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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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What's in Store for September:

Thanks to all of our readers for coming back continually to read our articles. Here's what you can look forward to in September:

REVIEWS:

  • Dominion: Dark Ages
  • Mage Wars
  • Ascension: Immortal Heroes
  • 7 Sisters
  • Hoplomachus
  • Blindside
  • If I'm going Down
  • Blaster Waves
  • Dicey Curves: Danger! Expansion
  • Sentinels of the Multiverse: Infernal Relics
  • Evil Baby Orphanage
  • Africana
  • Drinking Quest Expansion
  • Flowerfall 

OP-ED PIECES:
  • The Difference between "Reviewers" and "Critics" (and why we're proud to align ourselves with the latter group)
BRAINSTORMS/PLAYTESTING/MISC:
  • Progress being made on GYRE
  • Slide Rulers, a mancala tweak with dice, modular boards, and super playground powers. 
  • Coverage of the Buckeye Board Game Fest 
PREVIEWS & INTERVIEWS:
  • Jungle Ascent (5th Street Games) Preview
  • Q&A with Jesse Catron, creator of Salmon Run
  • Athenaeum (hope I spelled that right) preview from Benny Sperling


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Go To Pollo

When people find out that I went to Culinary School, the first thing they ask me is ... well, the first thing they ask me is something about TopChef or Food Network, or Chopped... but the second thing they ask me is "What's your go to recipe?" In general, I enjoy cooking Asian and Spanish cuisine more than anything, but these answers caused a sneer from most of my friends, many of whom classify their palates as "meat and potatoes"-centric. So, I had to adjust; because frankly, a go-top recipe loses something when no one will eat it. To compensate, I used the two things lots of people in Ohio seem to love, Chicken and Italian Food, to tweak a Chicken Saltimbocca recipe into perfection

 

Roughly translated, Saltimbocca means "to jump in the mouth," and depending on how many you prepare, there may not be any leftovers, because your portions are doing just that. Aside from Chicken, this recipe also uses Prosciutto, a meat taken from the thigh or hind quarters of a pig/wild boar and dry-cured for up to two years. The prosciutto in this recipe acts to give a nice, but not overwhelming, saltiness to the chicken. If you're not a fan of prosciutto, or simply want to change the recipe, feel free to use any other cured meat: speck, capocollo, sopressata, etc. The same goes for the main protein (Saltimbocca is traditionally a Veal based dish, but I changed it to Chicken to be more affordable) and the cheese (I typically use Parmigiano-Reggiano, but Mozzarella will do in a pinch).


INGREDIENTS:
  • 4 Chicken Breasts (size should be roughly 6oz each), pound the breasts to an even thickness. 
  • Salt & Pepper (to taste)
  • 1/3 cup Flour
  • 2 Tbs Butter
  • 1 Tbs Extra-Virgin Olive Oil
  • 2 tsp Chopped Sage
  • 1/2 cup Grated Parmesan
  • 4 slices Prosciutto
  • 1/2 cup dry white wine (Pinot Grigio/Sauvignon Blanc) 

DIRECTIONS: 
  1. Season the Chicken breasts with Salt and Pepper, then dredge in flour. Shake off all excess seasoning and flour before cooking.
  2. In a large frying pan, on medium/high heat, melt half the butter with the EVOO. Add the Chicken Breasts and cook until golden brown (generally about 5-6 minutes). Then, turn the chicken breast over and repeat on the other side. 
  3. Reduce heat to low, then sprinkle the breasts with chopped sage and top each with a layer of prosciutto. Finally, top the prosciutto with the grated parmesan.
  4. Cover the pan tightly and cook for another 1-2 minutes (or until the cheese is fully melted), then transfer to a serving plate and cover with aluminum foil. 
  5. Bring the heat on the pan back up to med/high. When the pan is sizzling, deglaze it with the white wine and reduce this mixture until there is about 1/4 cup left in the pan. When this is done, remove the pan from the heat and whisk in the final Tbs. of butter. 
  6. When ready to serve (which should be ASAP), spoon the glaze over the chicken breasts and eat up. Serves 4

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For everything, there is (a) Seasons...

    

Our more biblically inclined readers may know of a popular verse, Ecclesiastes 3:1, which states: For everything there is a Season, a time for every activity under heaven. For first time players of Asmodee/Libellud's newest game, Seasons, it may just feel like the game has every mechanic under heaven smushed into one package. Instead of leading to a muddled package however, Seasons handles all these things masterfully, and what results is a fantastic experience. 

Like many of the games I've played while running this website, I first heard about Seasons through W. Eric Martin's news article(s) on BGG News. Initial reports didn't have much information, but did provide preview cards with absolutely gorgeous art done by Xavier Gueniffey Durin. If nothing else, I told myself, I'd have to check this game out just to look at the pictures on the cards. 

It has begun...
As luck would have it, Stefan and company had a demo copy available at the Asmodee booth during Origins. So, I sat down and played a game with one of the booth workers; and, even after a clunky playthrough--we drafted 7 cards rather than 9 and forgot to separate them into seasonal piles--I was hooked. The game felt like Magic without being M:tG. I was drafting, I was managing resources, I was rolling dice... my brain was leaking out my ears trying to keep track of everything, but I was loving it nonetheless. After the dust had cleared and I had fully exchanged my energy tokens for Crystals and manipulated the board with some temporal boots, I came up just short of defeating the Asmodee worker (138-129 I believe). Nonetheless, I was impressed and wanted to share this new discovery with my friends.

So I took to BGG, hoping to spread the word about this game. Slowly, and through the help of Asmodee and other reviewers, Seasons started to gain a little bit of visibility. BoardGameArena supported a free online version of the game, Podcasts featured it, Video reviewers got some preview copies, bloggers far more prominent than me put it on their most anticipated lists. All this seems to have had a good effect because, as of 10:45am on Thursday of GenCon, the game was sold out. Fortunately, I was able to snag one of the last 5 copies available at the show; and I've been playing the tangible and online versions quite heavily ever since. 


(Thanks to BGG and Asmodee for this image)
The first thing one will notice upon opening the box is the component quality and the great insert. Twenty, large, custom engraved die catch your eye. The card art will have you rifling through the deck looking at all the amazing illustrations, and the board and player tableaus have bright colors that pop and demand your attention. The insert itself is very well done (on par with something like the Lords of Waterdeep insert, and gives a definitive "a place for everything  and everything in its place" vibe. I do wish, however, that the two compartments for the cards were a little deeper, as the card stack becomes a little too high if players choose to sleeve their cards. I, admittedly, am a sleever... but I think something like this calls into question the fact that more companies need to acknowledge that players do sleeve their games. By making the wells for the decks deeper, it seems like they could kill 2 birds with one design stone, but I digress.



From a gameplay perspective, Seasons may seem a little intimidating. However, if pared down into its individual parts, it becomes much more palatable. To start, each player is dealt a hand of 9 cards. From that point, much like 7 Wonders, players will draft one card and pass the rest to their left. This will continue until players, again, have 9 cards. The 9 cards are then divided into 3 piles of three, with the first pile starting in the players' hands and each subsequent pile being unlocked once the marker on the seasons board completes one full revolution. With a total of 50 cards (each represented twice in the full deck) available to draft, the number of combinations a player can come up with is staggering.

Once each player has their cards assigned to piles, the real fun of the game begins: a number of die equal to 1+ the number of players is rolled, after which each player will draft a die and gain the benefits from it as indicated by the symbols etched onto its face. A large rectangle indicated that the player can draw a power card from the stack of undrafted cards. A number indicates that the player gains that many crystals (the game's term for VP), Symbols indicate the gain of a Magic-esque resource token (raindrop = blue, feather = red, fire = yellow, leaf = green.), and a star increases a player's summoning gauge. The summoning gauge dictates the maximum number of power cards a player can have in play at one time; and considering that every card left in your hand is worth -5 points at the end of the game, you'll want to get as many on the table as possible. 

Additionally, if a circle is present on the die, it indicates the opportunity for a player to transmute (i.e. change energy tokens into crystals/VP). The value of each type of energy changes dependent on the season. Lastly, there are four special actions players can take on their turn: they may exchange 2 energy tokens for 2 different tokens, they may also transmute, up their summoning gauge by 1, or draw 2 cards instead of 1 (and put one back) if they draft a die with the Power Card icon on it. For each of these special abilities used in game (up to a max of 4x), a player takes a larger and larger end-game penalty (ranging from -5 to -20) so it's advisable to only use these in dire circumstances and/or if the payout will be greater than the penalty. 

Personally, I really enjoy this game; I'd even go so far as to say that it's one of the 5 best games I've played so far this year (and I expect to see it on a lot of "best of" lists at the end of the year). Yes, it does have a lock of parts to keep track of, but all of those parts work as part of a greater, interlocking, whole and feel cohesive rather than individual elements layered on to add complexity for complexity's sake. 



I have, as you might imagine, heard a few complaints about the game, which is to be expected. The first, and most minor one is that the score track for crystals/VP is too small. This is a perfectly valid argument and one with which I would agree. The size of the board could have been enlarged; as it stands, if players are on the same number VP, you have to stack their cubes. Doing this makes the cubes much too easy to knock over, and if you get into the game hardcore it's easy to lose track of what number you were on. 

The second complaint about Seasons that keeps getting thrown around is that the cards are imbalanced. I think this is complete and utter B.S. Yes, some cards present ridiculous combos (e.g. The Longneck+Boots combo that seems to be all the rage online, or the Olaf's Statue+Runic Cube that gives you 30VP for 3Blue) and some cards are better in certain years than others, but no card is an auto-win all by itself. Take the Bespelled Grimoire for example; it grants you 2 energy tokens and lets you store up to 10 (normal max = 7). Many people argue that, if taken in year 1, the Grimoire provides a nigh-insurmountable advantage. FALSE. Absolutely False. For starters, in order to take full advantage of the Grimoire, you need to draft cards that give you 2 resources. If you're doing that, you're not drafting dice that increase your summoning gauge, which means most of the spells you would summon with said increase are going to be stuck in your hand. Conversely, if you draft a card to increase your summoning gauge and negate the drawback of the Grimoire, that's one fewer true power card you have to cast. The name of the game in Seasons is balance; generally speaking, the more things your drafted cards can do and react to, the higher the higher the likelihood is that you'll win.



The other reason that I really enjoy Seasons is that, without fail, every time I play, a story is born that I feel like I need to share with all my gamer friends who weren't present. Whether it be the 180 beatdown Grant Rodiek put on a few of his fellow gamers at GenCon or the epic 2+ hour, 4P game last night that included a perfectly timed Air Elemental --> Glutton Cauldron combo and a Double Amsung Longneck into Temporal Boots combo that rewound the game from late year three to very early year 2, there always seems to be something to talk about after a game is concluded. As stated earlier, Seasons is the game this year that's changed more apprehensive gamers, asking "does this have a tutorial" into convinced fans who constantly blurt out "I love this, let's play again." To me, that's the mark of a great game. 

Other opinions about Seasons:

InD20 Group 
Eekamouse

 




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We Do The Monster Smash...




Headed into GenCon, one of the most anticipated titles was a “Shufflebuilding” game from AEG entitled Smash Up. During the convention, it was hard to turn a corner or go more than a few table lengths in Hall E without seeing someone playing it; and now, a little more than a week later, it seems to have overtaken the gamer zeitgeist. Rightfully so…

Simply put, shufflebuilding means players will choose two faction decks and shuffle them together to build a deck. With 8 factions to choose from in the base game, this equates to 28 different pairs to play with from the onset. Though some pairings are, in my opinion, better than others, each set has a distinct personality to discover: Trickster Aliens feels different than Trickster Wizards. Likewise, Wizard Pirates feels vastly different than Wizard Ninjas.

To start, players draft their factions in a “snake” type methodology, meaning player 1 will draft a faction, then P2, then P3, etc. Once P4 has drafted his/her faction, the draft order snakes back around, with P4 getting the first pick in the 2nd round, then P3, then P2, and so on. Once players have picked their 2 factions, they shuffle the decks together and deal themselves 5 cards off the top.


Admittedly, there is a heavy “screwage” aspect to the game. Your minions will often get blown up, bounced, moved, etc. There is also a lot to keep track of, especially in a 4P game where you need to monitor how much power is on a base, tally modifiers, keep track of what belongs to whom, etc. Detractors of the game mention that 4P games tend to look like the component dumps of a well-known video reviewer. They also complain that, with modifiers and multiple minions on a base, tallying things up every turn can make the game feel too “mathy.” I will concede the first point. The game’s sweet spot seems to be—for me—with 2 or 3 players, as 4 gets a tad too chaotic for my tastes.


I don’t however, think that the game is too mathy, because everything is simple math. The highest you’re going to count is, I believe, 25. For adults, that shouldn’t be that hard. If you’re playing with kids, it’s also an excellent opportunity to practice adding and counting. The only time the game gets too “mathy” for me is when I’m playing with/against Robots and myriad microbots come out. At times, the microbot +1 abilities and stacking can get a bit fiddly to keep track of. I’ve remedied this by putting some d10 in my box, but I can understand if people don’t like doing that.

Plenty of room for expansion. (Thanks to GFBRobot.com/GeekInsight for the photo) 

Lastly, I’ve heard a lot of people disappointed with the fact that Smash Up doesn’t come with a way to keep track of your score. This was justified by some of AEG’s higher ups by saying that the inclusion of score markers would have upped the price for the game, and I can respect that. It’s not that hard to rustle up some d20 to use, but that doesn’t mean I wouldn’t like to see something more “official” included in future expansion packs. 
Overall, Scott and I both greatly enjoy Smash Up. While we haven't played every combination of factions, we have seen each card dozens of times, so we’re starting to chomp at the bit for expansion factions*. In any case, Smash Up will continue to hit our tables with great regularity and we look forward to seeing how the game expands in the future and how it’s implemented on iOS.  

And, for those wondering about the base factions and their specialties, here they are:

Aliens – Aliens are pros at bouncing minions back to their owners’ hands. Many alien players will also utilize the 1VP ability of the Invader to their advantage in addition to switching out a base with the Terraforming action. When playing with the aliens, you’ll be able to recycle minion abilities constantly. I typically like to play against Aliens with Robots (to quickly overwhelm the bounceback abilities) or Ninjas (to sneak in at the last minutes and not give them opportunities).

Dinosaurs – Boasting the largest minion in the games (basal stat wise), the dinos are simply BIG, and many of their actions will only serve to make them and their fellow minions bigger. Typically, I like to pair Dinosaurs with Wizards to allow for multiple growth actions on a single turn, or with Zombies to allow my actions to dig the monstrosities back out of the discard pile to break bases in multitudes.

Ninjas – Masters of stealth, I think I hate playing against the Ninjas more than any faction in the game. If they aren’t neutralizing your stuff (via poison, infiltrations, etc) or bouncing back to your hand to play more minions (Acolyte), they’re popping in at the last second to add 3 or more to the power (Shinobi) on a base and go from 2nd to 1st. The tricksters seem to be a good foil to the Ninjas due to their discard abilities which can yoink the stealth cards from hand.

Pirates – One of the most popular picks in my group of friends, the Pirates seem to be very well balanced. They have minions that are immune to attacks (Buccaneers) , ways to destroy or move minions (Saucy Wench, Cannonballs, Sea Dogs, Broadside, etc), and perhaps one of the most annoying minions in the game (First Mate). Considering their versatility, it’s no wonder people first pick this faction with great regularity.

Robots – The robots are your typical swarm deck, aiming to flood the battlefield from the onset with microbots (whose power scales with each additional microbot added to the field). Through the use of things like Zapbots as well, it’s not unusual for a Robot player to put 3 or more minions into play on a single turn. Though most of these bots are small, easily bounced/destroyed 1 or 2 power minions, the Robots can bring in the heavy weaponry (like the indestructible Warbot). And, just in case you flood the battlefield too quickly with one of the 18 minions in the robot deck, there are safety valves present in a paid of card drawing actions (Tech Centers) to replenish your hand.

Tricksters – I guess it says something about me that these little a-holes are my favorite faction. The Tricksters are griefers, masters of denial and resource denial. Many of the minions in this faction (Goblins, Brownies) will cause you to discard if you try to affect them, while others will outright kill off your minions (Gnome, Leprechaun) if they don’t think they’re up to snuff.  If that weren’t bad enough, many of the Trickster actions are ongoing effects that cause you to waste a card to get rid of them (Flame Trap, Pay the Piper), or just shut you down outright (Mark of Sleep, Take the Shinies, Block the Path)

Wizards – Probably my second favorite faction in the game, Wizards don’t seem like they could win a game by themselves, but are a fantastic catalyst to the more outrageous combinations in the game because they enable you to play multiple things during your turn and/or manipulate your deck so that you are drawing what you want. Cards like Enchantress will make sure you have a full hand every turn, while complimentary cards like Summon, Time Loop, and Archmage will guarantee you have board advantage more often then not.

Zombies – Admittedly, when I first started playing SmashUp, I thought the Zombies were a little OP, as they won 11 of the first 15 games in which they were played. Having played more with my wife and family, I don’t think the Zombies are OP anymore, though I do hold the opinion that they are the most user-friendly faction in the game. Here’s how to play the zombies: get them in the graveyard as quickly as possible, then bring them back into play continuously. Thankfully, many of the zombie cards are designed to get them into the discard pile. You can do this slowly (Walker) or en masse (Mall Crawl). Once there, you can play them as minions will things like “They’re Coming to get you!” or even swarm a base with the best named minion in the game “Tenacious Z.” My favorite play is to pair Zombies with Robots to give a steady swarm of monsters throughout the game: Lead early with the robots, let them get destroyed, bring them back in force with a steady helping of zombie actions, then reinforce them with the undead.

Breaking a Base -- Zombie Wizards (me) vs. Pirate Ninjas (Wife) -- Pretty sure my wife won this one. 

*Through art on BGG and various posts by AEG bigwigs, we know that Ghosts and Plants will be 2 of the next factions. Also rumored to be in the works are Apes, Bear Riders, and some sort of Steampunk fun. The validity of these last three is TBD, however.

**Also Also… just in case Mr. Rowland or his friends with clout happen to be reading this, here are the top 5 factions I’d like to see in the future:

1.) Sharks – Seriously, they get their own week. They should get their own faction. I’d personally like to see “Sith Sharks,” equipped with Darth Vader style breathing apparatus to help them survive above water.
2.) Carnies – I want to pair a Ninja with a Bearded Lady. Ya know, just because.  
3.) Chefs/Cook – Yes, I’m biased. So what?
4.) Spies – A picture was spoiled on a geeklist somewhere, so I’m hoping these are in the works.
5.) Dragons – Obvs. 

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From Markets to Mars...



As an aspiring designer myself, I try to make it a habit to read all the UnPub reports put out by fellow writers and reviewers (e.g. Jason Tagmire, Cartrunk Ent., etc.) In doing so, I came across a game called "The Market," a set-collecting, economic game utilizing timing mechanisms by a gentleman named Ben Rosset. Everyone who wrote about this game raved about it, and everyone I asked for information about the game loved it.

Ben subsequently took his game to more and more UnPubs. There it gained more visibility, became more streamlined, and caught the attention of Bryan Fischer and John Sizemore of Nevermore Games (Chicken Casesar) who decided to re-theme the game into a steampunk setting and entitle it "Mars Needs Mechanics." In July, Ben brought the game to Origins. It was on my radar to play. Unfortunately--or fortunately for Ben and Nevermore--there was never an open space into which I could squeeze and take the opportunity to play, so I made the game one of my top priorities at GenCon.

After playing twitter/email tag with Ben for a few days, I finally got to sit down with him and a three other convention goers (including a father and his 9 year old son) to try out the game. The first thing I noticed was the lengths to which Ben and Nevermore went to add some thematic spice to their demo version of the game: the starting player token was a bolt with some heft, and the board itself was affixed to a piece of metal. I highly doubt the final game will contain these components (ultra stretch goal!!) but it definitely helped things feel immersive.

And things didn't stop there. After we had settled into our seats and had a chance to look everything over, Ben launched into storyteller mode, spinning a yarn about the game's setting and generally making me wish that every copy of the game came with a mini-version of him you could take out of the box in order to hear the story again; it wasn't necessary for him to do this, but it was greatly appreciated and really got me excited to play.

The gist of that story and the setting for the game? ... 1873. The British Royal Academy of Space Exploration has been asked by the Queen to explore Mars by year's end through the use of the H.M.S Victoria VII. As one of the Empire's leading Aether Mechanics, you have been invited to compete for the title of Royal Astronautical Engineer. To win, you will need to prove your mettle by earning the most cogs by the competition's end. Can you build it... YES YOU CAN!

To start the game, each player receives 2 scrap metal cards which act as Wild Cards when making sets throughout the game. Players then receive 30 cogs (the game's currency) and three component cards; cogs are placed in front of the player and are always public information. Next, the 7 component tokens are placed randomly on the order line located at the top of the board and their corresponding markers are placed on the board row showing "5" (i.e. the direct middle of the board). Finally, 4 Mechanism and 8 Component cards are set out and the player with the best English Accent is given the starting player token. Got all that, chap? Jolly Good.

 

As the game progresses, you'll be purchasing Component cards from the center of the table for their market value (always 5 in the first round of the game). If a component card is purchased, its corresponding token is moved to the head of the line at the top of the board. When a player doesn't want to--or can't--purchase any more component cards, he/she passes. When all players pass consecutively, or all component cards have been purchased, the market prices are adjusted: the three tokens at the back of the line cause their corresponding markers to go down 1 in value, the 4th stays as is, and the 5-7th tokens (i.e. the three purchased most recently) get their value increased by 1.

During their turn, players may also build or break down one of the 4 mechanisms on the board. These mechanisms give you special powers such as giving additional cogs when you sell a set, or allowing you a bit of efficiency via the ability to build and break down a mechanism in a single turn. It should be noted, however, that you can (typically) only have one mechanism built at a time, so choose carefully.

After the round ends, players are then free to sell sets of 3+ cards at market price. Scrap may also be used to complete a set, though you won't get any money for it (e.g. if you sell 2 Wires + 1 scrap at the market value of 4, you'll only receive 8 cogs, not 12). Once this is done, the component cards are restocked up to 8. When there are no component cards left in the deck (or players purchase nothing for 2 consecutive rounds) the games ends, market values are adjusted, sets are sold, and the player with the most cogs wins.

If all this sounds streamlined and easy to grasp, it is ... until it's not. When you get the explanation of the rules, it seems simple enough: buy low/sell high. Admittedly, this would be easy if you were the only one controlling the market. It's not that easy though. Opposing players might steal your components (thus driving up the cost for you to get them on a subsequent turn). If you opt to not buy a component in hopes of driving down the price, you're going to need to buy it more in future rounds to drive the price back up in order to turn a profit. If you purchase them at the wrong time, the cost is going to go up, and your profit margin is going to get slimmer and slimmer. It's all about WHEN you buy and HOW you manipulate the market.


 

This, in my estimation, is what makes Mars Needs Mechanics so great. It's an incredibly streamlined and accessible game (as proof, the 9 year old with whom I played picked the game up after about one round) that still manages to achieve a deep strategic element. In my game, for example, I was hording aether tubing. I knew I didn't have to get all 8 of them, so I let the kid's father purchase the stragglers, thus increasing the cost of the commodity until it maxed out at nine. I then built a rocket booster (+1 when selling sets) and sold my set of 4 tubes for a profit of 37 cogs. I was up to 55 cogs and thought I was in good shape. I was... aside from the fact that I had no cards in my hand and there were (by my estimate) 2 rounds left in the game. The 9 year old played a fantastic game those final two rounds and only came up short of beating me by 3 points {55-52}, but the tension of those final rounds simply added to the excitement of play.

If you haven't figured it out yet, I really enjoyed my play of Mars Needs Mechanics and I'll be one of the first people to support it's kickstarter campaign when it hits the sight on August 31st. Ben, John, and Bryan have a great game on their hands, and I encourage people to check it out. Having met all three of them at GenCon, I know they are great people and great designers, and it's always good to help people like that succeed.

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Smashes, Seasons, and Sleepers: Games of GenCon

In our last article, we shed light on many of the great people with whom we hung out at GenCon. This time, we'll be taking a look at the games we played with those people: some highly anticipated and some under-the radar, and some not-yet-published or released to the public.

The Obligatory and Ubiquitous:

Tricksters + Aliens = Someone is rage quitting this game 

Smash Up
- AEG's highly anticipated game, Smash Up, was the first thing we picked up at GenCon this year. The vast majority of people to whom I talked said they enjoyed the game, and many estimated that it was the most played game at the convention.  To my knowledge, Smash Up did not sell out on Day 1, but it was unfortunately not available on Saturday afternoon when I went to pickup a copy for an out of state friend. Though Scott will be doing a more in depth review--and we'll be coupling it with a live report of the Gen Con tournament from J. Singerland, my initial impressions after ~20 games are that Smash Up is primed to be a really popular, light game. I'd like to play more to see if Zombies are as powerful as they seem (i.e. winning 80% of the games in which I've seen them played), though I'll continue to gravitate toward the Trickster/Wizard or Tickster/Ninja combination. I also applaud AEG for supporting this game from the get-go, as excitement only built throughout the convention (and before) with rumors of more expansions. From what I know, the next 4 factions will be Ghosts, Plants, Apes, and either Bears or some type of Steampunk goodness. Mr. Rowland... if you're reading this... I'd like to see Sharks as a faction.

Kairn the Destroyer. If you play me in Seasons, there's a 90% chance you'll see this card. 

Seasons
- I got a chance to demo this game from Libellud/Asmodee at Origins and immediately knew it would be a hit. It had amazing art coupled with an amalgam of popular mechanics. It would seem, by the line that wrapped around Asmodee's booth almost immediately after the doors opened on Thursday, that many people shared my sentiment. Within 90 minutes, Seasons was sold out. Fortunately, I got one of the last 5 copies available. Second (probably) only to Smash Up in total number of plays at GenCon, Seasons is easily in my top 5 games played in 2012. No, it doesn't go anything incredibly innovative, but what it does do is take a number of different things and handle them very well.


Android: Netrunner
- Selling out even more quickly than Seasons (an estimated 70 minutes), neither Scott nor I were able to get their hands on a copy of this game. To be honest though, it wasn't really high on my list of things to purchase. I played the crap out of this game in High School, but the lack of involvement from Richard Garfield and the money sink that comes with an LCG turned me off. I was also disappointed that FFG allowed VIGs and Retailers who got into the hall before the general public to purchase multiple copies (upwards of 10 a piece). I know that they got more copies in almost every day, and still sold out, but it seems like they're setting a bad precedent this way. I'd be interested to know the prevalence of this game and its asking price--if any--on eBay.  

(other highly anticipated games we will be reviewing in the future -- Dominion: Dark Ages, Mage Wars)

The Sleepers:


Evil Baby Orphanage
- I don't know how much of a sleeper a game that raised $100,000+ on Kickstarter can be, but nonetheless... I had to explain the premise of this game to a lot of people. Essentially, you are a Time Traveling Nanny who must go back in history to "pre-habilitate" the infant versions of some of History's most notorious dictators, despots, and terrorists. Through various methods such as adoption, toys, and time outs, you'll attempt to keep these evil tykes occupied, because if you don't, they'll start trying to reenact the terrible acts that made them infamous. Admittedly, I haven't gotten in many plays of this game, and it is a VERY light gateway/filler card game. However, it's chock full o' theme, and will provide a boatload of laughs if played in the right company. Oh, and if you were fortunate enough to purchase it at GenCon, you got a free Baby Heinrich Himmler promo card. That in itself, should tell you where this game is coming from.


Legacy: Gears of Time
- Had a chance to play this on Tuesday with Larry and the guys from Tasty Minstrel and really enjoyed it. I wouldn't call it a "brain burner" so much as a "brain bender." Once you grasp the way the game wants you to play, you'll be in the clear. However, getting acclimated to that way of thinking is much easier said than done.  Essentially, you're a time traveler (where have we seen that before?!); this time, however, time is used for more than just a thematic element. Throughout the game, you'll have the opportunity to travel back in time in order to invent different things. Some things, such as writing/electricity/wheels will be fundamental; other inventions (such as the printing press) will require 1 or more of these fundamental inventions (The aforementioned press, for example, will require electricity and writing. There are also some major catches to take into account while playing: First and foremost, you can ONLY travel backwards during the round, meaning, if you go all the way back to Age 5 early, you can't reneg and travel back to Ages 1-4. Secondly, if someone invents something in an earlier age than you, your invention becomes null and void. Lastly, the game includes influence cubes with which to gain control of particular inventions when they score (it should also be noted that, if you control a fundamental invention, you get points if an invention that requires it scores as well). In the game I played, I ran out to an early lead, then stalled in the mid game while Michael Mindes ramped up to what we thought was a nigh-insurmountable lead. In the end, I wound up eeking out a 5 point win by heading back to the beginning early and dropping all my influence on fundamental inventions.

Yet to-be-released/Kickstarter Darlings:

Part of me hopes a giant metal board is one of the stretch goals. 

Mars Needs Mechanics
- We'll be doing a session report on Ben Rosset's set collecting game on Friday, so I don't want to spoil anything. I'll simply say that Mars Needs Mechanics is an elegant, streamlined game that will draw you in with its accessibility and theme, and keep you coming back with its depth of strategy. You hear the rules, grasp the mechanics early on, and then return for repeated plays to try new strategies, get higher scores, build new devices, and introduce new players. Look for the campaign to hit Kickstarter on August 31st and consider backing this great game


Jungle Ascent

- on Thursday, Larry had told me about this great game he had played that was, in his words, "Like Donkey King on crack." I was a little skeptical, but figured, what the heck. I'm aiming to play 100 games this week so I might as well look at this one too. Truth be told, Larry's description was pretty spot-on. I'd put it more as a mash up between Donkey Kong and Pitfall, but there are barrels to avoid and a perilous climb to the top of the map. The game I saw had a really good skeleton to it, but still needed some kinks worked out. In a 4P game, and especially a 4P game played with hardcore gamers, there was a definite "gang up on the leader" flaw that caused the game to last about 2-3x longer than it should have. Despite this, the game has a ton of flavor and potential, and I look forward to seeing how it progresses.

100 Game Challenge: 
- Finally, for those wondering how I did with my 100 game challenge: Unfortunately, I didn't make it to 100 this time around. The sheer number of people at GenCon kept me waiting in line for a lot of demos, and I stepped out of the gaming hall more than expected to just have some down time away from crowds to rejuvenate the batteries. By my count, I did make it into the low 70s, and I think that's pretty commendable if I do say so myself. 

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Yes, you can sail the 7 seas...

One of the games I was rather curious to get a close look at was Tsuro of the Seas by Calliope Games.  The original Tsuro was released first by WizKids in 2004, but was re-released in late 2009 by Calliope.  In May of 2012, Calliope placed Tsuro of the Seas up on Kickstarter.  The project was over 300% funded, and Tsuro of the Seas made its debut at GenCon 2012.  Tsuro of the Seas promised more of the same game play we've come to know and love in Tsuro, but adding in new elements to make the game more exciting than the original.

Not me, but often is how I look at the end of a game of Tsuro
To explain Tsuro of the Seas, it is necessary to spend a couple minutes talking about the original.  Tsuro is an abstract tile-laying game for 2 to 8 players.  One of the most unique aspects of the game is that it plays just as well throughout that player range, a truly remarkable feat.  Tsuro is a very basic game.  Your goal is to not die.  You die by either running into another player, or running off the board.  On each turn, a player places a tile on the board directly in front of their playing piece...the tiles each have a mix of straight and curved lines, creating serpentine paths that you must follow.  Sometimes, one player's tile can cause multiple pieces to move.  It's fast, it's semi-chaotic, but it is always fun.  This is a game that players of all ages and abilities can easily enjoy.  I would go so far as say that any good game collection should have Tsuro in it, as it is about the perfect 15-minute filler.

Tsuro of the Seas, at it's heart is the same game.  The board is a big larger (7x7 compared to 6x6), and there are more tiles (56 compared to 35).  This time, there is more of a theme pasted on: each player is in charge of a ship, sailing the treacherous seas.  Not only do you have to worry about ramming your opponents or falling off the edge of the world, but you now have to deal with sea creatures.  At the beginning of a game of Tsuro of the Seas, six daikaiju or dragon tiles are placed on the board by rolling a pair of dice, and placing the tiles in the appropriate squares.  A player's turn has one extra step as well: at the beginning of the turn, those dice are rolled again.  If a 6, 7 or 8 is rolled...then the dragon tiles get to move around the board.  Another die is then rolled, and each tile is moved.  If the dragons fall off the board, great, if they land on each other - awesome, if they land on you though?  Game over, man.  The rest of the turn works basically the same as regular Tsuro.

I think Tsuro of the seas is a beautiful game.  The ship models are detailed (though they don't feel as substantial as the pieces from the original game), the board has great art, and the tiles look outstanding.  Everything about the graphical part of the game is top notch.  Calliope has done a wonderful job in upholding the standards of the base game.

I have to say, however, that I'm not a fan of the game play additions at all.  The die rolling, and dragon tiles make the game far too random to be much fun.  My first game was a four player game.  I got four turns in, and thought I was safely huddled in my little corner.  However, three random dragon moves later, I was out of the game, with absolutely no chance to try and save myself.  The problem with the dragon mechanic is that it doesn't feel integrated into the game at all.  Much like the ship theme, it's a pasted on mechanic for the sake of a new mechanic.  Tsuro has a simplicity, and sort of elegance to it.

If I didn't already own Tsuro, I might consider this version because I like the art, the bigger board, and the extra tiles.  I would, under no circumstances buy it for the new dragon mechanic.  Quite a disappointment.

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Raisins In, Grapes Out: The people of GenCon

If, like me, you were standing inches from the door at 9:59 on Thursday at GenCon, you were involved in the Geek-esque running of the bulls a minute later when the doors opened to the public. You jostled for position, stood in line for Netrunner, or Seasons, or any host of other games whose shiny presentation caught your eye. Admittedly, there were a lot of high-profile games being sold and some sleeper hits that not many people noticed; we'll get to those tomorrow. However, it's important to note that with minimal exceptions, most of the games at GenCon were meant to be played with others, and, of the ~40,000+ people who attended this year's convention, I happen to think I gamed with some of the best.


Larry Fettinger - This year, instead of working in a booth, I stayed with Larry and his wife Tina in their house about 15 minutes from the convention center. I've thanked him immensely for his hospitality, but still feel like I need to thank him again. It was an absolute pleasure gaming with him before, during, and after the convention. I appreciate Larry's straight shooting demeanor (which meshes well with my opinionated nature almost perfectly), his drive, and his passion for games of all sorts. InD20Group has a great leader, and I look forward to spending future GenCons at his house. Larry, if you're reading this, I hope you're not in that MarioKart wheelchair next year...but if you are, let's plan on pushing you into some furries. 

The Four Horsemen of the Apocalypse - Otherwise known as AJ Porfirio, Grant Rodiek, Chevee Dodd, and Matt Worden. It was an absolute blast hanging out with these guys. As Grant noted in his GenCon post, we're "the best kind of assholes." Between multiple games of If I'm Going Down, Empire Reborn, Dicey Curves, and Farmageddon, I got to know these guys and feel like I made some really great connections in the world of Gaming. AJ is a phenomenal gamer who beat me in almost everything we played, Grant and Chevee churn out amazing games that make me envious, and Matt is the quintessential straight man and introspective designer. It was a pleasure to share some frosty beverages with them. Guys: let's never forget Zimbabwe, Husband Truth, "Surprise ___," and shots. But... if I may put in a request for next year, let's not commemorate any of those things at the JW Marriott.

Tasty Minstrel - Also staying with me at Larry's were Michael Mindes and Seth "Laffy" Jaffee (a nicknamed coined by Larry) from Tasty Minstrel games. I had met them both briefly at GenCon last year--though I'm sure they don't remember--but it was good to hang out with them more extensively this year. Michael has great insight into the gaming industry and it was a pleasure to chat and pick his brain about the ins and outs of potentially self-publishing my own game. Likewise, Seth is an impressively cerebral gamer; many times I was really impressed with his ability to do in-game calculations on the fly. I hear he and a few friends even spent 8 hours getting a perfect score in Hanabi. THAT, my friends, is dedication. Sadly, I didn't get to play as many of their games as I would have liked (e.g. Village, Kings of Air and Steam, EmDo expansion, etc). Rest assured though Seth: as soon as I find a baby, I'll be testing out your "raisins to grapes" hypothesis. 



Jacob and James Mccarthy - Like many of my gaming friends, I met James through Ascension. If you're a long time reader of this website, you might recognize James as the "Ascension tattoo guy." You might also recall him driving down to my house for the inaugural Road to GenCon tournament in which we took 2nd and 3rd place respectively. James is a heck of a player, and is the person who has logged the most plays against me both IRL and online. Unsurprisingly, James's cousin Jacob is also a phenomenal Ascension player. For starters, he took down some of the best online competition in winning the pre-GenCon Ascension iOS tournament. I sold him my ticket for the Godslayer tournament on Friday, and he then proceeds to take down the 100+ player 2012 World Championship the next day (besting his online nemesis in the finals to boot). If you're wondering, "is he really that good?" ... yes, yes he is. I look forward to playing him in more games of Immortal Heroes, seeing him on a card in an upcoming set. And hopefully, if things work out next year, I'll be playing he or James in the finals of the 2013 World Championship.

Bryan Fischer and Ben Rosset - When you meet these two gentlemen, you might think you're dreaming. Ben and Bryan are legitimately, some of the nicest people (not just gamers) you will ever meet in your life and it makes me positive that they will be successful in whatever endeavors they choose to pursue. I got the chance to play Ben's soon-to-be-published (Kickstarter, Aug 31st) game "Mars Needs Mechanics" on Saturday morning and really enjoyed its elegant, accessible nature. We'll be doing a session report about the game on Friday, so check back then for more info about it. I also had the chance to play Nevermore's first Kickstarter success, Chicken Caesar, on Saturday evening. It may have been the fact that I won, but I really enjoyed it as well. Due to the exhaustion of all players, I don't think the backstabbing nature of the game was as overt as is could have been, but we still managed to kill off a significant portion of chickens pretty quickly. In both games, it was evident that Nevermore is very good as choosing/making games that are deep, but don't layer unnecessary complexity on top of that depth. That's a giant plus for me, and I look forward to seeing what excellent games they release in the future.

 

Chip Theory Games - Contesting Ben and Bryan for the "Good guys of the Con" award were Josh and Adam from Chip Theory games.  After driving non-stop from Minnesota and arriving at Larry's house on Thursday evening, Larry and Josh kept busy demoing Hoplomachus, their game of gladiatorial combat (yes, we'll be doing a review of this one too). When not playing their game, the duo played RPGs, beat us at Smash Up, and entertained Larry's children with magic tricks. I'mm looking forward to getting their game to the table and seeing what else they have up their sleeves.

I could go on forever with people I met, reconnected, and hung out with... but I don't want this post to go on forever. I will simply say that if you have a chance to meet the following people, please do so:

Ryan Metzler, UnDead Viking, Joel Eddy, Father Geek Cyrus Kirby, Chris Urinko, Scott Morris, Jay Treat, John Sizemore, Chris Kirkman, Jason Tagmire, Jason Kotarsky, Phil Kilcrease, Tim Norris, Billy Tillman, Keith Collins, Adam Clark, Christopher Badell,  Cardboard Jungle, Brian Frahm, Huuuze, and MANY many more. 

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...if Just For One Day

Much like Origins, I was only able to make it to GenCon in Indianapolis for one quick day.  As I discovered, one day at GenCon is WAY harder to pull off successfully than it is at Origins.  I'm not going to get too in-depth into things, Eric will have a real report of the full con in due time.  I did want to share a few points that stood out to me.  For the record, I went on Thursday.



1. Oh my Knizia, was it busy.  I've been to GenCon before, in fact, I believe this was my fifth.  I have NEVER, and I truly mean never, seen the exhibit hall as busy as it was on Thursday this year.  Not just the exhibit hall either, but the parking lots as well.  I usually park over at the mall a block over, and even on Saturdays, I usually can find a spot on the third level.  This year, at 9:30 AM, we had to circle the garage for nearly 25 minutes before a single spot opened up.  Absolutely insane.  Several other lots had already filled up as well.

Luckily, the on-site registration hummed like the machine it is, and we were through in under 15 minutes.  This is something I've always appreciated about GenCon, they seem have their act together when it comes to registration (though I've heard stories that Will Call and Events Registration were pretty tough to get through at times).  

With all of these people, it meant that just traversing the exhibit hall was more of a mosh pit than a shopping experience.  It made me appreciate the open aisles at Origins MUCH more.  This giant crowd leads me into my second point.


2.  It was hard to get to the games!  Because of the extended time it took to get parked, we didn't make the hall until 10:45.  By that point, roughly the front quarter of the exhibit hall was the line for Fantasy Flight Games (I heard estimates that the line was nearly 3 hours long at one point).  Nearly every aisle, and even the front wall seemed to hold some portion of the folks lining up to purchase the new X-Wing Minis game (mostly), among the other releases they had.  They weren't the only ones though, Wizards had a massive line to get in to see the new D&D items, AEG had a massive line, Wizkids had a line that circled their booth...it was about impossible to get into any of those major booths.  

If you did make it into their booths, forget about getting a demo.  Those tables were full, and in some cases, 2-3 deep waiting for a demo.  Somehow, I managed to get within 5 feet of a Fantasy Flight table demoing a new Star Wars living card game...I consider myself lucky.  I do give most of the companies credit though, I didn't see too many sell-outs beyond Android: Netrunner (the #1 game I wanted to buy there, sadly) and Seasons.  Fortunately, by early afternoon, it was possible to make it into these booths to look around.  If they had early buyer deals though, those were long gone.


3. I didn't buy much.  Granted, I didn't have time to stop by all of the indie booths, and try out those games, and I'm rather sad about that fact.  Still, in two or three rounds of the hall, I didn't find a great deal of games that interested me enough to really stop.  I am absolutely sure there were great games I missed, and I hope to learn about them in the very near future.  However, it just did not seem like there was a big "wow" factor to many of the new games I saw at the show.

4. What I did buy was nice and cheap.  This is my favorite part of GenCon - you can get some insane deals.  I was shocked at some of the deals I found on new games.  I found Africana by Z-Man for $30 (retail $45), and Roll to the South Pole by Rio Grande for $23 ($35 retail), even got a 6-pack of Star Trek Heroclix ships for $20 (about $35 retail).  A friend I was traveling with found Puerto Rico for $15 new.  And some poor company was trying to give away some version of Carcassonne for $1, and could find no one to buy them.  Deals, GenCon has them.

Tauren Warrior

5. Awesome people I'll end my comments by discussing the awesome people I did talk to.  Every booth jockey, every opponent I had in a game, every person I accidentally elbowed in the back was as nice and as pleasant as you could possibly imagine, given the insanity all around.  I think that's what makes it all worth it... this hobby is so much more than just the games, it's all about the people that make and play them.  I sincerely hope that next year I can spend more time talking to them.  


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If it's not there in 13 months, just wait longer...


For those of you who have seen the "iconic" film Ace Ventura, you might remember one of the best (IMO) lines of the movie. Ace is getting ready to search the dolphin tank for a piece of evidencebut before doing so, gives fellow detectives a rather pointless but hilarious set of directions on how to proceed in his absence: "If I'm not back in 5minutes... just wait longer!" 




This quote sums up a lot of my feelings about Dice Age's Kickstarter campaign and their handling of  customer complaints.

As a bit of backstoryDice Age was designed as a dice-centric response to Magic: the Gathering. Various iterations (dough models, polyester models, banal card versions) were produced, played, and shelved for various amounts of time. Fast forward to 2010: Creator Tristan Convert gets a flash of inspiration from a piece of art; by 2011 a tournament with the aforementioned dice was held, Tristan's friends enjoyed the game and encouraged him to put his product on Kickstarter with the hopes of producing the dice in China via steel molds and high end manufacturing tools.

As a relative newcomer to Kickstarter (at the time) and fan of dice games, Tristan's vision stood out to me as something innovative and fun. A three-headed snake die? A functional die in the shape of a castle?! Sign me up. And sign up I did, for one copy of the full alpha set. Throughout the campaign, Tristan kept his backers very well informed (almost too informed, if there can be such a thing). Fortunately, 500+ other people felt the way I did about the game and backed it to the tune of $34,000 (roughly 24K more than needed.)  Dice Age was featured in numerous magazines, on podcasts, etc. It felt poised to be a great success. Then, things fell apart.

Miscommunications with Chinese manufacturers caused massive delays. Price quotations had been botched, language barriers made for many dice being produced incorrectly (Wrong colors, soft consistency, dangerous materials used, etc.). A refund from the Chinese manufacturer was promised, but never arrived. So, Tristan took the mantra of "If you want it done right, do it yourself." This lead to another hardship: to pay for the workers needed to crank out 300 dice a day, Tristan would need to sell individual dice to non-backers in order to help fund the dice for actual backers.


From a personal standpoint, I am horribly disappointed in this campaign and the way Tristan went about handling it, and maybe that will bias the review below. If you believe it did, PLEASE feel free to discuss it with me on here or on Twitter. My main complaint is that the campaign funded on June 20th of 2011. It is now 13 months later, and many of those 500+ backers have not received anything. Heck, I only received my copy of the game because I incessantly complained. After growing restless around month 12, I emailed Mr. Convert and asked for my money back, at which point I was told that, per Kickstarter policies, he was allowed to keep my money unless the campaign was abandoned. Okay...sure...he can legally keep my money, but he just shot himself in the foot on the customer service front and gained a very vocal and opinionated critic of his game. Congrats on that Mr. Convert. 

What is also concerning is the lack of due diligence Mr. Convert showed in trying to get this project done. Perseverance and determination are fantastic qualities, but only if used in a manner that gets efficient results. If you persevere in beating your head against a wall because you're determined to making a hole there, those traits are being wasted. As a fellow backer said, "you can't just wake up and say 'I'm going to start manufacturing in China!' "  If there were forseeable translation problems, hire someone who speaks Chinese to resolve these issues; and do this WHILE THE CAMPAIGN IS GOING ON, not after it's completed. Hit the ground running. Hell, get a sample made by the company; if it's not to your standards (which it obviously wasn't), then GO WITH A DIFFERENT COMPANY.

All that aside, let me step off my soapbox and legitimately review the game...




 

Upon opening the package, the first thing you'll notice is the dice carrying sack: a brown piece of fabric with lace weaved throughout in order to help the bag close. The words "Dice Age" are also imprinted on the bag to let you know what game pieces are located therein (just in case you forgot). The quality of the bag is mediocre, but it does serve to give you the sense of being an archaic explorer in some fantasy land, so I do enjoy that.

The quality of the dice is... inconsistent at best (which is to be expected from hand crafted materials made by hastily trained workers, I guess). Some pieces, like the Rocket/Bomb and 3-Headed snake feel sturdy and durable. Others, like the white d4s, feel dough-like to the point that I instinctively roll them a big more gingerly in fear that they'll chip or crack. Still others, like the Volcano, yellow d8, and flying saucer/sobrero looking die feel chintzy, cheap, and much like the plastic figurines you'd find in a dollar store pack of dinosaurs or toy soldiers. Finally, I know these are "artistic" dice, but some of them seem to be horribly constructed (yellow d8, green d8 with 3 blank sides). On many of the dice, I can at least find some line of symmetry. The ones on which I can't just seem....awkward.


Oh... it's supposed to look like that. :-/ 

 
As far as gameplay is concerned, I was constantly looking over the included rules sheet as I played. This, as some other reviewers have noted, is still unclear, meaning you'll have to bring up the rules on the website in order to fully clarify things. Here's how we played the game:
  • All players roll a d6 (not included). The player who rolls the highest gets the privilege of being first player, AND gets to distribute the dice. To distribute the dice, roll all of the dice of a singular color and, in a clock-wise fashion, give each player the die that landed closest to him-her. (Why players can't just grab the die that landed closest to them at the same time is beyond me, but whatever). This process is continued until all dice are taken. 
  • Play commences by P1 choosing a die from his/her collection (known as the "Garden") and rolling it. if the die shows a symbol, the player takes 1 of 13 related effects based on the symbol showing (effects are located on the included rules sheet). If a number is showing, that is the die's value for that round. If the number rolled is higher than a previously rolled number, all dice belonging to the player who busted (i.e. rolled too high) are placed in the "Wasteland," (i.e. their discard pile). There are also certain effects called "Suspend" that can be banked and redeemed later in response to other effects.
  • When a player is unable to play a die, he/she is out of the game. Thus, the winner of a round is the last player who is able to play a die.
So, the game, essentially, comes down to using various effects in hopes of continually getting the lowest number. This is fairly basal, but at least the cool dice can spruce it up a bit, right?

Sort of. Admittedly, there are some interesting dice abilities in the game: the square acts as a mind-control helmet of sorts. The Double arrow clones an ability, the hex (er, nut) is a limited counterspell, etc. There are others, however, that just seem out of place or make the game unfun: The X (er, cross) resets the game by wiping all dice from the playing area, the "Smile" icon instructs you to roll a d6 and smile (how quaint!); and, perhaps most frustratingly, rolling a blank side on any dice allows you to force any player to skip his/her next turn.

Well...DiceAge Alpha set arrived. If you want my thoughts on them, feel free to DM me. 

Aside from turn skipping being a particularly abhorrent mechanism in my mind, I had a few problems while playing. First and foremost is the fact that the die faces are pretty ambiguous. I was never really sure what constituted "blank." On the green dice, a blank side is easy to decipher because it's simply a straight/flat green side with no markings. On the more complex dice, it gets harrier. Does the three headed side of the snake die count as a blank (it doesn't have markings or pips) or does it count as a 3, because there are 3 snake heads? Does the side of the rocket dice with the ammunition count as blank, or does it count as a 2 because there are two visible bombs on its face? Other dice try to be overly aesthetic, with some d8s using a standard "7" on one half of the die with the other side using 7 pips. Still, other die use such a large number "10" that it expands past the face of the die itself, making the face relatively indecipherable at quick glance.

The other thing that detracted from my enjoyment of the game is that, with certain dice, it's incredibly easy to get the result you want if you just roll the die in a particular way. The volcano and the sombrero/spaceship are very easy to manipulate, leading to a blank side roughly 80-90% of the time you roll them. the tank, "fire engine," and 2-sided coin generally give you the result you want if rolled with the right grip and hand motion.

Overall, I found Dice Age to be more style than substance. I played a handful of rounds to get a feel for the game (and to do a review) but can't say that I ever want to play the game again. Frankly, I'm kind of sad I actually spent money for this game. At this point, I'll probably cannibalize the pieces to use in future prototypes or give the game to a fellow gamer so he/she can do the same.

For those of you looking to purchase this game, you're more than welcome to your preferences, but I would advise you NOT to. For those of you looking for a second opinion, feel free to read the excellent piece written by Josh Edwards

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A Pro's Protospiel Perspective.

Guest Poster Gil Hova is a busy man, which is why we appreciate him taking time out of his schedule to write an article for Games&Grub about his experience(s) at this year's Protospiel in addition to advice for budding designers. If you'd like to keep in touch with Gil, you may do so via his Twitter Account or BGG Page. Likewise, if you'd like to try one of his designs, you can play PROLIX... one of our favorite word games here at G&G.

A guest post by Mr. Gil Hova

Protospiel is a 3-day board game designers’ convention held in Ann Arbor, MI every year. The first Protospiel was held in 2001 by designers Stephen Glenn, Dominic Crapuchettes, and Mike Petty. It is now in the capable hands of designer David Whitcher.
I’ve attended Protospiel for about seven consecutive years now. I’ve seen games brought in (mine included) that were little more than proofs-of-concept, and watched them get bashed into playable prototypes, and then get bashed further into games that are actually fun, that people actually want to play. Of course, these games get attention on the other 362 days of the year, but there’s something special about a three-day convention focused intensively on board game playtesting.
That last bit is important. Protospiel isn’t about dry lectures on important concepts in game design. There will occasionally be a presentation about more practical matters, like how to pitch your game to a publisher, and there are plenty of seasoned game designers and publishers who are happy to share their experience in the industry.
No, Protospiel’s focus is exactly where it should be: playtesting. I’m convinced that the fastest and most effective way to grow as a board game designer is to simply get your games on the table and watch them fail. And Protospiel lets you do just that, for a full weekend.

The atmosphere there is amazing. You don’t get to see such a positive and creative environment in many other places. It’s tough to put the energy in words, but the best I can manage is as a kind of wave I ride along in. It’s because of this energy that I feel the 12-hour drive to Ann Arbor from Jersey City is worth it.
There isn’t much of a schedule at Protospiel. If you want to playtest a game, you simply find a few designers and a table. Of course, if you get your game tested, you should return the favor and playtest other games as well; the event won’t work if you only take and never give!
One thing about the event that has changed over the past few years is the number of attending publishers. In the years I attended the con, there would be maybe one publisher, who may have been there as a guest of honor. This year, quite a few publishers appeared. Mayfair, Elfinworks, Academy Games, and Minion Games are now regular attendees, and there were several new publishers who had a presence as well. This means that a designer can bring a close-to-finished design along with his raw designs, and have a good shot at getting publisher attention.
I always aim to bring three designs to Protospiel. Most years, this is too ambitious, and I only bring a couple. This year, I brought Sword Merchants, a late-stage economic game that I’ve been working on for a few years, and Prime Time, an auction game that I wanted to try with the auction mechanism ripped out. I also brought a game that a friend of mine had designed, because I thought it would be a good fit with one of the publishers there.
Well, I cut the Prime Time playtest after 15 minutes. I could immediately tell that the game wasn’t working. Sword Merchants fared much better; a publisher is interested in the game (though he hasn’t officially committed to it yet), and I’ll be mailing him a copy of the game in a few weeks. I saw a couple of other games get pitched during the convention. Some games found homes, but all of them got good feedback. Unfortunately, the publisher I had in mind for my friend’s game had a lukewarm reaction, but I’m glad I got his game out there.

If you’re a designer interested in getting good feedback on your games, I can’t recommend Protospiel highly enough. If you do attend, I suggest a few things...
  1. Arrive early and leave late. Maximizing your time at the con will give you many opportunities to playtest.
  2. Don’t stress component quality. Many designers like to make attractive-looking prototypes, and if that’s what you enjoy, that’s great. But don’t get hung up on it. Unless you’re at a late stage and want to attract playtesters, or if you’re self-publishing and you want to test your graphic design, you’ll be fine with a simple, clean-looking prototype with clear, distinctive graphics.
  3. Play other prototypes. Not only is this necessary to do to keep the con functional, you’ll learn just as much about game design from other playtests as you will from yours.
  4. Have thick skin. One of the most annoying things about board game design is that it’s horribly iterative. You won’t be done after your first try. You won’t be done after your fifteenth try. You probably won’t even be done after your fiftieth try. So as a result, you will get a lot of feedback as to why your game isn’t working. If you want people to tell you how brilliant you are, become the CEO of a large corporation.
  5. Listen to everyone’s feedback. Playtesters have a perspective you don’t.
  6. Feel free to ignore any feedback. There are all kinds of games out there, and not everyone enjoys them all. You may even get contradictory feedback. Try to get as many points of view as you can, and work out where to go from there.
Protospiel is one of my “must-attend” board game events. It’s become an integral part of board game development for me. I can’t imagine any of my games being anywhere near as polished without it.

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