Showing posts with label card. Show all posts
Showing posts with label card. Show all posts

Monday, 8 June 2015

Launchpad


'If I don't get a fuel card next time, so help me....!'

Type: Strategy / Card
Players: 2 to 4
Time to explain to others: About 1 to 3 min
Time to play: About 15-20 minutes
Difficulty: To play 3/10, Game difficulty 4/10
Portability: High (just a deck)
Overall: 9/10

This games holds a special place in our collection, as it was the first game me and the better half played together. I wanted to introduce her to card and board games, but coming from a place of interest but no other knowledge, she was - understandably - cautious of the complexity of some of these types of games.

Then I came across this game. Rockets, the pictures looked very unthreatening, so 'Huh, I'll have a go!'.

We were hooked from the first play.

You play opposing Space projects, trying to get as many of the rockets into space as possible. Each turn you draw cards: rockets (a sort of  blueprints, if you will), fuel and metal (to actually build the things), and the ever present action cards, that will accelerate you construction, sabotage your opponents', etc.

Said rockets need to go through 3 levels of contruction, and you need to draw the right technician to allow the machines to advance to the next stage. As per usual in these games, you are at the mercy of the cards. Tables can turn at the 11th hour, I've seen games change in 2 turns, as someone draws the right fuel card and/or the right tech, and leapfrogs ahead.

Rui's conclusion: A simple, visually pretty and accessible game. Not as strategic as others, but very easy to pick up. A great introductory game, as well as one for the kids. Great fun!

Wednesday, 20 May 2015

Machi Koro


'NEED TO BUILD AN ORCHARD!!!'


Type: Strategy / Card
Players: 2 to 4
Time to explain to others: About 1 to 3 min
Time to play: About 30 minutes, possibly bit more
Difficulty: To play 3/10, Game difficulty 4/10
Portability: High to Medium (just a deck, but money tokens)
Overall: 8/10

This game came highly recommended as a simple, easy and accessible game. You are trying to develop the Japanese town of Machi Koro. The inhabitants need 4 landmarks, but these are way to expensive. The only choice is to build an infra structure, so the money rolls in, so that the landmarks can be built!

Each card represents a different building or area (Forests, Stadiums, Farms, etc). They will have a cost (that you need to pay), and a number at the top. You then roll a die(s). Whatever number comes out activates that card, and generates money, gets money from another player, etc. Whoever buils the 4 landmarks fastest wins!

Rui's conclusion: A fantastically easy game, perfect for newbies. Non-threatening, instinctive and fun. Very colourful and engaging, kids will love it. Recommended!

Monday, 11 May 2015

Epic Spell Wars Of The Battle Wizards, Duel At Mount Skullzfyre

                             'Die in the fire of my hatred!!!'

Type: Strategy / Card
Players: 2 to 4
Time to explain to others: About 3 min
Time to play: About 30 minutes
Difficulty: To play 4/10, Game difficulty 4/10
Portability: High, just a deck
Overall: 9/10

ESWOTBW,DAMS (even the acronym is huge!) is what Magic The Gathering would be if its creators had watched waaaaay too many early 90s cartoons, and then dropped some serious, serious acid.

You and your opponents are wizards, about to blow each other to smouldering tiny embers. With what, I hear you ask!

Spells.
Lots of Spells.

You'll have a hand of 8 cards, and each spell is made of 3 types of cards, a Source, a Quality and a Delivery. The combinations are nearly endless. You can play 1, 2 or 3 cards, and then, Magic-style, you try and get the opponents' health below 20. Last one standing wins!

There are some strategy elements, if you play more spell parts of the same kind, you'll get bonuses, some spells hurt the opponent, some heal you, some do both. Also always try and say the full name of the spell in a Wizard-y voice!

Rui's Conclusion: Simple to play, silly, strategic, fun and entertaining. A good one for newbs. The alternative art might attract some. A must!


Monday, 27 April 2015

Guillotine


'OFF WITH THEIR HEADS!!'

Type: Strategy / Card
Players: 2 to 4 
Time to explain to others: About 1 min
Time to play: About 30 minutes
Difficulty: To play 2/10, Game difficulty 4/10
Portability: Two small decks, high
Overall: 9/10

Guillotine is a fast and very entertaining game, where you simulate the Reign of Terror of the French Revolution. There are many many necks to be chopped and only 3 days to do it!

At the start of the game, 12 random nobles line up in front of  Mme. Gillotine. The first noble in line will REALLY not have a good time.... But wait! All players have actions cards, that can make the nobles in line move backwards, forwards, randomly, etc.

Sequence of play could not be simpler: play an action card (reordering the line), collect the first noble in line, draw new action card, and the turn is passed. After the 12th noble loses his/her head, the day ends, and 12 more nobles are lined up. Each noble has a number of victory points, and at the end of the 3rd day, whomever has more points wins!

Rui's conclusion: A fast and easy game, perfect for young'uns and newbies. Strategic, but not overwhelmingly so, and very quick. Highly recommended!

Wednesday, 11 February 2015

Fluxx

'Draw one, play one, draw one play one, draw five play three, draw three play two... Wait, what??'

Type: Strategy / Card
Players: 2 to about 5
Time to explain to others: About 1 min
Time to play: About 30 minutes, possibly bit more
Difficulty: To play 3/10, Game difficulty 4/10
Portability: High. Just a deck.
Overall: 10/10

Fluxx is the card game equivalent of watching 1980s british comedy. It is amazing, you laugh your head off, it's great fun, and the recipie could not be simpler.

Your deck has a bunch of cards. Actions, that perform actions, Keepers that you.... Well, keep. And goals, that you have to.... Reach.

The designers went out of their way to make a game that was as physically instinctive, non-threatening and reachable to newcomers as you can possibly make it. The cards are colourful and simple, they are colour coded, and there's only three different types.

And then the carnage starts.

The main rule is 'Draw one card, Play one card'. There are however many cards in the gamer that change this, making you draw more (yay!) and/or play more (boo!).

Also, the Goal can change at any time. So you finally have the missing Keeper to end the game (by completing the Goal), but the opponent changes it. Lovely. Oh! And the Goal you had in your hand, sorry but now you have to Play all your hand, so you now changed the Goal on the table!

There are a number of themed variations of Fluxx (Monthy Python, Zombies, Sci Fi, etc), all great fun, and with the same dynamics.

To have a strategy in Fluxx is to court madness. The game is literally evolving and changing before your eyes. This just makes it more fun than I could possibly describe!

Rui's conclusion: Simple, newbie friendly and great fun. A perfect party or after dinner game. A must in whatever of its variations!

Monday, 2 February 2015

Shadowrun Crossfire

'You don't know where the weapons are stored?...I think you'll find that was a shocking answer....'

Type: Strategy / Card / Deckbuilding
Players: 1 to 4
Time to explain to others: About 10 min
Time to play: About 90 minutes (mission dependent)
Difficulty: To play 4/10, Game difficulty 8/10
Portability: Medium to high, some cards
Overall: 8/10

Before I even begin this one, I need to admit my bias: I adore the Shadowrun universe. I played the card game, way back in the 90s, and I love every aspect of it.

In a nutshell, in the year 2012 (I know!...), magic returned to the World, in a big way. Some people realised they had magic powers, some mutated into elfs, dwarves, orks and trolls (they had the genes, but the lack of magic in the environment kept it latent).

It is now the 2060s, and we are left, after a lot of political and social upheaval, with the 6th World: A universe where elfs have cybernetic implants, orcs hack into the Matrix (a global 3-dimensional representation of the granddaughter of the internet), and dwarf street samurais kill you as fast as they hit you. In the knees. To start with. Its William Gibson's Neuromancer married with Tolkien. HOW CAN YOU NOT LOVE IT!

Oh and the US president is a dragon. In human form. Did I mention that? I feel like I should.

Crossfire is the latest incarnation of Shadowrun. Like Battletech, this is a franchise full of potential, that somehow successive owners have struggled to pin down.

At its core, it is a deck building game. You have characters (Runners), and each runner has a job (Role). These are interchangeable during set up, although I like my runners to keep their roles (more on this later). Each role has a set of basic cards. As you defeat obstacles you earn money, and buy better/more useful cards. And so you 'enrich' your deck with better cards, as the difficulty increases, levelling up (hopefully!) your abilities as the baddies increase in power and number.

Obstacle cards have power numbers and colours in sequence at the top. Without being fastidious about the rules, all of the runners need to cooperate, to play cards to match numbers (play 3 cards of any colour), or colours (someone on their turn needs to play a blue Mage card). (See above image). When all the icons have been matched, the obstacle is defeated, and the runners score the credits.

It is a hard game, and you die more often than not. When one of your runners dies (it can happen like THAT!), if there is at least 1 other runner alive, it is like the team retreated. If all survive and all obstacles are defeated, it is a win! Experience points are attributed accordingly and may be spent on upgrades.

You are encouraged to play this game as a proper RPG. Upgrades cannot be changed back later on, you are - literally, as you are given stickers - stuck with them. I like to keep my team constant, same runners, same roles.

Rui's conclusion: Hard, strategic (with a touch of combat) and fun. If you're not a fan of the franchise, you will enjoy it, but might miss some nuances. If you want to explore a techno world with cyborgs, dragons, fire spirits and big guns, this is your stop. All change please!

Monday, 26 January 2015

Smash Up

Ninjas, and Robots and Aliens, Oh My!

Type: Strategy / Card
Players: 2 to 4
Time to explain to others: About 5 min
Time to play: About 30 minutes, possibly bit more
Difficulty: To play 3/10, Game difficulty 4/10
Portability: Medium (Loads of cards)
Overall: 9/10

There is a question on the minds of Humanity for as long as Man has wondered about the Universe. More than survival, taming energy, the transference of information or the quest for a mate, this question has crossed the ages and remains as important today as it always has been.

Which are better, pirates or ninjas?

Smash Up attempts to solve this, by combining them. You start with a couple of dozen half-decks of cards, and you combine any two to play. So, you might end up playing Zombie Robots, or Pirate Aliens, or Steampunk Dinosaurs. Or Wizard Ninjas. Because, you know, who wouldn't?

The game dynamic is simple, each turn you play a character (here called a minion) and a special card (boost your minions, kill the opponents' minions, recover minion from discard pile, etc). Minions are played onto Bases, mission cards, if you will. Each minion has a power number, as does the Base. When the Bases's power is equalled or exceeded , the Base 'breaks', and it is scored. Whoever has more combined minion power on that base gets 1st prize (and an x amount of victory points), the 2nd highest minion power gets 2nd prize (and y amount of victory points, usually smaller than x, but on a few bases, bigger, making things pretty complicated, as everyone wants to get 2nd prize on these bases), and so on. Whoever reaches a pre-determined number of victory points wins.

The game is pretty simple and incredibly silly. All affiliations play differently, and when you combine them, about 70% of the combinations work well, 20% of them get ridiculously powerful, and 10% of them kinda cancel each other out (e.g. Wizard (some cards allow for special cards to be taken back from discard) and Robots (have fewer special cards)).

Rui's conclusion: Fast, fun and silly. For geeks and newbies. Perhaps not a first tier introduction game, but easy enough to get and play well. A perfect match for aggressive players!

Sunday, 25 January 2015

Call of Cthulhu

Not an octopus pooping. It is in fact the Great Cthulhu. Fhtagn.


Type: Strategy / Combat / Card
Players: 2
Time to explain to others: About 10 to 15 min
Time to play: About 30 minutes, possibly bit more
Difficulty: To play 5/10, Game difficulty 6/10
Portability: High
Overall: 9/10

I absolutely love this game. Oh no, I hear you grumble, another Lovecraftian game. Shush, says I, just listen.

CoC is a simple (?) duel game, a great-great-great-grandson of Magic. The overall dynamic is similar, you need to spend resources to 'build' creatures and support cards, and then you use these to fight over Story cards. If you win, you take the card. 3 story cards and the game ends.

And here is where CoC starts to come into its own. A few things start to takes us away from Magic: a) Most creatures (about 2/3) are weak, and will die with only one hit, b) Each fight over a Story breaks down into 4 struggles: Terror, Combat, Arcane and Investigation, and c) You need to sacrifice cards from your hand to turn them into resources (teaches you not to fill your deck with only amazing cards).

No creature in CoC is a jack of all trades. Most, if not all, will be better at some struggles than others. Without going too much into the rules, my point is this: A weaker character(s) might be more than a match for a huge creature, as it might have strengths in different struggles, as the fights for the stories progresses. I've lost count on the number of times I've won Stories from under the nose of huge monsters, whilst playing aged Librarians. True, each turn 1 or 2 of them would crumble to dust, but as the monsters won the struggles of madness and death (the 1st two), the old guys would win the 2nd two (readying tapped characters and adding more success tokens to the story, (you need 5 to win)).

There are about 8 different affiliations in the game, and you are more than encouraged to make different experiments with different combinations in your deck (1 or 2 colours being the norm).

At times, in a kinda of odd, more complicated way, I like this game more than Magic. It is not what your creature is that matters, it is what it can do.

Rui's conclusion: By no means a simple game, but with really nice and smooth mechanics. Perhaps one more for fans or more experienced players, but a great one nonetheless.

Thursday, 22 January 2015

T I M (The Impossible Machine)

...and the the ball fall on the cat, the cat runs, hits the switch, letting the balloon go, and...

Type: Card / Strategy
Players: 2 to 4
Time to explain to others: 1 minute
Time to play: About 15 minutes
Difficulty: To play 1/10, Game difficulty 4/10
Portability: high
Overall: 8/10

If I mention the name Rube Goldberg, you probably won't recognise it. However, if I describe what a Rube Goldberg device (or machine) does, you'll see what I mean instantly.

You've seen it in movies a thousand times. Someone flips a switch, letting a ball roll, ball hits plank, plank, hits toy car, toy car falls down incline and hits bulb, which breaks.... And so on...

I was surprised to see that TIM is not a popular game. I've found it to be quick, strategic and interesting. You cards represent pieces of a machine, and each piece needs to snap into place, extending the mechanism and synchronizing with the piece on the left of it and on the right of it. Each card has one arrow going in (Input) and one or more arrows going out (Output). Any output needs to agree with the next cards' input, and so on and and on.

Some cards allow you to eliminate existing cards, but without breaking the sequence (you need to provide a new card that will slot into the existing space perfectly, making a link with all inputs and outputs).

After a number of cards (pieces of the machine) are played, it activates and we assume the machine is lumbering away, turning switches, dropping balls, etc. At that point, it is a race against time to put down as many parts as possible before the wave of motion reaches you. The winner is the one with the biggest number of parts played into the machine.

Rui's conclusion: Very similar to 7 Dragons in both simplicity and accessibility, albeit perhaps more strategic. A good, exciting, quick little game. 

Seven Dragons

Perfect if you're in the market to buy a dragon. Several colours available.

Type: Strategy / Card
Players: 2 to 4
Time to explain to others: 1 minute
Time to play: About 20-30 minutes
Difficulty: To play 1/10, Game difficulty 4/10
Portability: High
Overall: 8/10


Seven Dragons does to card games what Ticket to Ride does to board games. It is possibly the simplest game you can possibly imagine, but it is done in a really intricate way and with stunning artwork.

The game is effective dominoes. You get a secret card, showing the colour of a particular dragon. You then need to play cards to try and make an unbroken chain of seven images of that colour dragon. Said cards might have one, two, three or four different colour dragons in them.

It is very easy to block an opponents' chain, so a degree of bluffing at the start is of the outmost importance (starting a chain of a different colour, for example). And then, you are at the mercy of the cards, if you are supposed to make a green chain, and all you have are red, blue and yellow dragons, you're not going to have a nice day.

You also have special cards, that allow you to move cards, eliminate cards, etc, providing the ever necessary element of randomness to the game. Also you have two other dragons, the aptly named Rainbow Dragon (all colours at once), and the silver dragon, the first piece of this dragon-y puzzle, whose colour continuously changes as the game evolves, giving you another dragon of your colour....Until your opponent changes him to something else.

Rui's conclusion: Seven Dragons is possibly the best introductory card game I've come across. The instructions even cover introducing the game to toddlers, starting them on the artwork, and then moving up in complexity as they age. Fantastically simple, entertaining, and very pretty!

Wednesday, 21 January 2015

Magic, the Gathering

What colour will YOU be?

Type: Strategy / Card
Players: 2
Time to explain to others: 5 to 10 minutes
Time to play: About 20-30 minutes
Difficulty: To play 4/10, Game difficulty 5/10
Portability: High
Overall: 10/10

As hinted at on my last post, here we go.

*deep breath*

Amongst the multitude dimensions, there is a place. In the centre of a storm-battered plain, rolling purple-grey clouds above, there is a huge, dark, dusty temple dedicated to all card games that didn't work. There are dozens, perhaps hundreds of niches, each one with the skeletal mummies of games past. A place filled with brilliant but over complicated, or too simple, or badly drawn card games. Or good ones that simply could not reach up to the Leviathan.

I'm talking about Magic The Gathering.

Starting in the mid 90's, this game has managed to live, expand, evolve, and leave all others behind it. And it did all of this in just one way: Simplicity

The first time you pick up a Magic deck, you might feel a bit daunted, but don't! Starter decks are still published CONTINUOUSLY (like they have over the last 20 years). And inside most of them, there are simple rules for you to start playing. (that failing, their website has the same quick intro)

You and your opponent are wizards, fighting each other. Your decks have 3 types of cards, Creatures, Lands and Spells. Creatures fight other creatures (or failing that, the opposing wizard), lands give the resources to 'build' creatures or spells, and spells give the game a measure of unpredictability, boosting or killing creatures, injuring the wizard, defending creatures, etc.

Each card has a text box, filled with instructions. Some of the keywords might take a couple of games to get used to, but even the rookiest of players can start being decent at magic in a couple of games. And seeing your opponent play a card you've never seen, is an excuse to engage in conversation: 'What card is that? What does it do? Can I have a closer look?'

There are 5 factions in Magic (green, white, red, blue and black), each with radically different playing techniques. Finding the one you like is half the fun. And most decks have more than one colour (for balance and optimization), which then create issues with the type and number of lands....

Reams of paper and Terabytes of information are available out there on Magic tactics and deckbuilding. Some might complain about Magic's incessant expansion and how you continuously need to buy new decks and new boosters. All I will say is this: as I only play Magic informally, my investment to date has been modest. 

Rui's conclusion: The game is wonderful, flows fast and is really exciting. If you have 30 minutes to spare, you can do no worse.

Tuesday, 20 January 2015

Boss Monster


Type: Strategy / Card
Players: 2
Time to explain to others: 2 minutes 
Time to play: About 20 minutes
Difficulty: To play 2/10, Game difficulty 5/10
Portability: High
Overall: 9/10

Boss Monster is the first card game I'm covering, as I draw a deep long breath before I cover the Leviathan that is the card game to end all card games, I mean of course....

But I digress, that is talk for another time.

Boss Monster is a fun and fast cardgame, originally funded by Kickstarter, the haven of everything that is kitch, retro and 80's. Instead of being a hero fighting its way into a dungeon, you are the boss monster at the end, building you neat little dungeon, to try and obliterate any incoming heroes.

Keeping with the 80s look, the cards are pixelated, and the dungeon works linearly, from left to right, like on a 2D scrolling arcade or early ZX Spectrum or really early PC game. There are a handful of rules, that can be explained in a few minutes, and then its Hi-oh, hi-oh, to build our dungeon we go.

Rui's conclusion: Fast, easy and visually compelling. The retro look will attract the 1980-early 90s generation, as well as the more curious kids. Ultimately, really entertaining!