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How Fantasy Flight REALLY started their engines...

To be perfectly honest, this article was supposed to be a review of one of Fantasy Flight's newest releases - Android: Netrunner.  I was probably going to glow about how they managed to capture the magic in from the old collectible card game, while cleaning up the mechanics and rules a little bit.  The review was likely going to be an embarrassing drool-fest.  Unfortunately (or fortunately, depending on your point of view), due to Fantasy Flight's popularity, and my adventures in trying to get to GenCon (which you can read about here) I left without the game.

So, I thought I would go back a little bit, and look at an earlier Fantasy Flight game.  

Before we go back to 1997, let's take a second to see where Fantasy Flight is today.  They are one of, if not the biggest name in the hobby-gaming industry right now.  They proudly hold the banner high in the world of "American-style" games.  With many Fantasy Flight games, you will get deep thematic elements, beautiful graphic design, and engrossing game play.  You will also get the opportunity to buy an untold number of expansions for your games at a later date (but I digress).

Twilight Imperium 3rd Edition (Pic by Martti R. on BGG)

Now, according to their website , their first game release was 1997's Twilight Imperium.  Today, Twilight Imperium 3rd Edition is the gold standard for epic space war games (6-8 hours a game is the play time most people I know have said it takes).  But I want to take a look at another Fantasy Flight game released in 1997.  This game was designed by Christian T. Petersen - founder of Fantasy Flight, and designer (or co-designer) of such games as Twilight Imperium, Starcraft, and Game of Thrones.  However, this game has all but vanished from Fantasy Flight's history.

That game...is GolfMania.  The game of CRAZY Golf.


GolfMania is a light card game where players are trying to score points (in the form of golf holes).  They do this by playing negative cards on their opponents, and positive cards on themselves.  After all cards have been played, each player rolls a die, and compares this die to a number on the left side of the current hole card.  If they roll equal to, or below to this number...they succeed at the "drive" on that hole.  Everyone else is out for this hole.  The remaining players then roll the die again, and the lowest roll wins the hole, and scores the points shown in the ball.  First person to 18 points wins the game.
Pic by Raiko Puust / BGG

And that's basically GolfMania.  To be blunt, it's not a very good game, especially the random "whoever rolls lowest wins" way of deciding holes.  The drive roll at least has some take that action, and ways to modify the dice to make it more interesting.  The winner of the hole is just whoever rolls lowest on an unmodified roll?  Really?   There's probably a good reason why Fantasy Flight has all but disavowed all knowledge of this game's existence.  

However, for me, this game holds a little more of a place in my personal gaming history.  This was the first game I ever bought at Origins that wasn't Magic: the Gathering.  I'd gone to Origins the year before for a day, and basically bought a bunch of Magic singles, while giving very short shrift to every other game company there.  If they didn't have Magic, they didn't matter.  In 1997, though, I had experienced Settlers of Catan, I saw there was more out there than Hasbro games and CCGs...so I went to Origins with my eyes more open.  Now granted, I probably missed out on a bunch of incredible games, while being drawn to stuff like GolfMania (probably why I love bizarre themes to this day)...but still, a little game like this was one of the sparks that led me into the hobby.  

I hope readers enjoyed this peek into the dark, hidden past of Fantasy Flight Games.  I'm sure if I look, I can find other releases by big companies / designers that they hope will be erased by time...and I'll be sure to share them with Games & Grub readers.







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Interviewing Jesse Catron, just for the halibut.

Jesse Catron is a man with whom we don't get to talk nearly enough. Read interviews he's done with various websites, peruse articles he's written about design, or casually glance at his twitter feed and you'll realize that the intricate machine that is his brain operates at a very high level. I first became aware of Jesse's game Pond Farr (now Salmon Run) through an UnPub post by John Moller.

The theme made me laugh out loud, but the more I researched the game, the better it sounded. It has great underlying mechanisms to it and doesn't seek to be just another DBG. In the interview below, Jesse outlines the process of designing Salmon Run, thoughts on Kickstarter itself, his top 5 favorite games, and his take on positive/negative feedback loops.

We'd like to thank Jesse for taking time out of his schedule to answer these questions for us. Scott and I are both on board as backers and encourage you to head over to the campaign site and plop down some clams for fish makin' babies. And, if you like this interview and think the game sounds great... stop back in a few weeks when we take a prototype of Salmon Run for a whirl.



1.) The idea of Salmon racing upstream is a wonderfully creative and unique theme. What inspired
it, and how did it change from initial concept to what Backers/Customer will receive?

It started with my desire to design a game that I, as a gamer, would enjoy playing with my nephews and
nieces. I looked to nature and animals for a universally appealing theme. I remember thinking that there
had to be a compelling theme in nature that hadn’t been done before. I thought of mass migrations and
eventually salmon and their quest to spawn. Salmon probably came to mind because I had worked on a
small game about tides and fishing a few months earlier.

While many early concepts have remained the same (or at least very similar), Salmon Run has undergone
a number of significant changes mechanically. Early versions used simultaneous turns and a fixed board.
The simultaneous turn concept did nothing to speed up the game and made card play too much of a
guessing game. Currently, the turns in Salmon Run are streamlined and flow quickly from one player
to the next. Downtime is minimal. Changing to a modular board system made a huge difference for the
game’s variability and therefore its replayability. The river now offers a new experience each game and
can be customized by both difficulty and length. This gives Salmon Run a huge amount of flexibility in
tailoring the game to new and casual players as well as experienced gamers.

Another significant change was the mechanics of the river’s current. For those who haven’t played, the
hexes on the board have an arrow or arrows to indicate the direction that the water flows. When the current
is activated each salmon moves downstream along the current. At first the current was activated after each
round of simultaneous play. This made for a very long and frustrating game. At one point, the current
was activated by a die roll at the end of each round. This lessened the frequency of the current but was too
random. Eventually I moved the activation of the current to a card. Not only did this speed up the game, it
also gave players control and provided some nice tactical decisions on when to play it.

2.) In an article written for Grant Rodiek's Hyperbole Games website, you touch on something known as "positive and negative feedback loops." Can you give an explanation of what these are and how they were instituted in Salmon Run?

Sure, I‘d be glad to. A feedback loop occurs when the output of a system affects its input and consequently
changes subsequent outputs. With positive feedback, the output of the system creates greater subsequent
outputs. Positive feedback results in an ever amplified output. Left unchecked, positive feedback loops are
unstable and spiral out of control. On the other hand, negative feedback results in a diminished output of
the system. These tend to be stable systems. Applying negative feedback to a positive feedback loop is a
useful way to keep the positive feedback system under control.

Salmon Run (and deck-building games in general) use a positive feedback system. In Salmon Run, the swim deck is the basic system. As movement cards are used to move onto special hexes, more powerful cards are added to the discard pile (output). When these cards are eventually cycled back in, the system now has an amplified capacity to obtain better cards (enhanced movement). The subsequent output of the system is greater and will increase with each cycle. The problem with positive feedback loops in a game is that it can lead to a runaway leader. The player who gets an early lead gets more and more powerful and can’t be caught. This is unacceptable in a racing game like Salmon Run. There needs to be a way to enable players to catch the leader.

One limiting factor to the positive feedback system is that rewards (the more powerful cards) are not just
limited to the first player to reach them. If the lead player swims into a Double Swim hex to gain that
card, later players can also swim there to gain the card. To really keep the positive feedback system in
check and to prevent a runaway leader problem, I used a negative feedback loop. This is in the form of
the game’s fatigue mechanism. The more a player exerts themselves to get ahead quickly the more fatigue
cards accumulate in their deck. These fatigue cards function to jam up the player’s swim deck to limit
their options and slow them down. Another additional way to prevent a runaway leader are the player
interactive cards like the current, rapids, and eagle. Player’s who are behind can use these cards to hinder
the leader. I am happy to say that nearly all games of Salmon Run I have played have been close races!

A perspective view of the most basic Salmon Run board set up

3.) Between 3012, Ascension, Penny Arcade, Nightfall, and numerous Superhero iterations this year at GenCon, some people feel there is a saturation of DBGs in the market. How does Salmon run differentiate itself from other DBG (i.e. mechanisms, etc.) ?

I agree that there are a lot of deck-building games out there. Most of which are clones or near-clones of
Dominion and don‘t really offer anything new. I feel that for DBGs to stand out, they need to be games
that utilize a deck-building mechanic as part of a greater game and not merely deck-building as the game
itself. Salmon Run is a racing game that uses deck-building rather than a just a deck-building game. To
me, Salmon Run is a unique application of the deck-building mechanic. As far as I know it is the only
deck-building race, and the only game with a path-dependent deck-building mechanic. The real “currency”
in Salmon Run is movement. The path you choose upriver determines what cards you can add or remove.
The deck-building mechanic also enables the fatigue mechanic to function. In a lot of DBGs negative
insertion cards are not a big part of gameplay. In Salmon Run the fatigue cards are an integral and
important factor and occur from multiple sources.

Another more subtle difference is that Salmon Run has a much greater hand management factor. In most
DBGs, you must discard whatever cards you don’t play from your hand. In contrast, Salmon Run allows
you to keep those cards for future turns. This allows players to have much more control of their path
upriver and provides a strategic decision point.

4.) I first heard about your game via John Moller's UnPub program. How important was this
program to you, and what advice would you give to people looking to get involved with playtesting
program(s) and pitching to publishers?

The UnPub program is fantastic and is getting larger and more and more impressive. John and Darrell do a
tremendous job. Taking my prototype to UnPub was absolutely worth it and I would highly recommend it
to any aspiring (or established) game designer. Even though I was already signed with Gryphon, I received
a lot of great feedback from both gamers and designers. This was valuable assurance for me that Salmon
Run was really ready for publication and only needed some minor tweaks. However, the relaxed and
constructive atmosphere of the Unpub program is very conducive to provide help for a prototype at any
level of completion from very rough to very polished. I look forward to attending as many Unpub events
as I can. I have also heard good things about Protospiel.

Here is my advice for pitching to publishers:
- Make sure your game is unique in some way. It needs something to make it stand out. Preferably
mechanically and thematically
- Make sure your game is thoroughly tested and ready (including blind testing)
- Don’t spend to much time or money on art, focus on gameplay
- Make sure your game needs only a reasonable and realistic number and type of components
- Do your research on which publisher is a good fit for your game; theme, target audience, and complexity
- Craft your pitch to that company accordingly, clearly spelling out what makes your game unique and why
it’s a good fit for their company.

5.) In your opinion, what makes a good game? What are your top 5 games, and did any of them
influence the creation of Salmon Run?

There are a lot of things that go into a good game. For me the essence of a good game is that it provides
players meaningful decisions, invokes palpable tension, and elicits fun and a desire to play again from its
players. Free will in game decisions is vital and those decisions must affect the outcome or progress of
the game. Tension amplifies how players feel in making each of those decisions and how the weight of
their series of decisions accumulates over the course of the game. Fun is the result and the ultimate goal of
playing games.

I have never before thought of my top 5 games but I will give it a shot (subject to change, in no particular
order, and excluding my own designs):

1.) Settlers of Catan: this is the game that introduced me to Euro games and the one I have played the most.
I know there is some amount of randomness that causes frustration, but experienced players can often
mitigate/overcome this. The interactivity of trading is great fun. A sentimental choice.
2.) Steam: This game just works so smoothly. A great blend of form and function.
3.) Zooloretto: perhaps an odd choice. I love and greatly admire the elegant simplicity of the design. The
rules are quite basic and easy to learn but elicit great tension and decisions. Its sum is much greater
than its parts. (I could substitute Ticket to Ride here instead)
4.) King of Tokyo: maybe because it is shiny and new for me, but this game exudes FUN! This is the
quintessential light game and the light game that all light games should aspire to.
5.) Revolution!: This blind bidding/area control game with simultaneous turns is quite fun. The
psychological aspect of reading your opponent makes for some great tension. This is probably
heightened for me because I usually play against my brothers. We think alike (mostly) and can often
play RPS for 10 or more rounds before there is a winner! Victory in sibling rivalry is that much
sweeter!

I imagine every game designer is influenced on some level by the games that they have played. I had not
played Steam or King of Tokyo before Salmon Run. The earliest version of Salmon Run had simultaneous
turns so it was probably influenced by Revolution! in that regard. I can certainly tell you that my desire
to keep Salmon Run elegantly simple and yet with hidden depth was forefront in my mind due to my
admiration for Zooloretto and Ticket to Ride.


6.) Finally, your game is currently on KS. What are your thoughts on the Crowdfunding site and what things have you and Eagle/Gryphon done to assure success in your particular campaign?

That's right; Salmon Run's campaign is currently underway and runs until October 28th!

I may be biased, but I am very glad that Kickstarter exists. Without it Salmon Run would be in the Gryphon
Games’ queue for another 3 or more years. Sure, there are a lot of sub-par games on Kickstarter, but I
believe in free markets. People can choose what project to back and accept the risk or not. Of course there
is some risk that the game will be terrible or that the backers will be swindled, but if people do their due
diligence the likelihood is minuscule. I only back projects where I can read the rules, I know the designer,
and/or the publisher has an established record. Plus I do enjoy helping others fulfill their dream. I am not
big on exclusives but see them as sort of a necessary "evil" (evil may be too strong of a term) to attract backers.

I wish Salmon Run’s success was assured! One good thing is that our funding goal is very low and
obtainable [ed note: obtainable indeed. Salmon Run has already Funded with 50+ days to go]. Another is that Gryphon has a good reputation for putting out a quality product with top notch components, and a timely delivery. I have demonstrated Salmon Run at two Unpub events, my local game store, and the Dice Tower Con. I wish I could have gone to larger Cons but my day job occupies a huge amount of my time. I am a marketing novice but I have conducted a number of interviews on Salmon Run and game design. I spend a good amount of time on twitter talking about games and game design, not to sell my game but because I enjoy it! However, networking with others doesn't hurt! Gryphon has purchased advertising as well. Hopefully it will be enough!

Thank you for some great questions and taking your time to interview me.

Thank YOU Jesse. We look forward to following the success of Salmon Run, keeping up with you online, and paying close attention to anything you might design in the future. ~ G&G

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Ascension: Immortal Heroes Spoiler & Thoughts

Immortal Heroes Playmat Prize

EVENTS:

Annihilation (Void Event)
When a Player acquires a Void card, that player may banish a card in the hand or discard pile.
Event Trophy: Gain 1 Power
The Void is admittedly my favorite faction, so I'm a little more critical of their Events than normal. Even so, I can't help but be a little peeved that the Void has gotten the crappiest Events in Block 2. This one gives a banish accelerant, which is nice, but the Event trophy is horrible; it's essentially a Hoarding Whelp that can't stack. In what scenario would you consistently pay 3 Power NOW for 1 power LATER? 

Cosmic Protocol (Mechana Event)
When a player acquires a Mechana Construct, that player may put it directly into play.
Event Trophy: You may pay 2 Runes less to acquire your next Mechana Construct this turn.
The theme of Events seems to be taking the effects of two popular cards in a faction and mashing them together. In this case, we have a Rocket Courier and Auto-Builder mash-up. Both effects are good separately, but combined they make for a pretty potent win/win Event.

The Great Eclipse (Lifebound Event)
When a player acquires a Lifebound Hero, that player may put it on top of their deck.
Event Trophy: Name a hero. That Hero is also Lifebound this turn.
Another good Event. In Block 2, the primary uses are to mix with The World Tree for a potent Runes into Energy engine. However, by the time you get to 7, most times you won't have a lot of multiples in your refined deck. Another trick is to redeem the trophy FIRST, and then topdeck the newly minted Lifebound Hero. In a custom cube, this Event just gets ridiculous, comboing with Dandelion Witch for some truly evil honor pool drainage.  

Moment of Clarity (Enlightened Event)
When a player acquires Enlightened card, that player may draw a card
Event Trophy: Banish a card in your hand. If you do, acquire a Mystic without paying its cost; put it in your hand.

I'm not as sold on this Event as some other players are, but it's still a really good Event. If you purchase card-drawing Enlightened Heroes, this will help you to cycle your deck faster and maintain resource advantage. The Event trophy is great for halfsies decks in that it can trade 3 Power for 2 Runes, and even in the case of a center-row whiff, those three power can turn into a Mystic, which can be used to buy a Heavy Infantry, a 3 Power for 3 Honor ROI. 

Souls Unbound (Monster Event)
Monsters in the center row are Unbanishable
Event Trophy: Discard a card. If you do, gain a Soul Gem. 

This is a tricky Event to manage properly IMO. The gain of a Soul Gem is  a Craps shoot at best, but in mid-late game a Heavy Power based deck can gain a big advantage if they can manage to loop multiple fanatics in a turn. This deck will also do well in a Soul Gem focused deck, as they will almost certainly hit that magical Dhartha gem before the opponent can get to it

ENLIGHTENED

Arha Medium
Enlightened Hero
Cost: 2 // Honor: 1
Rarity: 3 of
You may Banish this card to acquire a Mystic or Heavy without paying its cost. Put it into your hand.
I really think this is one of those cards whose value is evident in the mid to late game rather than the early game. If purchased early, you can switch it out for a Mystic at a 3:2 conversion and get some early tempo. Many people have equated it to a one-shot, buffed Mechana Hero (in that it gives you an instant 2R or 2P). I think that's a little myopic, but the benefits of this card are certainly most prevalent for the halfsies deck that can optimize the choices it gives. 

Arha Sanctuary

Enlightened Construct
Cost: 3 // Honor: 2
Rarity: Purchase Promo

When this comes into play, put the top card of your deck under this face up. Once per turn, you may swap a card in your hand for the card under Arha Sanctuary.
When Arha Sanctuary leaves play or the game ends, put the card under it into your discard pile.
Nethersnare is one of my favorite promo cards, so it stands to reason that this card would be high on my list as well... and it is. it just works with so many things in the game: you can tuck a Wandering Askara under it for a higher percentage chance of getting those extra turns. You can tuck a Unite hero under it to make sure the extra perks are gained. Rest assured, this card will have a BIG Target on it if you manage to get it in play. 

Wandering Askara

Enlightened Hero
Cost: 3 // Honor: 1
Rarity: 3 of
Draw a Card, then you may banish a card in the center row
If you have played another Wandering Askara this turn, you may banish both cards to take another turn after this one.

Seer of the Forked Path + a "fixed" version of the Tablet of Time's Dawn (not that it needed fixed). I really love this card. I also enjoy the tension that comes from it being a 3-of. There's a palpable tension when each player has a Wanderer and the 3rd one pops into the center row during the late game.

Askara of Souls
Enlightened Hero
Cost: 4 // Honor: 2
Rarity: 2 of
Gain a Soul Gem

Meh. I see Soul Gems as a necessary evil. When I first saw this card, I thought it was overpriced. Why would I want to pay 4 to draw a random card when I paid 1 (Arha Initiate) in the last block to draw a card I consciously put in my deck? The real power in this card is if you have carefully kept track of what Soul Gems have been purchased, so you can play it at the right time. It also does well in a Draw/Banish deck that allows you to see it multiple times and churn through the Soul Gem pile at a high rate.

Temple Guardian
Enlightened Hero
Cost: 5 // Honor: 4
Rarity: 2 of

Defeat a monster with cost-5 or less without paying its cost. If the current Event is Enlightened, draw a card.
The cost to honor ratio is certainly high, and there are a number of good 5 cost monsters in Block 2 to hit, but my personal preference really dislikes non-scalable power/one-shot kills. More often than not, I end up killing a Jackal or a Whelp with him, which seems horribly disappointing for a 5.
Elan, Soul Marshall
Enlightened Hero
Cost: 6 // Honor: 3
Rarity: 1 of
Gain a Soul Gem. Draw a card

On the down side, he's expensive and he gets you a card you can't be sure will benefit you. On the plus side, he's a gentleman who replaces himself in your hand, so that Soul Gem was essentially free. I don't go out of my way to purchase him, but I think he could be one of the big underrated cards in the set. 

Aaron, the Godslayer

Enlightened Hero
Cost: 7 // Honor: 4
Rarity: 1 of
I think it's kind of crap that Aaron didn't get more input on his card, but that's kinda moot at this point in time. Admittedly, the design of the card is Vanilla as hell: It's a better Oziah and a crappier Adayu. It is however, a FANTASTIC pick up for Rune based decks and allows them to go all-in a little more than they would have without him. I also have a soft spot for him because he seems to kill Acidic Crawlers right as certain members of my play group start to amass constructs.

LIFEBOUND

Wolf Acolyte
Lifebound Hero
Cost: 1 // Honor: 1
Rarity: 3 of
Gain 1 Rune >> Unite: Draw a Card
It's a conditional Wolf Shaman, which is thematically accurate for this 1 cost. Typically, I tend to shy away from it unless it's late game and the 1:1 ROI is worth it. In early game, it's generally not worth it to put what amounts to an Apprentice in your deck because doing so is a HUGE tell that you'll be going Lifebound/Unite, which causes opposing players to either banish or hate draft them when they pop up. 
Spider Witch
Lifebound Hero
Cost: 3 // Honor: 2
Rarity: 3 of
Gain 2 Honor >> Unite: Gain a Soul Gem
I like this card more than I should. There's something about it that makes it feel like an underappreciated Flytrap Witch. It's going to get looked down upon because it doesn't (typically) replace itself in your hand. However, it's got a great Cost:Honor ratio for a honor-gaining hero, can net you a good 10 honor if purchased first turn, and consistently pushes your deck via Soul Gems if you happen to purchase efficiently. Look for this one to be a sleeper workhorse in your Lifebound decks. 
Beast Staff
Lifebound Construct
Cost: 4 // Honor: 2
Rarity: 2 of
Once per turn, gain 1 Power
Once per turn, you may pay 1 Rune to reveal the top card of your deck and gain an amount of Honor equal to it's honor value.

It's the new Yggdrasil Staff . Technically this will give you better results and more honor in the long run (generally 1:1 rather than 4:3) but it seems like it takes a lot more work to get it churning efficiently. Most people will combine it with topdecking effects like Stone Circle Elder or Honey Siren, but the most brtual usage I've seen is with a Void/Mechana uber-banish Construct deck -- Gain Constructs, banish everything but the machines, eat them with something like Cog Maw, shuffle back into deck, reveal and gain 4-6 honor repeatedly. 

Stone Circle Elder
Lifebound Hero
Cost: 5 // Honor: 3
Rarity: 2 of
Acquire a Hero with cost 5 or less without paying its cost. Put it on top of your deck. If the current event is Lifebound, draw a card.
Another candidate for most underrated card in the game. This, for what it's worth is Cetra at 5. Think about it, what percentage of your Cetra plays net you a 6-8 cost hero? I'm willing to guess it's less than 10 percent. In this case, you're saving yourself 2 runes and getting the same production 90% of the time. For me, it's almost an auto-buy


Sabre, The Moonlit
Lifebound Hero
Cost: 6 // Honor: 3
Rarity: 1 of
Gain 1 Rune, 1 Power, and 1 Honor. Draw a card >> Unite: Gain 1 Rune, 1 Power, and 1 Honor. Draw a card
Honestly, I think this guy (if United) is overrated and would MUCH rather have Syril. To each their own though

The World Tree

Lifebound Construct
Cost: 7 // Honor: 4
Rarity: 1 of
Once per turn, you may pay up to 5 runes to gain that much honor. When you play a Lifebound Hero, gain 1 Rune.
This card is a giant kick in the nuts. With Nightfall in play, it will end the game in 2-3 turns. Without Nightfall in play, it will end the game in 4-5 turns. It's the very definition of a "WIN MORE" card and it's ability to drain 8.33% of the honor pool in a single swing should NOT be taken lightly. Good players will consistently siphon at least 3*/turn with this.   


MECHANA

Recyclicrab
Mechana Construct
Cost: 3 // Honor: 3
Rarity: 2 of
When you play a Mechana Construct, if this is in your discard pile you may return it to your hand.
I think the best description of this card is in the quote "It doesn't do anything! ... No, it does nothing." It's a catalyst for all the shenanigans that the Mechana in block 2 can pull. It takes a deck built around it, but even in the end game 3:3 isn't a bad conversion rate. 


Energy Monk
Mechana Hero
Cost: 4 // Honor: 3
Rarity: 1 of
Gain 2 Power. You may return a Construct you control to your hand
Oh...it's a Heavy Infantry with a one-shot Dream Machine ability. AND the bounce ability isn't restricted to Mechana Constructs. Seems good. Seems really good. 

Hedr
on Pyromaniac
Mechana Hero
Cost: 4 // Honor: 2
Rarity: 2 of
Gain 2 Runes. You may destroy a Construct you control to gain a Soul Gem.
I like the theme of this card more than I like the actual card. The depiction of a character who recklessly blows your stuff up in the hopes of getting a random card that MAY help you is done really well here. I typically purchase this dependent on what Constructs I have in play. Like pretty much EVERYTHING construct related in Block 2, Brazer Drone makes him an absolute beast.

Spark Sprayer
Mechana Construct
Cost: 4 // Honor: 4
Rarity: 2 of
Once per turn, you may destroy a Mechana Construct you control to gain 1 Power. If the current event is Mechana, gain an additional 1 Power.

It's the Power based antithesis to Cog Maw. At 4R, it seems better but it's really not. I tend to avoid purchasing this card unless I already have a good engine into which it can be fit or used for fodder. 

Astrolabe TRXMechana Construct
Cost: 5 // Honor: 5
Rarity: 2 of
When you play a Mechana Construct (including this one), gain 1 honor.
I think this card is horribly overpriced to be honest. Sure, it's 5 honor, but I'd much rather have an Everbloom in the long run.

Driller Mark IV
Mechana Construct
Cost: 6 // Honor: 6
Rarity: 2 of

Once per turn, when you play a Mechana Construct (including this one), gain a Soul Gem.
Not a big fan of this one either. In it's defense however, it doesn't take up space in your deck and gives Soul Gems as an ADDITIONAL perk to a Mechana Construct coming into play (assuming said construct will grant a resource when it CIP)
RepurposerMechana Construct
Cost: 7 // Honor: 7
Rarity: 1 of
Once per turn, when you play a Mechana Construct (including this one), you may return a Construct from your discard pile to your hand.
Again, I feel like the Mechana should be somewhat incestuous (i.e. only allow effects to count Mechana Constructs), but I'm REALLY happy when they are all-inclusive. In this case, I really think this card has the potential to be even more dangerous than Dream Machine. And, in those rare cases you have both in play, have fun tripling the production of your stuff. 

VOID

Deathsworn Warrior
Void Hero
Cost: 1 // Honor: 1
Rarity: 3 of

Fate: Each player may Banish a card in their hand or discard pile // Gain 1 Power. You may banish a card in your hand or discard pile. Then, you may banish this to banish a second card in your hand or discard pile.
Probably the best 1-cost Ascension has seen to this point. Aside from the fact that it lets you banish a card when it hits the center row, it also gets rid of itself and takes 2 chaffe cards with it when banished. If multiple instances of this are purchased on the first turn, the resultant efficiency is just sick.


Soulshaper
Void Hero
Cost: 2 // Honor: 1
Rarity: 2 of
You may banish this or another card in your hand. If you do, gain a Soul Gem. If the current event is Void, you may banish a card in your discard pile to gain a Soul Gem instead. 

Really like this theme of self-banishing heroes for the Void this time around. I like that this guy can banish the crap cards in your hand to get a Soul Gem that won't take up space in your deck and THEN banish himself to complete the process and leave no traces that might gunk up your engine when he's gotten rid of the other starting cards/

Trophy Hunter
Void Hero
Cost: 3 // Honor: 1
Rarity: 3 of 

Gain 2 Power. You may pay 1 less the next time you defeat a Trophy Monster this turn.
Aside from having the best flavor text in the game, this guy is just waiting to be used as an integral part of a pack hunt. Pair him with Void Militia to reduce costs even more. Pair him with Soul Assassin and Canopic Jar to pop a Hoarding Tyrant for cheap and get exponential Run production... Heck, he kills Growmites all by himself. Great card.

Void Avenger
Void Hero
Cost: 5 // Honor: 3
Rarity: 2 of 

Gain 3 Power. The next time you defeat a monster in the center row this turn, gain a Soul Gem.
Still lukewarm on this guy. Haven't seen him take over a game by himself and his Soul Gain ability is usually overshadowed by the other Void Heroes with whom he pairs to take down a monster. It's fun to pair him with a Canopic Jar to kill Nothing Man and get 2 Soul Gems, but that simply means you get 2 random cards rather than 1. 


Belthar, Soul Collector
Void Hero
Cost: 6 // Honor: 3
Rarity: 1 of
Gain 3 Power. The next time you defeat a monster in the center row this turn, gain 3 Runes.
Favorite card (read: not Best) in Immortal Heroes. If you ever played Magic, you'll remember those High Tide decks that used Palinchron and the Untap X cards. Pairing Belthar with Soul Assassin and Canopic feels just like that, because you get EVERYTHING back that you invested at some point. Example: play Belthar, Soul Assassin, Canopic, swing on a Hoarding Tyrant, gain 6 runes, pop the trophy. Voila.. 8 Runes, which you can then use to get the following card:

Orb of NyxVoid Construct
Cost: 8 // Honor: 5
Rarity: 1 of
Once per turn, gain 3 Power. When you defeat a monster in the center row, gain a Soul Gem.
Naysayers will see this as "just" a Muramasa that gives you Soul Gems. And while they're completely right from a design perspective, this 8 cost has a few more advantages. First, it gives you an extra honor at the end game. Secondly, and perhaps most importantly, is the fact that there is no "once per turn" clause here. WHENEVER you kill a monster in the center row, you gain a Soul Gem. As a joke, good friend Kyle Coons and I are trying to figure out how to build a deck that will drain the Soul Gem pile every turn. Cards like this make that task much easier. 


MONSTERS

Cackling Jackal
Rarity: 3 of
Cost to defeat: 3
Reward: 2 Honor

Trophy: Banish this to gain 1 Rune
It's the counterpoint to a Hoarding Whelp. Not particularly powerful (though I prefer to kill it over killing the Whelp if I have the choice), though it does help the Power focused decks to "get there" if amassed. 

Growmites

Rarity: 5 of
Cost to defeat: 3
Reward: 2 Honor

Ongoing Trophy: When you defeat another Growmites, gain 2 Honor
In theory, this monster can end the game quickly. In reality, you're probably not going to kill more than 2 of them in a game unless you get really lucky. Still 6 honor from 6 power is pretty good. 

Nothing Man

Rarity: 3 of
Cost to defeat: 4
Reward: 3 Honor

Trophy: Banish this to gain a Soul Gem
This is more like it. I like Nothing Man for multiple reasons. Primarily because it grants you Soul Gems without taking up a spot in your hand. Secondly, because it gives you a triggered Soul Gem rather than a Soul Gem from a card randomly played from your hand after drawn. Lastly, because you can stack multiple Nothing Men and potentially get 3 Soul Gems at a time. 
Acidic Crawler

Rarity: 3 of
Cost to defeat: 6
Reward: 5 Honor

If an opponent controls the most Constructs, destroy all Constructs that player controls. (If multiple opponents are tied for the most constructs, they all destroy them. If you control the most, do nothing).
Sea Tyrant what? For one more power, you can get the whole job done. I seem to have an affinity for killing these guys with Aaron the Godslayer, but I might have an unjustified love for this card based on certain members of my play group having construct fetishes.

Akam, the Genie

Rarity: 1 of
Cost to defeat: 7
Reward: 3 Honor

Ongoing Trophy: Put 3 Wish Counters on Akam. Once per turn, you may remove a Wish Counter to gain 2 Runes or 2 Power. When Akam has no wish counters, banish him.
Thematic Triumph all the way. You actually feel like you're getting 3 wishes from killing Akam, and the potential for a +2R/P when you need it shouldn't be overlooked. Easily one of my favorite monsters in all of Ascension.

Kythis, Rebel Godling

Rarity: 1 of
Cost to defeat: 8
Reward: 8 Honor

Ongoing Trophy: Once per turn, gain a Soul Gem.
Someone needs to say it: as far as monsters go, Nemesis sucked. I get what they were trying to do with it, but it really only benefited players in the VERY late game when there were 3 trophy monsters in the void to yank back out. If you killed him anytime before that, you got 1, MAYBE 2 trophy monsters out of it, and they were crappy ones like Hoarding Whelps *half assed finger twirl*. Now, you get 8 honor in addition to peeling a Soul Gem off the top EVERY TURN at no cost to you. I still think Samael is the best/coolest LARGE monster in the game, but Kythis gives him a run for him money.






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Brainstorm Challenge - September

I don't know if this is true for other designers, but I always feel more creative in the Autumnal months: Temperatures dropping and giving way to crisp evenings, the Pumpkin Festival Show in my hometown. For some reason, my brain just clicks better this time of year; and when it does, it seeks to game-ify everything.

If you'll remember, I started this whole "Brainstorm Challenge" thing as a way to keep my brain fresh in those non-Autumn months. It's lead to some hilarious light fillers (Octopy Wall Street) and a game--Gyre--that I'm working to further develop and pitch to Publishers like Talicor, Mindtwister, and Nestorgames. While some suggested changes to Gyre have caused it to simmer in the back of my mind for a bit, other ideas for games have been popping up left and right. Listed below are just some of them.

 

Stop, Police! -- Living in rural Ohio has it's benefits: clean air, the ability to see the stars at night, and fresh produce straight from the farm to the plate. However, with these positive aspects of life also come rednecks with giant trucks and the inability to obey traffic laws. This penchant for vehicular manslaughter led me to an interesting thought though. After seeing multitudes of drivers merging into the wrong lanes, speeding through yellow lights, and cutting others off without turn signals, my thoughts of "I wish there was a cop here to give them a ticket" turned to I wonder if there are any games where you could take certain actions if another piece wasn't present in the game or in a particular zone.

From what more knowledgeable gamer friends tell me, there is something like this present in Illuminati and El Grande, so I'll have to check those out. The first thing my mind went to--and I know the theme has been done to death--is something Gangster related and worker placement-esque. A large majority of worker placement games have static workers, i.e. meeples that simply act as triggers for resource gain when placed in a certain area. I'd really like to see a placement game where each of the workers were dynamic. In this case, maybe 3 gangsters that have a hierarchy, a double agent, and a policeman. Resources could be "cheated" out of particular zones at higher rates depending on the rank of the gangster placed there, but would be reduced dependent on the number of policemen there. The role of double agents could then be defined based on the level of cheating that has occurred there in previous rounds.

 

Slide Rulers -- I played a LOT of Rummy with my relatives while growing up. I also played more games of Boggle and Scrabble than I care to recount. But the one game I think I've played more than anything else is Mancala. There's just something elegant and accessible about that game. (It also helped that my mother is a shark at it, which caused me and my competitive nature to figure out strategies faster than normal). Even today, I own 4 mancala boards--travel, 2x normal size, and a custom carved board--because I enjoy the game so much.

After so many plays, however, Mancala does lose something. You can start the game with differing amounts of pebbles in each pod, but at its core, the game is just a math equation that's relatively simple to figure out for experienced players. My though, much like the game above, focused around "what would happen if you made each of the pods have a variable power or made the pebbles that moved around the board different?" To answer this, I made the pebbles blue and pink dice (to represent boys and girls) and changed the banal pods into playground equipment or locations you would find in an elementary school. Players would get 2 blue dice and 2 pink dice and attempt to move them across the playground into their "home base." Each space moved would subtract one pip from the die; if a kiddo ran out of pips, he/she was exhausted and could be rejuvenated through a secondary game resource known as lunch money. Lastly, would be black dice known as bullies. If one of your dice came upon a bully, he/she could bypass it if the number showing on the die was higher, otherwise an amount of lunch money equal to the difference would have to be paid. End game scoring would be 1 point for a singular boy or girl on the home base, 5 points for a boy/girl pair, and the square of a group (i.e. 3 boys = 9pts).

 

Whack-A-Mole -- After punching out the chits to Mage Wars and Small World Realms, I couldn't help but wonder what could be done with the sheets and sheets of leftover punchboard most gamers probably just throw out. In seeing the Cardboard arcade idea good friend Chevee Dodd came up with, an idea for a super cheap filler game based around Arcade Favorite whack-a-mole dawned on me.

If you could find a leftover punchboard that was roughly 8 x 8, you could give each player a pawn that he/she would place on the grid somewhere. From there deal out 7 cards from the deck (which, ideally would consist of 13 each of up/down/left/right cards). Finally, roll a d8 and a custom die with letters A through H on it.  The combined result (e.g. E6) would be where the "mole" popped up and players would race to play a sequence of cards that would take their pawn from their current space to the location of the mole. First one to play the correct sequence gets a point. Incorrect sequences would be penalized by a 5 card hand rather than a 7 card hand. First player to whack 5 moles wins.

 

I am NOT a Crook -- The last idea I had was inspired by the RNC and DNC that have taken place over the last couple weeks. Instead of stories that focus on what the candidates can do for our country, all I've heard about is the LIES LIES LIES rhetoric and bipartisan mudslinging. This got me to thinking: most candidates, when confronted with campaign shortcomings will either deny any wrongdoing or claim that they don't know what you're talking about. This got me thinking about a Hanabi style bluffing game with political themes and undercurrents.

Each player would be dealt one of 10 potential candidates that only they would know. They would then be dealt 4 "campaign promise cards" that would be visible by every other player but them. Each candidate would have certain attributes like charisma, funds, etc. that would help them throughout the game, but the basic crux would be that each candidate would be making campaign promises to voters based on what they THINK is in their hand, and then other candidates could make counter claims based on the public information. Rival candidates could expose a lie told by a rival, but in doing so would allow them to turn over a campaign promise in their hand, thus giving them increased knowledge about their potential campaign promises.

 

Splatter Up! -- With the success of DreadBall on Kickstarter, I really want someone to make a Baseball version of Blood Bowl. I played a bit in college and also loved the Mutant League series of video games when I was in Junior High. I think, with his pedigree and experience in game design, that something like this would be right up AJ Porfirio's alley.

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Talkin' Trash to the Garbage around you...


Ed. Note - For starters, +5 awesome points if you know the song referenced in the title of our article. Secondly, throughout the article we'll be referencing different cards in the Dark Ages set (and there are a LOT of them). When possible, we'll try to include a picture of said card. For the sake of space and brevity however, you can head over to Dominion Strategy.com, a great site for all things Dominion, to peruse the full spoiler. 
Throughout its storied history, Dominion has gained hundreds of thousands of fans across the world. It has won almost every major gaming award in existence. It has produced both fantastic expansions (Seaside, Intrigue, Prosperity) and some awkward bastard children (*cough* Alchemy *cough*). In truth, DXV could have rested on his SdJ winning laurels with the next two sets and game would have survived. Luckily, he didn't, and rabid fans like myself and my gaming group thank him for that. 

Dark Ages brings a lot to the table, literally and figuratively. With a whopping 500 new cards (362 of those being new Kingdom cards), players could keep themselves occupied for months on end playing with nothing but this set. If they chose to do so, they would discover quite a few new mechanisms and central themes.


First, in a move that would make a notable reviewer happy, is the theme of putting things in the trash. Cards in Dark Ages will be hitting the garbage with alarming regularity; in many cases, a benefit will also be gained from said card hitting the trash: from drawing 3 cards, to getting a Duchy, to a free attack card. Secondly, are new piles: The spoils pile gives players a one shot +$3 card that is earned through various Attacks and Actions. There are also Ruins; these brown bordered cards are functionally better than Curses in that they give a minimal benefit, but cripple the efficiency of your hand just as well. Lastly, there are shelters: 3 cards that can be substituted into your starting hand in place of Estates. These 3 cards (Hovel, Necropolis, and Overgrown Estate) don't provide the VP of an Estate, but do give some nice benefits for non-terminal decks (+2 actions in the case of the Necropolis) or encourage you to trash cards for benefits, which only furthers/strengthens the theme of the set.

If all this weren't enough, DXV also tinkers with the "X turns into Y" mechanism and the 10 cards in a supply pile rule through the use of Madmen, Mercenaries, Rats, and Knights. Knights, for example, are a group of 10 different attack cards--each with a different name. All Knights have an attack that causes an opponent to trash a card between 3 and 6$ from the top of their deck, but the small differences between each character add a personality to them in addition to giving players an additional reason to purchase multiple knights (why not have the entire Round Table!!). Rats, on the other hand, bring the plague through a whopping 20 of them in a supply pile. While the Rats are great at thinning other cards from your deck, the inability for Rats to trash themselves means that you better find a way to domesticate them or fill your deck with traps so they don't become a problem. To round out the extra piles are Madmen and Mercenaries, cards gained from other cards (Hermits and Urchins respectively) if certain conditions are met or decisions are made. In each case, the gained card is immensely more potent, doubling your hand size (Madman) or giving you +$2, +2 Cards, and making opponent's discard.


Aside from new piles, bigger piles, extended piles, and alternate starting cards, there are some cards in the new set that are just plain fun to put in your set-up:  for the Monty Python fan in your gaming group, there is the aptly named "Dead Cart" as well as "Wandering Minstrels" (though, if they belong to Good Sir Robin is any one's guess"). There is also "Poor House," a card that fills the 1-cost slot quite nicely. And, last but not least, is Graverobber, a combo lover's dream come true.

Despite the breadth of variety in Dark Ages, there doesn’t seem to be that overt “WOW” factor that’s been present in other, earlier expansions. As noted by another reviewer with whom I like to talk Dominion strategy, the central theme of trashing and upgrading isn’t particularly novice friendly. As anecdotal evidence, most of the newer Dominion players with whom I have used Dark Ages tend to get frustrated when told that they can’t voluntarily trash cards from their hand (to fellow gamers, this makes perfect sense, but the limitation placed on their decisions doesn’t sit well with casual gamers).
 

Overall, I think Dark Ages is a worthy addition to the Dominion canon, as it plays nicely with other sets and provides lots of things for aficionados and completists to discover. If, however, you are looking for a set to purchase after an initial pick up of Intrigue or the Base set, I would look elsewhere first. For what it’s worth, here are my favorite Dominion expansions:

  1. Prosperity
  2. Seaside
  3. Intrigue
  4. Hinterlands
  5. Dark Ages
  6. Cornucopia
  7. Alchemy

    As a fun challenge a few weeks ago, I challenged Dominion fans to make a Kingdom set based around their favorite movie(s). We had a few great submissions that we'd like to share with you: 

    GOONIES (Submitted by Rich Sommerer)
     Adventurer, Cellar, Secret Chamber, Wishing Well, Pirate Ship, Treasure Map, Goons, Bag of Gold, Tunnel, Band of Misfits 

    HUNGER GAMES (Submitted by Scott Bolderson)
    Tribute,Horn of Plenty,Mining Village, Forager, Scheme, Hunting Party, Tournament, Black Market, Cache, Spoils 

    PULP FICTION
    Ill-Gotten Gains, Golem, Goons, Thief, Band of Misfits, Conspirator, Herbalist, Highway, Contraband, Armory

    David Copperfield (book, not movie)
    Beggar, Coppersmith, Count, Moneylender, Cache, Tactician, Cutpurse, Mountebank, Highway, Bridge

    American History X
    Possession, Cultist, Mercenary, Minion, Rabble, Torturer, Black Market, Conspirator, Graverobber, Junk Dealer

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Sassy (H)Wheat...

Farming.  When I hear the word, I imagine early mornings, and late nights.  I imagine hours riding giant machines, going back and forth down a seemingly endless supply of carefully laid paths of dirt.  I imagine the late summer fields of corn waving in the breeze.  I imagine it being tough work, but kind of boring.

When it comes to farming in games, it's about the same.  I can only think of a handful of farming games off the top of my head, the main one being Agricola.  Agricola is one of the top games on Board Game Geek, but in all honesty, while I enjoy an occasional game... I find it tough work to do well, and I end up being a little bored by the end of the game.

Designer Grant Rodiek, laying the smack down on me
Fortunately, up and coming game designer Grant Rodiek decided that what farming needed was a good swift kick in the overalls.  Farmageddon takes the basic concept of planting, fertilizing, and harvesting crops - and turns it into a fun-filled battle to the farmer's market.

In Farmageddon, players will be battling over a limited amount of farmland, with a goal of having the most money in your harvest pile by the end of the game.  Of course, it isn't going to be easy.  Your opponents are armed with a litany of action cards, many of which are going to do some bad things to your crops.  If you are lucky enough to have a crop survive an entire cycle of the table, and it is fully fertilized, then you can place it safely into your score pile.

The basics of the game are, well, basic.  Each player starts the game with two crop cards and three action cards in their hand.  The three Planting Field cards are placed in the center of the table, and you're ready to play.  On a turn, a player starts by drawing two crop cards.  The player can then do a number of things in a turn:

Plant Crops - Take a crop card from your hand and play it on an open Planting Field.

Fertilize Crops - Take a crop card from your hand, flip it face down, and place it on a planted crop.

Play Action Cards - This action is only allowed to be done twice per turn.  Action cards can be played on any legitimate target.

Harvest Crops - If a crop is fully fertilized, and it is not the turn it came into play, then you take the crop card (and any monetary bonus or penalty cards on it) and place them into your harvest pile!  Hooray points!

A player can do all of those (save for playing action cards) as many times as they can and/or want to in a turn, they then draw two action cards, and pray their crops don't get destroyed or stolen in the next couple minutes.

The game goes until the last crop card is drawn, at which point each player except the one that drew the cards gets one last turn.  Most money in the harvest pile wins!

There are a couple things I've found refreshing about Farmageddon, in the sea of "take that" card games it is bravely sailing into.  The most obvious thing I love is the art.  Farmageddon has some of the best drawn card art I've come across in a while.  I love the cartoonish crop animations.  Major props to Brett Bean.
Some of that great card art.

I also greatly appreciate that there are several different strategies to success you can follow towards victory.  One of my hangups in most "take that" style games is that there's only one way to play and win the game.  Here, there are some different paths to victory, though admittedly there's still a lot of randomness and luck involved.  You can try to be the big cash crop guy; playing nothing but Wary Squash and Grumpy Melons, and trying to keep them alive by defensively using Foul Manure cards.  There's a rather fun "Chaos" strategy I've seen pop up which involves trying to horde all the fields the entire game, and focus all actions on stealing / destroying other's crops.  My favorite strategy is to play Captain Quiet: humbly planting smaller crops like Sassy Wheat, and sitting idly by watching the chaos around me.  I then strike out late in the game (with a metric ton of cards in my hand), stealing as much as I can, and scoring other people's crops.

Farmageddon is a fun, fast-paced farming themed game.  There's a sentence I never thought I would type.  Even if my friends do things like this...

It may be hard to see, but that's a Pesticides card, worth -$5, played on my Stinky Truffle, worth $3.  My friends are not nice people.







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Master Smashers: 2012 Smash Up Championship Recap

~Ed. Note: Before I even had a chance to get my hands on the game, I purchased a ticket to play in the 1st annual Smash Up tournament at GenCon 2012. I didn't have any impression that I'd win, but I thought it would be a good way to socialize with other players and to get the G&G name out there. That was the plan at least. The reality is that I spent the day prior playing games in Hall E and the JW Marriott until about 4am. That being the case, I chose sleep over the tournament (I know, I know, start flaming...). Luckily, Jason Slingerland of the awesome Building The Game podcast is far more awesome than me. He sacrificed sleep to brave the perils of the tournament to smash some bases, revive some zombies, summon 8 robots a turn, and make a spectacular run. Oh, and he wants Sharks to be a Smash Up faction too. 


The Super Awesome Smash Up World Championship
A guest post by Jason Slingerland

The first annual Smash Up tournament consisted of 21 players and a fairly level playing field.  Smash Up had been released only days before and most of us, being at Gencon, didn’t spend a lot of time to “practice” beforehand.  The player base appeared to be made up of everything from people just looking to have some fun all the way up to pro Magic players.  I myself fall somewhere in between, having played in several strategy game world championships previously but not in the last few years. 

In the first round I was paired at a table of 3 players, with only the winner moving on.  Luckily, I was able to get my top choices for factions: Wizards+Zombies.  The combination is very powerful together because Wizards allow you to take a lot of actions, including playing many minions, and Zombies allow you to play extra minions from your graveyard.  This was definitely my easiest round, with me winning by several points.  I attribute this mostly to my faction combo, which I’d happened to use before the tournament.

From the moment I sat down at my second round table, I was nervous.  All of the other players seemed to know the game better than I did.  I was able to get Wizards again and then Dinosaurs.  I wasn’t really happy with the choice, but it was the best option I had. This round was really rough, with me being in 4th place for quite a bit of it.  One of the players had Trickster Zombies.  Fortunately, he really wasn’t sure how to use either, as he had never played with them before.  Had this not been the case, I'm confident I would not have won.  The biggest takeaway for me this round was Tricksters are annoying, and in the hands of someone who knows how to really use them, they can be devastating [ed. note: Tricksters are my favorite faction}.  I was able to pull out some awesome Wizard moves in the end and leap ahead, winning by several points in just one turn.  Go Wizards!

The final round consisted of 3 players who definitely understood the game better than me.   The first guy took Zombies, which makes sense because they are incredibly powerful.  I then drew Wizards, the next guy took Aliens and Robots.  I was worried that if I didn’t pick up Tricksters, the last guy would and that combo with Zombies would be lethal.  So begrudgingly, I took them.  The round progressed quickly, with nearly a 3-way tie all the way to the end.  In the end, I made a bad move, and the Aliens+Robots guy was able to get to 14.  On the next turn he played Invader, an Alien that grants 1VP, and it was game over.  I came in 2nd with 13, and the 3rd place guy had 11.  All in all it was a great and enjoyable tournament.

Though fun, I was a little disappointed in way AEG handled prizes for the tournament:  No trophies or anything fancy, but 1st place got a $50 gift certificate to the AEG booth.   That's fantastic, but 2nd and 3rd got nothing.  It may seem to give off a sense of entitlement, but when you advertise The Super Awesome Smash Up World Championship, people kind of expect a little more than just a prize for 1st.  I wouldn’t let that overshadow the great time but… It certainly did detract a little bit from the otherwise positive experience.

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