with multiple ratmen which both have powers that build up very quickly.
Overall I found the game to be very good, especially since it is a light, quick game, with the nine rounds of play only taking around 30-45 mins to complete. Combining the overall speed of play on individual turns and the every changing field of play made the experience enjoyable. The downsides are fairly easy to deal with and while they are something to be aware of, no game is without its flaws and being aware of them helps to deal with them.
(Ed. Note: We previewed the game via print-n-play, so some of the components and artwork are not in final versions yet. We have been in touch with the designer, who says a reworking of the rule book is already underway to help clarify a few issues we had in learning the game. Plus, they are improving the graphic design of the cards to alleviate some of the problems we had in reading and understanding the icons. We look forward to seeing the finished product soon.)
Back in 1983, three teenage boys in Grand Mamou who were looking for a new video game experience for the Commodore 64 stumbled upon Dragonriders of Pern. Designed by Jim Connelly of Epyx Games, it was different from other space and shoot-em-up games. It had negotiation. It had action. But most of all, it had a theme tied to the book series of the same name by Anne McAffrey.
That series of books, centered around dragon riding heroes on the planet Pern who battle the “Thread”, a deadly micro alien organism attacking the planet, was a huge seller and a big influence on F&SF reading teenagers in the 1980s.
The graphics in the electronic game about Pern were rudimentary, the game play was admittedly unusual for the day, but the theme was just cool. It was a chance to be the leader of the “weyr” (dragon hold) and build alliances with other weyrs to save the planet.
So, any time a board game company publishes a board game with dragons as a theme, it inevitably harkens me back to those books and that game. Obviously, game play and graphic design have come a long way since then, but is there any game out there that can recreate that feeling?
NSKN created a sensation about a year ago with a Kickstarter for a dragon based game called Simurgh as well as its expansion. We finally got a copy of the game and have played it a few times recently. Although we agreed that we have not played the game enough to give a final rating, we have played it enough to know what we like and what we don’t like about Simurgh. Spoiler alert — if you are looking for negotiations among the great houses as you ally yourself against The Evil, better try to find a copy of Dragonriders of Pern and an old C-64 instead.
Simurgh is a worker placement, action tile laying game from NSKN Legendary Games (NSKN Games) in 2015. The game was designed by Pierluca Zizzi, and is built around the legend of families raising dragons and training dragon riders to beat back the forces of Evil. The game has three levels in length, and the average game takes about an hour to play.
Simurgh looks on the surface to be your standard worker placement fare, but there are some definitely unusual twists. Players, who control one of five different dragon rearing houses, start with a dragon rider meeple and a spearman meeple, called collectively “vassals.” The players use the vassals (and they can train more with the right resources) to develop resources, buy action tiles (where the majority of resources can be generated), explore the “wilds” and work on long term objectives like training real dragons and scoring big end game points.
The twist is two fold — first, the vassals can either be placed or taken back into the player’s hand, but you can’t do both on the same turn. The second twist is that the board contains relatively few juicy actions at the start, because most of the research, production, exploring, and technology actions are on tiles that you must buy and play. Anytime a tile is filled to the brim with vassals, or is emptied, that tile moves to the “chronicle” — which is one of the end game conditions. In a medium length game, we play to 11 tiles. (The other end game is when the objective tiles — either four or five spaces, depending upon player count — fills up.)
Here is where Simurgh gets really interesting. NSKN put in a lot of work bringing the game to its fans, and the material choices are — well, different to say the least. First, you have the beautiful laser cut acrylic vassals, which are unlike anything I have ever seen. They stand out from your usually blob of wood and are easily distinguishable. There’s even plenty of wooden tokens representing two of the resources, and then strangely, wooden blocks representing two more of the resources, and then strangely again, cardboard tokens representing the remaining resources. Strange choices, indeed, but at least they are all good quality.
Next, there is the tile and board art. The artists, Enggar Adirasa, Agnieszka Kopera, and Odysseas Stamoglou, knocked it out of the park with their depictions of the city, the dragons themselves, and the artwork all over the box. You can tell that a lot of heart and time were spent fleshing out the visual aspects of this beautiful world.
Unfortunately, that same desire to cram more artwork on the board than the Vatican has on its museum walls can go overboard. In this case, the board and artwork on the cards are so chock full of dragon goodness that it can be very overwhelming. Plus, the artwork is in some ways inconsistent. While having great looking dragons is a plus, some of them are very hard to distinguish on their respective dragon cards, which makes it very difficult to choose your dragon. Plus the artwork on the board and cards might be fine as decorations on a twelve year old’s room, but the fonts are way too small and the iconography far less than intuitive.
I have played two five player games so far, and unfortunately, both plays were hampered by the very obtuse rule set given in the game. It would not be an exaggeration to say that we spent 30% of our time in the game looking up the rules and diving into BGG to get the answers to some very specific questions. The rule book is in serious need of revision, editing and glossification.
Yes, but how did the game play? I loved the gameplay, ignoring for a second the confusion about the terms and turns and play. There are so many juicy decisions to be made. Do I start by increasing my team of vassals? Do I choose to go exploring or build tiles, or recruit more dragons? Am I resource hound, or will I do my work on other people’s tiles? All of these create tensions, especially as the timer to the end of the game keeps tick, tick, ticking away.
I think Bradly from the Krewe de Gumbo said it best:
It actually has a very interesting mechanic for a worker placement. Essentially the players are responsible for putting out the resource generating tiles. Most of the initial tiles are resource spending ones. And then if too many people se those player placed tiles, or if no one is one them, they go away. So a lot of the game is timing — keeping tiles out that others place (by placing vassals on them), and then waiting to put out your own tiles when no one can use them.
Couple of quick comments from the Krewe before I share my final thoughts:
Carlos:Cool theme and artwork, but a complete hot mess to see what’s going on; sitting from the other side of the table from the tiles is ridiculous
Bryan: Board is pretty, but too busy and hard to read
Dave: Funny name, board is way too messy
BJ: I like Simurgh a lot, but the rules are terrible and the icons are just not intuitive. NKSN needs to bring the #CarlosGraphicDesignHammer to the board and tiles
Bradly: Simurgh is good, not great; the board is needlessly busy and the rules stink
With only a couple of plays, it is too early to tell where Simurgh stands in the pantheon of board games played in the last few years. As Dustin always says (who has yet to play the game by the way), a game has to be great to stand out. The good news is that Simurgh has interesting mechanics, beautiful artwork, and has lots of juicy decisions and tension but can still be wrapped up in about an hour. That makes it more likely that it will come back to the table, and I think Simurgh deserves that. I can’t help feeling that there is so much under the hood in this game that can be explored. I am ready to watch these dragons soar again.
One of the scheduled releases for Gen Con 2017 is ‘Alien Artifacts’ from Portal Games, a 4X card game of interplanetary domination designed by Marcin Senior Ropka and Viola Kijowska. I got my hands on this beauty at BGGCON 2016 and thought I’d share how the game works and my initial impressions. Please bear in mind that this is still a prototype and although it seems that the core mechanics are fully developed, there is sure to be some alteration to the game by the time it releases next year.
Alien Artifacts primarily runs off of a single deck of cards. Each player will draw multiple cards a round, and each card will have a number from 1 to 4 on them. These numbers are only used during combat or when other special effects require them. Mostly the cards are used for the symbols on them. There are four colored symbols; blue, red, green, and yellow, and each card will have two sets of symbols of up to 3 symbols each. For instance, a card might have 2 green symbols and 3 red symbols. Each run through of the deck constitutes a single year of the game; for the demo we played through 2 years but there were tiles for Years 1-5 available, so I’m assuming a full play of the game would be a full 5 years.
Players begin Alien Artifacts by selecting one of the galactic corporations. Each corporation plays similarly except for their starting technology (this may have just been for demo purposes). Corporations have several statistics that they can raise throughout the course of the game. They are: Assembly (green), Production (blue), and Storage (yellow). Assembly is how many cards you can assign a turn, Production is how many cards you draw a turn, and Storage is how many cards you can bank total. You can upgrade each statistic in two different ways. One, all statistics can be upgraded by paying a certain number of credits. Each statistic can also be upgraded by completing certain milestones. For Assembly, you automatically upgrade it for completing a certain number of technologies, while Production upgrades based on your combat power and Storage upgrades when you explore planets.
The game essentially runs off of a single deck of cards (some 200 of them for the purposes of the demo). Each turn, a player either draws as many cards as his/her Production allows, or takes another action available. The additional actions include claiming a planet, beginning a new technology, upgrading one of the three statistics with stored credits, or buying a ship. If you decide to draw cards from the deck, you then have to assign them. Cards have 2 sets of symbols each, either being Blue (used for research), Red (used for Combat), Green (used for Exploring), or Yellow (wild cards that can be used for anything). You can assign these cards to those purposes, remembering that you are limited in the number of cards you can place by your current Assembly and you can only place to one effect a round (for instance, if you had an Assembly of 2 you couldn’t place one card for technology and another for exploring. They would both have to be placed to the same effect).
You also have the option of storing the cards as credit, selecting one color and storing the cards as credits, one for one, based on the number of icons that match that color (so if you stored a card with 2 green symbols and another card with 3 green symbols, you would have a total of 5 credits scored). Stashing cards for credits in this way is not limited by your Assembly score.
Cards assigned for combat (red) must be placed under a ship that you control. Each player begins with a single Freighter that can have a total of one card placed under it. Additional ships can be bought from a shared pile of 4 different types of ships. Each player may own only one ship of each type and the ships get more expensive the longer you wait to buy them. The first player to buy the Mothership pays only 10 credits for it, while the next player must spend 12. The Mothership can hold an impressive 4 combat cards under it while also granting an innate 3 combat power, and grants additional victory points is fully equipped at the end of the game.
Cards assigned for technology (blue) go under a specific technology, and technologies are completed once you have a specific number of symbols assigned to them. Technologies come in 4 different types; Blue (Expand), Green (Explore), Red (Exterminate), and Yellow (Exploit). Expand technologies typically either make your technologies stronger or easier to complete. Explore is the same for planets (one green technology might give you the ability to assign both green and red symbols to exploring planets). Red technologies affect combat, while Yellow technologies change fundamental rules of the game for you alone. For instance, one of the yellow technology cards that I got let me copy one of my opponents’ technologies.
As well as the decks of ships you can buy, there is also a deck of planets. There are always two planets showing from this deck, and a player can, as their turn, claim one of those planets instead of drawing from the main deck on their turn. Planets require Green (explore) symbols to complete, but once you do they grant you a one-use power. Some may allow you to buy ships at a discounted rate, and some let you search for Alien Artifacts (which consists of drawing the top card of the main deck and gaining a number of Victory Points equal to the card’s numerical value).
Attacking other players is also a possibility in Alien Artifacts. To do so you first have to draw one of the combat cards from the deck during your draw phase. Drawing these cards is the only way to attack other players during the game and they are fairly limited in number. Once you attack an opponent both he and you draw a card from the top of the main deck and add it to your combat power (your combat power being a total of the red symbols assigned to your ships). If you have the most combat power after drawing, you steal a victory point from your opponent. If they have the most, they effectively fight off your attack and your turn is over.
I enjoyed the games I played of Alien Artifacts, but by no means do I think it’s perfect. The game is so far along already, however, that I have high hopes for it when it releases at next year’s Gencon. Personally I would like to see something done with the combat system to make it more interactive. As it stands now all you do when you attack is draw a card from the main deck and compare combat strength. Since the cards in the main deck only go from 1 to 4 that means if you attack someone with fewer than 4 combat strength than you have it’s an automatic win. I’m also not a huge fan of the Alien Artifacts powers of the planet deck. Again, when activating these powers all you do is draw a card from the main deck and gain Victory Points from it. I’d much rather see a separate deck for the Alien Artifacts that include unique bonuses as well as negative effects such as aliens assaulting your company. That would add a sense of uncertainty to completing a planet that grants an Alien Artifact, and would allow for the artifacts to be slightly more powerful than their current state.
Ultimately ‘Alien Artifacts’ provides a 4X experience, similar to Eclipse, in a card game that takes less than an hour to play. If they’re able to add a little more flair to the game in the next few months, then I foresee it being a massive success for Portal Games.
How many of you out there love playing games and want to play more than the once a week or once a month time frame that your current group plays? With BGG.Con in full swing this weekend, and two of the Krewe de Gumbo enjoying the juicy new games in DFW, Board Game Gumbo turned our eyes to find other groups that might be playing on this gorgeous weekend. Hey, as my grand-mere used to say, “Les jeunes aiment courir les chemins” — young people like to “run the roads.”
And so, with my trusty sherpa, Phillip, along for the ride, we headed north along Interstate 49 to join up with the Cenla Tabletop Gamer’s Guild at their monthly game day at the invitation of Marshall and Wesley, two of the admins of the group. We brought along some new coins from Viticulture Essential Edition and the expansions for Bottom of the 9th, along with a bunch of other games. (I figured that the group had a whole pile of games to play, but when you have a sherpa along, you can never be too careful.)
When we got there, Marshall was leading a large group playing Hero Realms. So, Phillip and I set up Bottom of the 9th, and begin playing. So for me and Phillip, it was batter’s up time.
Bottom of the 9th is such a quick playing, tense little duel that it is hard not to get caught up in the game. You don’t even need to be a baseball fan in my opinion, although it helps to know the rules.
Soon a group of gamers finished up the other card game, and came by to check out the game. That led,of course, to some epic duels between some of the new players from the Big League Support and Sentinels of the Ninth expansions. The final game between Chester and Marshall came down to a couple of pitches, and one of the hitters hit a “big fly” three run homer to break the streak of the pitching team winning all of the other games.
We’ll hopefully be doing a Beignets and Board Game post about Bottom of the 9th, but suffice it to say, it is a perfect game to bring out when you are waiting for other players to show up, or even if you want to engage in round robin play. Just ask Kirk from the Krewe de Gumbo.
Next up, I headed over to a table playing one of my favorite programming games, Colt Express. Players compete as wild west outlaws in the midst of robbing a train — and each other — while avoiding the nasty marshall. The game was designed by Christophe Raimbult and published by Ludonaute. (Christophe is one of the nicest guys on Twitter and in board game podcasts so I was happy to see that Cenla had a copy. Wish I had brought my Stagecoaches and Horses expansion…)
What a game! We had a mix of new to the game players and some old outlaws, but the game teaches easily and hits the ground running.
It looked like we had one or two people pretty new to this type of table top gaming, and you could see their eyes light up at the 3D board and the colorful cards, scenery and meeples.
I love playing this game especially with new groups (it was a big hit at the board game room at Louisiana Comic Con, too.) I was glad the group had it, although my outlaw had a pretty tough time picking up loot. Wesley crushed us with the best score I have ever seen in Colt Express, when he ended up with over $3500+ (both suitcases and the $1000 bonus).
I was really hoping to try out the new metal coins that I got from Jamey Stegmaier and Stonemaier Games. These were specifically done for Viticulture (they have the lira symbol and cool grape theming), but can be used for just about any game that requires money. That little clinkety clinkety sound that metal money makes when you toss it over the board is great!
Luckily, we found five players willing to try. Phillip and Marshall had played before, but the other two had not. I have played the game over a dozen times, so I have a patter pretty well built in for teaching the game.
I start with telling gamers it is a competitive game about making wine (ed. note: cough, cough says Phillip), and that we will be using our workers to help us plant grapes, harvest the grapes, make wine and sell wine over two different seasons of the year. I think by understanding the four step process, people can grok the board better. By year three, the two new players had grasped all of the concepts of the game and played very well.
I pulled out a win with the lira tie-breaker using the Tasting Room + Blue Cards strategy. It was a little more stressful than I thought, and frankly I like making wine better, but I have to admit that it was fun zigging while everyone else was zagging.
Next up, the group had a copy of Black Fleet, a great little take-that-while-you-pick-up-and-deliver game from Space Cowboys. This is a game that Dustin and I have been trying to get to the table for months — heck, I think since we started Board Game Gumbo! — but usually he and I are teaching other games at game night and he has not been able to bring it out.
I can see why Dustin likes this game! The production is so colorful and fun that it really draws eyeballs to the table. The game is just light enough that you really don’t have to think about your turn until the person right before you plays (especially since the board dynamics change so drastically on each player’s turn). Players command pirate ships and merchants (as well as the Royal Navy) trying to deliver bananas and other goods, while attacking other players. There’s only two main ways of getting money, delivering goods and attacking ships, so since the attacking happens so frequently, when you are attacked, it seems a lot less threatening than it does on your typical Dudes on a Map game.
I really enjoyed this game, and it was a great break after the all the calculations and turn by turn stress in the latter part of Viticulture. I would definitely play it again, although this time I lost in the tiebreaker to Phillip who had amassed a very large fortune that he conveniently Bradly’d away from my view. (Not really, I just miscalculated how much he could really earn in his last turn!)
We ended the night with a few quick games of Happy Salmon. (We were having so much funny that I forgot to take pictures.) By this time, the group meet was winding down, and we had a long trek back to Acadiana, so we said our good-byes.
So how was all of this successful? I think it goes back to some words of wisdom that I heard from a very warm and prolific board game media person. Suzanne (frequent contributor to the Dice Tower) was a guest of The Dukes of Dice back in Episode 44. She said (and I’m paraphrasing here) that extrovert board gamers have a responsibility to welcome new gamers to the fold and strike up conversations at the gaming table, so that all gamers (even those that may be a little introverted) can participate and have a good time. This was great advice that she gave to Alex with the Dukes on his first trip to Dice Tower Con in 2015, and it holds true today. I like meeting new people, so I made it a point when I got to this particular Meet Up to take her advice, introduce myself around, and try to play games at different tables.
But there were also some earlier steps that made it easier. First, the Cenla Group is a very open and inviting bunch of gaming enthusiasts. Joining their Meet Up group site was easy. That way, I had a copy of the calendar and could look at their monthly meetings. Then, engaging with some of the members on social and community sites like BGG and Twitter helped to bridge the gap. Marshall and I tweet pretty frequently, so it was easy to take the next step — inviting him and his crew over to Louisiana Comic Con’s board game room back in October. He spent the day with us playing all kinds of games (I think Imperial Settlers was a favorite).
By meeting him in person, it made it a lot easier when Phillip and I showed up at the game day. That way, I already knew one person by face (and had communicated with Wesley by Twitter). Since the group was very friendly, and obviously they share a love of hobby board games, it was an easy day of laughing, playing games, and telling stories. I really had a great time playing with this great group of gamers.
So if you are looking to game more, no matter how small your town may be, there are likely friendly game groups within an hour or two of your house. Use social media and community board game sites to reach out to these groups, and have some fun playing new and old games with new friends. And if you are ever in Central Louisiana on a Saturday, head over to the library and meet some great gamers.
Hunting, fishing, football, and just being in the outdoors — Southern designers have a tough job. They have to design a gaming experience that can compete for the gamer’s attention with hunting, fishing, football, and just being in the outdoors, all of which are enjoyed year round.
I got a chance to sit down with another Southern designer who seems very prepared to offer alternative entertainment and hobby options for the young and young-at-heart even during another jam-packed football season.
Michael Godbold is a young designer in Lafayette, Louisiana who self-published his first design, Kobold Ka-boom, this past year under his own banner, Gobo Games. He is a hard worker, and a prolific and creative designer, so it did not surprise me that he has two more designs almost ready for sale, with more on the way.
I sat down recently with Michael, and we talked about life in Louisiana, family, and of course, lots of talk about games. I hope you enjoy my conversation with this very thoughtful designer/publisher:
Michael, thanks again for meeting me. How did you get your start in Hobby Gaming?
Hobby gaming is that one defining thing that always brings people to the table. I didn’t realize this until I was older. I was always an outdoors kid, trampling around the subdivision with the neighborhood posse. When we couldn’t play outside, for whatever reason, we always dug through the “game closet”. It was filled with classic board games, card games and even travel versions of chess and checkers. It was in those moments, fun was delivered by exercising the brain. There were adventures, stories, strategic advantages and even puzzles to present challenge. I got hooked. I can remember making up games and playing them with my friends. That stuck with me, but was completely sidelined when I was introduced to Dungeons & Dragons, Shadowrun and the endless expansion of the imagination brought forth by the demand for more adventure. Eventually I grew up, I roamed around the world and ended up back in Louisiana with a trade job and a simple adult life. That just wouldn’t do.
How did you come up with the name “Gobo” for Gobo Games?
I originally had a partner, and we dove head first into the deep unknown of starting a company. Gobo Games, LLC. was born. My last name is Godbold. Even though it is two words put together, people simply ruin it. I was called “Gobo” throughout school. It stuck with me through all these years. It was simple, different, catchy and curious. Why not use it as a name for the company!
What are your favorite genres of hobby games that you like to play?
If I can take the role of something not of this world, it wins. Fantasy will always win. I want to get lost in a story or become and change the story itself. I mean, who doesn’t want to be a hulking ogre from time to time, or become an elvish assassin? When it comes to picking a specific type of game, I can’t answer. I play them all.
Let’s talk about your game company, Gobo Games. I love the Logo!
There were a “crap ton” of concept logos that I created. I wanted a logo that would pop on any type of game box, something different, modern, simple but not bland. Most of all, it needed to represent me. It’s just me pushing through the indie game company horrors alone these days. So I created the current logo. I hand wrote the name and copied it digitally. I kept it simple by throwing a circle around it. One of the most common symbols that represents a game is a die. I didn’t feel the need to have “games” written out. So I slapped a red die in there and boom, Gobo Games.
Where do you see your games fitting in the hobby market? Quick playing games with depth?
I find many games are overcomplicated. It isn’t always a bad thing. Sometimes you want to sit on your butt and hang out around a table with your friends for four to five hours. The amount of people who make time for those games is way less than the people who would smash out a few quick games with friends and call it a night. It’s only logical that I aim to succeed in the best market possible for an up and coming indie company. So, I took the route of simple, quick and fun. For now. Just because something is simple, doesn’t mean it can’t bleed adventure.
What is your dream con to attend as a publisher?
Gen Con. Come on, that thing is massive. It is like a sea of heads and a constant flow to your booth. Who wouldn’t want to spread the word of their games to an ocean of people?
Let’s talk about design. Who are your biggest influences?
Jamie Stegmeier of Stonemeier Games has shown many what it takes. It can be brutal. I want to look at the challenges ahead and face them head. He has tools to guide people. My company has evolved because of his many stories and I am grateful. It isn’t his blog that influences me the most. It’s my daughter. She may be young, but I want to show her that anything is possible, follow your passions and enjoy life.
You talked about enjoying the outdoors as a kid. In the South, kids enjoy playing sports and hunting/fishing year round. How do Southern game companies and designers like yourselves compete for attention with those plentiful activities?
There are several ways to introduce tabletop gaming to those who aren’t already a part of it. The main issue with marketing is it is always trying to grab the attention of a specific group. Tabletop games have so many themes that there is something for everyone. Some companies like to have a racing, sports and/or outdoors themed game within their collective. The idea behind the simple tactic is to “break the ice”. Once you break the ice, and they enjoyed the tabletop experience, it’s likely they will branch out. The best marketing tool is the consumer. It’s best to let them spread the word and love of tabletop gaming.
Have you ever tried co-design or are you a solo designer?
I have always been into design. It hasn’t always been tabletop games. I have had to work with people on numerous crafts, events and projects. Because I am an indie company and I am just now getting my feet wet, I have been going solo. I have a friend out of state who also designs games and has shown interest in joining my team. I can’t wait to work with him on future projects. My main focus right now isn’t Kickstarter. It also isn’t uploading promotional videos. My focus is on having a small collection to start my company with. Once things get rolling and people know more about Gobo Games, the next level will present itself. That next level will be more about promotion, giving me more time to work with other designers and bringing new light to Gobo Games.
Where do you get your ideas?
My ideas generally start off simple. I might be thinking about making a word game and while driving I pass a construction site. What would happen if I put that together? Then I think about heavy machinery building letter buildings. I think about different game mechanics to introduce to this thought. The brain is always triggering and firing. It’s acting on an idea and watching it evolve that truly creates something. When your options are limitless, don’t put a limit on your options.
The Krewe de Gumbo has had a lot of heartfelt discussions about the tug of war between chasing after new games (i.e. “Cult of the New”) versus playing games already on our shelves and the comfort that brings. Admittedly, there’s a big thrill in opening up a new game, teaching it to players for the first time, and having the table light up with satisfaction at your “find.” But there’s also the social aspect of four friends playing a game where everybody knows the rules and can relax and have a good time. Where do you stand on the line of Cult of the New versus Old Shoe?
Old Shoe would not exist without the Cult of the New. Leaving one’s comfort zone can bring new life. You can grow as an individual and expand your imagination, problem solving and even learn new tactics from something new. Still… playing something that has been your fallback since the dawn of time… priceless. There is no real answer, just the coexistence of both.
Over the last few years, we have seen a lot of “hybrid” games — games with strong mechanics like a Euro game but injected with amazing art, theme and player interaction like a good ol’ Amerithrash game. Where do you stand on hybrid games?
What if I asked you to create a monster. It is guaranteed you would reference other monsters, animals or whatever else. When a hybrid game gets attention, I think it’s wonderful. It’s a combination of multiple things, like your monster. I feel hybrids are evolving the industry. Sometimes these combinations create a new approach and open new doors for designers to venture.
Let’s talk about your own designs. So far, your first three designs are easy entry, quick playing, interactive card games. Is that Gobo’s “niche” or do you see yourself branching out as a publisher?
Right now? Absolutely. I need a broad market to get my company’s feet wet. I also really enjoy games that can be taken out, played and put up within an hour. I am a dad. I have to take care of my family. I also have to work a 40 plus hour work week. I also go on call sometimes and have very little time for myself. My time is limited. If I have an urge to play a game, but don’t have the rest of the day to play it, quick games win. I fully plan to introduce bigger games to Gobo Games’ catalog. Definitely.
Tell me more about Kobold Ka-Boom!
Kobold Ka-Boom! is a “beer and pretzels” game. It allows people time to relax the brain because of the simple tactics and ease of game play. It opens up time for people to accept that passive aggression and just have a good time. The best thing about it for me is the shouting that seems to come from people playing. That just means they are having fun. Not everyone gets into imitating the sound of a bomb going off every time they use a bomb, but they should. I remember testing the game at a recent convention and a group of people sat down and went over the rule book. They were very quiet. They asked a few questions for clarity and then asked to play. Once they hashed it out after a round or two, they started shouting and making bomb sounds. One guy got out of his chair and jumped for joy after he scouted his opponent’s bomb and disarmed it. I just smiled and watched on. It drew attention and more people got to play. Almost everyone who sat down to play was eventually getting loud, pointing, laughing, explaining things to newcomers and generally having a good time. If you are looking for a more technical answer. Bombs. Who doesn’t want to bomb their friend’s forces into nothingness?
I love the art on Kobold Ka-Boom. You worked with a talented artist on that game, Kate Carleton, who has some big games under her artistic belt. Tell me about your work with her.
A year ago, and some change, I needed some art for my first project. I didn’t have tons of money to spend, and I luckily knew a lot of artists already. I posted online a few groups and friends to see if anyone was interested in working with me. There she was. Kate Carleton. She sent me a demo piece of a quick description I had given her. It was perfect for what I had imagined. She was immediately brought on board and has been a crucial member.
I bet we all do! Boggle and Scrabble have zero theme, but your take, Construction Words, looks like a thematic approach to word games. What was the inspiration behind Construction Words?
I like word games, but I never had a huge vocabulary growing up. So wanted to take my liking of word games and create something unique that could help someone advance their vocabulary. I have a much better vocabulary these days, but it is always growing. The theme is construction. It’s building. Just like building up your vocabulary. This game had to have a loose theme to take away from it just being another word game. It also had to have a second mechanic. The idea to have incomplete words that needed to be fixed, really stuck with me. The awesome thing is each incomplete word could become hundreds or even thousands of complete words. If you don’t have a high vocabulary, you can still easily play with what knowledge you have. Plus the more you play and learn more words, the better. Having players wrack the brain traditionally is one thing, but having them think tactically for an advantage is another. I took my basic concept and added a slight competitive edge that introduced that tactical thinking. Now when a player completes an incomplete word they get to keep that card. Oh, look! It has a one time ability to skip a player’s turn. Who wouldn’t want to use this on that vocabulary wizard who is in first place?
The new game, Heroes Deep, really intrigues me. Give me the elevator pitch and more about the theme, how to play, mechanics, etc., and tell me about this unique art style that you have come up with.
I set out to create a game that had simple mechanics, but brought something different to an oversaturated genre. Because the game is still in development, I will just give you what is currently in the works.
I have been wanting to make a dice game for quite some time. There are a lot of simple dice games and then there are those that make D&D’s Handbook look like a birthday card. I researched and analyzed numerous games, markets and companies. I found that simple was ultimately key. Usually simple and goofy proved to generate more revenue for these companies for them to then put back into delivering more content for consumers. I wanted a more serious dice game, that was still simple.
My favorite genre is fantasy, so I just dove head first and started a fantasy concept. Using a re-roll mechanic, players attempt to traverse through a linear dungeon. What the hell is a linear dungeon? Well, imagine a random deck of cards that represent where you have moved to within this dungeon. On those cards are icon challenges that can help or hurt you. So even though players aren’t literally turning left and right and going down paths, the dungeon is still randomized. The main goal is to survive and escape the dungeon with their weight in treasure. The catch is the other players can manipulate your dice if they have enough collected resources to do so. They can also prevent you from gaining those resources. That’s where the slight resource management comes into play.
So besides fighting monsters, having goblins steal your treasure or having your friends making your life miserable, you can also become a monster. When a player dies their goal for winning is no longer exiting the dungeon with their weight in treasure. They must kill all the heroes.
Because the concept involved a dark fantasy tone and my artist doesn’t normally do the style I was looking for, I ended up doing it myself. I used bits and pieces of photos, public domain clip art and even hand drawn effects and created base images. I then blended the absolute hell out of them all while tampering with lighting, blurring and smudging to get the finished results. There are also millions of blending filters which aided in solidifying the overall image. It’s pretty amazing when you can make your goofy friend into an evil looking wizard.
How has the playtesting experience been for you?
This one can be tricky. I playtest my mechanics as much as I can. I then hand it off to a small group of random people who are always in and out of the gaming community. I let friends and family have at it as well. I know that I need some “game breakers” to look over my mechanics so I review with a few semi-trusted groups who can’t wait to delve right into the game mechanics. The best thing I have ever heard about this industry is no one is actually right.
“If a company can make millions off of a mechanically weak game that has terrible art or a game that has great mechanics and terrible art… there is room for anything in this ever changing industry.”
It wouldn’t be a Louisiana lunch meeting if we didn’t talk about our next meal while we are eating! So, last question: best chicken — Popeye’s or Raisin’ Cane’s?
Popeye’s. Spicy. I am hungry now.
My thanks to Michael Godbold of GoBo Games for taking the time to visit with me. You can find more about Michael and his company at Gobo Games.