CONTEST! Win a Copy of Tower of Madness from Smirk & Dagger!

CONTEST! Win a Copy of Tower of Madness from Smirk & Dagger!

We LOVE giving away stuff! It's fun, it helps out our listeners, and everyone loves getting games in the mail! 

So we've got a special contest happening right now, and there is no hard timetable!

Here are the details:

It's quite easy to get in on, simply go to our Patreon Page, and become a patron of our site at any level (yes, for as little as $1/month) once we hit 25 patrons, we will pick a winner from the first 25 patrons and send them a copy of Tower of Madness from Smirk & Dagger!

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TOG's Top Rated!

TOG's Top Rated!

Happy Monday! We've got some pretty fun news in the world of Theology of Games--at least, we think it is... Some of you are super observant, and have noticed a brand new tab up top, while others may have been tipped off by the email you received or the tweet you scrolled past. But we've launched our top recommendations list that will now permanently live on the site: TOG's Top Rated! 

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Keyforge - What's a Quadrillion!?

Keyforge - What's a Quadrillion!?

Some of the biggest news to come out of Gen Con is from Fantasy Flight, and one of the biggest, most epic, colossal  names in game design: Richard Garfield. (He designed this little card game called Magic the Gathering, maybe you've heard of it?) The title I'm talking about today is Keyforge. Keyforge: Call of the Archons (to be accurate), is a 1 vs. 1 card game where players are racing to forge keys (get it? Key.... Forge?) that unlock the vaults of an artificial work at the center of the universe... Ok, ok, that’s a paper thin theme, but what's fascinating, mind-blowing, and seemingly near impossible here is the fact that the game features decks, that are completely, 100% unique. As the Fantasy Flight website says "What this means for KeyForge is that every deck in existence is utterly unique and different from every other deck."

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Bringing Together the Titans - An Interview with Ray Wehrs

Bringing Together the Titans - An Interview with Ray Wehrs

In every field of interest there are those who stand as giants among men, Peyton Manning, Lebron James, Steve Jobs. And even in the gaming world there are luminaries, such as Richard Garfield, Paul Peterson, Mike Elliott, and Eric Lang just to name a few…

Well one man has dared to harness the power of these titans into one giant campaign to end all campaigns: The Titan Series. That man is Ray Wehrs, and lucky for us he’s joining us today!

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Power Up! King of Tokyo Expands!

The hit dice roller King of Tokyo, created by Magic the Gathering designer Richard Garfield is slated for an expansion titled Power Up! There aren't a lot of details about the expansion except the contents. It looks like they are adding another monster Pandakai, and over 50 evolution cards to give your monsters more options to power up and become King of Tokyo! See our review of King of Tokyo by Firestone - Right here!

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!