Uuurrrnnggg... Dead Games, the fad of the 90's

1993 changed gaming as we know it, at least for a decade or so. Wizards of the Coast released the first "Alpha" series of Magic the Gathering, the first collectible card game. Heretofore card games on the market pretty much consisted of games played with a pinochle, or poker deck, or if you were really progressive you were playing Milles Bornes and Uno.

Magic the Gathering (MTG) introduced an entirely new gaming experience, and subsequently an whole new wooorrlld, of games that followed suit. The concept was quite ingenious, instead of having an out of the box game playing experience players could now customize their own deck of cards, and pit them against other players, and in the meantime chase down highly sought after cards that would make your opponent tremble in fear when it was thrown on the table. It caught on, and BIG, MTG is still thriving and new sets are being released regularly, with just about every gaming store in existence holding monthly if not weekly tournaments.

Because of the wild success of MTG, the entire gaming universe jumped on the collectible card game (CCG) band wagon, new gaming publishers sprouted up, and nearly EVERYTHING was turned into some form of a CCG.

What I'm about to say might be the most shocking thing you've ever heard. I have never played Magic the Gathering. I know, I should hand in my Geek Card. But I never got past the eerie and hostile nature of the majority of the cards (particularly the Black and Red cards).

I did however play my fair share of CCGs that showed up on the scene, all of which are now commonly referred to as "Dead Games." There are many I still dust off and enjoy playing from time to time, and others that, while I don't play them anymore, still hold a special place in my heart. Over the next several weeks, Firestone and I will be revisiting these games. Join us as we take this trip down memory lane and look at the games that time forgot, we'll look at the good, the bad, and those that shall not be named.

Battlestar Galactica - By your command!

A friend of mine recently referred to Battlestar Galactica as the "big brother" to "The Resistance." And in a way there is something to that statement. The intrigue and skulduggery of "The Resistance" is a key component of both games. However BSG adds a few twists and turns, and a little more housekeeping to the mix. Players begin the game by selecting a character, and then they are dealt a loyalty card. This will tell them whether they are a Cylon, a sympathizer or none of the above. (By the way, I'm writing today as if you have already seen and love the Syfy series by the same name; if you haven't, expect some potential spoilers and please come out from under that rock.) At this point as the game begins everyone is playing as if it were a co-op game, there IS a Cylon among you, but you don't know if that individual is a "sleeper" and doesn't know they are yet, or if they are just acting as if they don't know yet. Yes, you will give your friends many sideways glances.

The game is won by the humans, if the Galactica jumps 8 units of distance, and then performs one last jump. The game is won by the Cylons by several means, most common is depleting any one of the Galactica's resources (food, fuel, population or morale), but they can also destroy the Galactica or successfully board it with centurions.

The basic turn structure, allows you to make strategic moves to help the Galactica prep for a jump to light speed. While handling crises as they come at you, on every turn. All while trying to figure out if you have a Cylon saboteur among you. A crisis is overcome by players submitting skill cards to the crisis. Each crisis card will require a certain amount of  certain skills to pass it, and there is a positive and negative reaction for passing or failing the crisis. Players secretly submit their skill cards (Which they receive each turn, based on their characters abilities) to a crisis, along with a few random cards from the "Destiny deck", and add up the skill points. This is where the Cylons have their fun. Each skill card that is from a skill that is NOT required by the crisis counts as negative points towards passing the skill check, and Cylons can always claim that the destiny deck chipped in those random "off suit" cards. Typically the fail reaction results in the loss of a resource point, or the launching of Cylon Raiders.

After a set amount of rounds their is a "Sleeper Round" in which more loyalty cards are dealt out,  insuring at this point any Cylons in the game know who they are! Because of this mechanic, simply choosing a character that is a Cylon in the tv series, does not necessarily mean that you will end up being a Cylon during the game. Once the Cylons are outed they are tossed into the brig, or sent to a Cylon location where they can really wreak some havoc!

I have watched the tv series in its entirety more than once; it is probably one of the best science fiction series to hit television...ever. (I know I just made every Star Trek fan hit the ceiling.) That being said, there are a few elements in the show that rubbed me the wrong way. One being the over sexually charged nature of a number of episodes. The other being the strong use of religion and God as a plot device. They often blurred the lines of right and wrong using religion to do so. I didn't have too big of an issue with this—after all, it is science fiction, but if you've seen the last episodes of the series the lines are blurred once again, this time between fiction and commentary.

The good news in all of this, is that the game is filtered pretty well from these aspects of the series, so rest at ease if you choose Starbuck as your character you won't be asked to simulate some lewd act with one of her multiple partners from the series. And the only hint of the religion element appears on Laura Roslyn's character sheet. She has the special ability of "Religious Visions." It makes sense and is in line with the character and her "abilities"—she also has the character trait of "Terminal Illness," so there ya go.

My chief complaint about the game—which may seem petty—is that the skill cards are printed on those tiny little cards that are too small for your hands, and really hard to keep organized! We hates them!

The game box tells you that the game will take about 2-3 hours, and they weren't kidding! This is a game that will be your game night, not just a part of it. I've played with folks who don't know the show, and it is just as enjoyable to them, the twists and turns and pointing fingers and accusations seem to pull players in and it often doesn't feel like it's been a 2-hour+ game.

Go Go Godzilla!—A King of Tokyo Review

Richard Garfield is one of the most influential game designers out there—despite the fact that he’s not very prolific. He'd be influential even if he’d only designed the one game he's best known for: Magic The Gathering.

He recently came out with a new design that’s a fast, fun filler that you can play with kids, adults, and everyone in between. Also old people. But probably not babies.

Components

  • Six monster boards , cutouts, and stands. They’re fun creatures, such as a kraken, a giant cyborg gorilla, and a huge mechanical bunny. The differences are cosmetic; there are no special powers for each monster.
  • One square game board that shows Tokyo; it’s not really necessary but it’s nice to have.
  • One deck of cards, that provide cool mutant powers you can add to your monsters.
  • Some counters that show status effects, such as smoke or poison.
  • A bunch of energy cubes used to pay for the special powers on the cards.
  • Some big, beefy dice with various symbols on them; they’re the heart of the game.

Gameplay

The idea for the game is that you’re a giant monster trying to destroy Tokyo, but you’re also trying to destroy your opponents and keep them from destroying Tokyo. Each monster starts with zero victory points (VPs) and 10 health. Your health will (generally) go down, and your VPs will (hopefully) go up. If you get down to zero health you’re out of the game—and if you’re the last monster standing, you win! The other way to win is to be the first monster to get to 20 VPs.

On your turn, you roll the dice, and then decide what to do with them. You can reroll any dice up to two times, and when you’re done rolling them all you’ll “play them out.” Three of the sides have a 1, 2, or a 3 on them. If you roll three of one of those numbers, you score those VPs. One side has a heart on it, and if you use that you find true love, get married, and raise little monsters. That’s not true; you just heal a health point for each heart you roll.

One side has a claw on it, which allows you to attack other people. One of three things can happen then.

  1. If no one is in Tokyo or Tokyo Bay—the two spaces on the game board—you can move in there. The benefit of being in one of those spots is that you earn 1 VP when you move in, and if you’re still in there when your turn rolls around, you earn 2 VPs. The downside is that you can’t heal…
  2. If you are in Tokyo or Tokyo Bay, you attack each monster that’s not in one of those places—one point of attack for each claw rolled.
  3. If you aren’t in Tokyo or Tokyo Bay, you attack each monster that is. A monster inside one of those places can decide to yield the city; the monster that attacked you now moves into the vacated spot.

The last spot has a lightning bolt on it, and you get an energy cube for each one. At the end of your turn you can purchase one of the three face-up power cards. They add various powers to your monster, such as adding 1 to each attack, or keeping you from taking 1 damage.

Verdict

The only thing I’d change about the game is to add some variety by having each of the different monsters have one unique power. That would add some variety, and make it more fun to play the giant mechanical bunny—besides the fun already inherent in that, of course. Other than that, it’s a ridiculously fun filler—the kind of game you can play at the start or end of the session, or between games. The first edition sold out quickly, but a second edition has just been released. Check it out!

Mystery of the Abbey to be Reprinted

Image Days of Wonder recently announced that they will be revisiting their inaugural big-box board game, Mystery of the Abbey. An award-winning whodunit game, full of intrigue, mystery and monks, very loosely based on the acclaimed novel The Name of the Rose by Umberto Eco. It's been out of print for a few years now, but nostalgic gamers can expect to find it on the shelves of their favorite game stores in late August. You can see Days of Wonder's official press release here. I've always been intrigued by the mixing of faith and deduction; throw gaming into the mix and you've got the recipe for a great evening. The only thing missing is Brother Cadfael on the tele!

Have fond memories of the game? We'd love to hear your stories! Leave 'em in the comments below!

Expanding Kingdom Builder - A Review of Nomads

Well, we figured since we're on the subject, why not talk a little more about the 2012  Spiel des Jahres award winner, Kingdom Builder.

Nomads, the first expansion of the game, adds a few new layers to the game, but mostly just adds more variance to the title, which in turn adds to the replayability. Here's a quick rundown of some of the new features Nomads brings to the table—and yes, I'll insert my opinions as well.

4 New Sector Boards—Which brings the total for the set up to 12! The randomness in which you pull them, as well as how you place them, consistently shakes things up. There's even less chance for the board to look and play the same twice!

5th Player Settlements—Now that 5th wheel can join in the fun! I personally LOVE the addition of a 5th player; keep in mind you're still setting up only four sectors to create the game board, so territory becomes more and more valuable as the game progresses—as do ability tokens! The competition is fierce, and cut-throat; I love it when a plan comes together.

Nomads—The title element of this expansion consists of 15 unique Nomad tokens; they look a lot like the special ability tokens but behave slightly differently. Each of the four new sector boards have a Nomad hex (or two) on them; if any of the new boards are selected for the game, one Nomad token is selected randomly and placed on the Nomad hex. The player who claims that token can only use it on their next turn, and then it's removed from the game (whether it's been used or not). The abilities are generally a little more beefed up than your run-of-the-mill extra actions, but only being able to use them once, (and on your next turn) definitely requires a little forethought before just grabbing them up—at least, if you want to get the most out of them.

Stone Walls—One of the new abilities you can claim from one of the four new boards is the Quarry token. This will allow you to place up to two gray circular disks on the board each turn. These disks represent stone walls; they cannot be built on top of, and they break continuity between settlements. They come in handy if you want to cut off your opponents, or build somewhere else on the board but your settlements are adjacent to EVERYTHING.

3 New Kingdom Builder Cards—There are three new ways to score gold in Nomads, but now there's a possibility of scoring gold during the game instead of tallying up only at the end. I would have found this annoying, but I really enjoy the new scoring scenarios, so I don't mind so much keeping score during the game.

All in All, the expansion doesn't completely overhaul the game, or add so much to it that the overall feel and flow of the game is completely thrown out of whack. But it does help the title grow, adds variability,  and let's you bring in a 5th player, which becomes a lot of fun!

Capitol—It's also worth mentioning that there was a promo released last year called Capitol. This consists of 2 Capitol tokens that covered one of the two Castle hexes on the Oracle and Harbor boards. The capitol scores players one gold for each settlement built within two hexes of the Capitol. Personally, I'm not a fan of this small expansion; the Castles seem to do the job, and this pumps up their abilities, while diminishing from the other scoring options.

Thanks for reading; we hope you're enjoying yourself here at Theology of Games. We'd love to hear your thoughts about the blog and the games we talk about! Leave 'em in the comments below!

Nomads and Capitol are both on Amazon!

'Give You Brick For Ore? Highly Illogical….'

Mayfair Games, who never met a franchise that couldn’t use the word “Catan” attached to it, have recently announced Star Trek: Catan. The game will feature resource collecting, a variable board, and the help of the original series’ characters through the play of support cards. How, exactly, it differs from the original we won’t know until GenCon next month, where Mayfair will be previewing the game. Perhaps the most interesting piece of the announcement is that the new game will be sold exclusively through Target stores.

We hope to have a review of this once it’s released. Stay tuned to Theology of Games for more board game news and reviews. Thanks for reading!

And the Spiel Goes to...

The German news wires have confirmed what many believed to be a no-brainer for this year's Spiel des Jahres—or as we American types would say, Game of the Year Award. The Spiel is one of gaming's most touted and prestigious awards, with a selection process that is akin to that of a pro sports hall of fame, or an Academy Awards selection. A group of writers (from Germany) nominate a few select games from the scads of games released in a single year, and then pick one of the nominated games to receive the Spiel des Jahres. The game that wins the award is the one that is most likely to "promote games as a cultural asset to encourage gaming amongst family and friends." It's also a virtual guarantee that that the game will sell a jabillion copies.

And the Spiel goes to.... Kingdom Builder! Designed by Donald X. Vaccarino, published by Queen Games.

This gives game designer Donald X. Vaccarino his second SdJ award (his first came from his incredibly popular Dominion). It just so happens that I've been playing the snot out of this game in the past few weeks, and will be reviewing it tomorrow! So check back here in the next 24 hours and see what all the hub-bub is about!