Come In! Have A Seat By The Fire

Hearthstone is a virtual collectible card game with several game modes and a warm, comfy tavern theme. If you have your volume on, you’ll find yourself greeted as the main menu appears.

Your first option is traditional Hearthstone. In this, you pick one of the eleven character classes – each with a signature ability – to build a 30-card deck for, then compete one-on-one with another player. The first player starts with three cards in hand, the second starts with four, and they each get one opportunity to reshuffle some back into their deck and draw replacements. This is most often useful when the card costs a high amount of Mana, because players have one Mana on their first turn, two on their second, three on their third, etc. up to ten. Starting with an 8-cost card, then, isn’t immediately useful. The second player also gets The Coin, a free card which grants them one extra Mana Crystal on the turn that it’s played.

The goal of the game is fairly simple: each Hero starts with 30 Health, and through the use of minions, spells, and weapons (all played by spending Mana*), you’re trying to knock the other Hero’s Health to or below 0 before they can do the same to you. You start your turn by drawing a card, and the text on each explains its abilities. There’s also bolded text, which you can hover over for the definition; for example, Windfury means a character may attack twice each turn, and Taunt means enemies must defeat your Taunt minions before they can attack any of your other characters. Each minion has Attack and Health stats. There’s also a time limit, to each turn, but also to the game: once your deck runs out of cards, each time you should draw deals you an increasing amount of Fatigue damage instead.

Alongside all this, there are several maps (randomly chosen from), each of which has interactive features! They give the game that little bit of extra character I adore. Strategy? Yes. Firing a catapult while you wait for your opponent to take their turn? Also yes!

On the subject of waiting, this post turned out extremely long, so I’ve split it into three parts. For my commentary on the next game mode, Battlegrounds, come back next week!

*Except for the rare cards that cost Health instead.

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Don’t Kill Doctor Lucky!

I want him dead, but more importantly I want to be the one to do it! Aaand that right there is the premise of the game Kill Doctor Lucky. Everyone is in Doctor Lucky’s Estate and, with the exception of Doctor Lucky, everyone wants to kill him, and so will foil anyone else’s attempts to do him in first.

Because it’s from Cheapass Games, the board doesn’t come with character tokens, so you’ll have to provide your own. In the pictures below, the centipede is Doctor Lucky. (Also, this is a three-player minimum game, so please ignore the fact that we only played with two.)

Everyone except Doctor Lucky starts in the Drawing Room, labeled with a 0. The Doctor’s starting position is determined randomly by cards. Gameplay is fairly simple – players may either move one space and, if the room they land in has a name, draw a card, or they may use Move and Room cards to move more than that, move Doctor Lucky, and/or attempt a murder. To try to kill Doctor Lucky, you must be alone with him in a room where nobody else has line of sight. Line of sight is determined by drawing a straight line between the doorways so, for instance, anyone in the Winter Garden can see into the Green House, Piazza, and Carriage House, and the latter three can also see into the Hedge Maze, but because of the way the doors are aligned, the Winter Garden does not have line of sight into the Hedge Maze.

If you successfully isolate Doctor Lucky, you may attempt to kill him. Either you’re using your hands for a value of one, or you can play a weapon for its murder value instead! Some weapons are worth more points in corresponding places. Like the Shoe Horn in the photo below, which would normally have been worth two points, but because the attempt took place in the Lancaster Room, it was worth seven!

At this point, the other players go around in order and choose whether or not to play Failure cards. For an attempt to fail, the collective Failure value must equal or exceed the value of the weapon! With the appropriate amount of players, this also incites a bit of gambling on whether you think the other players can foil it without you having to expend cards. I’ve seen games end quickly because of that gambit.

Provided Doctor Lucky isn’t dead and the game isn’t over, your turn ends with Doctor Lucky moving into the next numbered room along his path. Usually play passes clockwise. However, if Doctor Lucky’s movement brings him into a room with a player in it, play immediately skips to that person’s turn. Depending on where the Doctor starts and what everyone else is doing, it is entirely possible for one player to have taken three turns before another takes their first.

Dorkstock runs a life-size Kill Doctor Lucky at GameholeCon, and – having been suckered into being Doctor Lucky before – my personal interpretation is that the Doctor is so oblivious to everyone trying to kill them because they’re busy reading. I too may not notice a cannon going off near my head if I had my nose buried in a book!

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Time to Face The Reckoners!

Actually, time to be the Reckoners! The Reckoners board game is based off the Brandon Sanderson series of the same name, following a group of rebels (the Reckoners) as they challenge superpowered megalomaniacs like the Epic Steelheart. Appropriately, it’s a cooperative game, featuring a team of 1-6 players coordinating to defeat Steelheart before he wipes out the population.

That’s more complicated than it sounds, naturally. Steelheart has a lot of lackeys hanging about the city making life difficult, and whenever you defeat one, another takes their place. You have to defeat them, though, as left unchecked these Epics will devastate both the population and your efforts at defeating their boss.

The short version is this: players each have a character ability and dice, and each turn everyone rolls up to three times to determine their actions for the round. These include wiping out Enforcement (which accelerate the rate at which Epics grow more destructive), containing Epic abilities (the ways that they’re destructive), researching Epics’ weaknesses (to lower their health or, if they have a prime invincibility, to render them mortal), attacking Epics, and acquiring Plan Tokens or money. Plan Tokens act as wild dice, and dice in general are also used to move between parts of the city and take down barricades. The Reckoners will take their actions, cash in the rewards for any Epics they’ve killed, and purchase nifty gadgets to make their jobs easier. The Epics, in turn, will repopulate the vacant City Districts and activate their abilities, including Steelheart’s, who then moves to a random location. This is especially inconvenient, as you have to be in the same City District as an Epic to affect them. Steelheart also has a prime invincibility, so you have to research his weakness before you can deal him any damage.

The first time we played this, it wound up being a slow and calculated damage race between Steelheart’s health and the remaining population, won only barely. The second and third times, the damage part proved to be our strength. It helped that we played with Megan, whose character ability is turning one containment die into three attacks, and helped even more when we got her an Equipment Card that turned one anti-Enforcement die into three containments. In the picture below, she had the potential to do twenty-seven damage in one turn, or more if she used her Plan Tokens. Yeah… Steelheart didn’t stand a chance.

If you can’t tell by the fact that I’ve played it repeatedly, I adore this game. I loved the books, and to see them adapted so well into a board game I can play with my fellow fans is perpetually exciting! It’s heavy in both strategy and luck, and no matter what difficulty you play it at, a plan well-executed is always something to celebrate.

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Dizios!

Don’t worry, Dizios shouldn’t actually make you dizzy. It’s effectively the spiral tie-dye version of dominoes! Because of the spiral, each corner of the square tile has a color, allowing up to two colors per side. Like in dominoes, the tile has to match whatever it’s adjacent to!

Each time you play a tile, you score points based on the dot value of the tiles next to it. For example, if you nestled your tile between two three-dot tiles, you’d score six points! As usual, you can’t move tiles around once they’ve been played. The game ends once you’ve played the whole deck (or as much of it as you can, before no tiles can legally be placed anymore), and the player with the most points wins. And even if you lose, you made something pretty! The aesthetic is one of my favorite parts about Dizios, honestly. It looks fun!

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Manga Manga

Manga Manga functions similarly to Crazy Ates or Uno, but with manga-style art and a few unique twists.

The first is that play is simultaneous, making gameplay faster and substantially more chaotic. You do, however, have to wait until someone else has played a card before you can play again. The second twist is that, unlike in the other games where you can match by color or number, there’s only one criterion to match by. Each Combatant has its own color and symbol… and the color and symbol of which to play next. Rainbow Dragons act as the wild card, playable at any time and allowing whoever played it to pick the next Combatant.

Players race to empty their entire hand, and the first to succeed draws a face-down Victory Disk. If the Dragon on the disk is “glowing” it’s worth two points, while regular Dragon Spheres are worth one. In a game with three or more players, the person with the most cards left in hand would draw a Consolation Disk, providing some advantage they could redeem it for later. We were playing with two players though, where there are no Consolation Disks, you can play immediately after yourself (lest it become a turn-based game), and players may draw new cards to increase their options. No matter how many players you have, the game lasts for nine rounds, after which the player with the most points wins!

I got a little distracted deciding who each Combatant reminds me of, because I’m a dork like that. For instance, I think the purple character resembles Hunter from The Owl House!

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Evolution: Back to the Beginning

Nearly eight years ago, I posted about the game Evolution and its expansion, Evolution: Flight. Now I’m back to talk about Evolution: The Beginning!

The Beginning is effectively a simplified, faster version of Evolution. Instead of players each carrying out one turn phase, then moving on to the next, and so on, The Beginning has players run through every step before play passes to the next person. It’s a little bit less competitive that way, in that the food you’re working with is in the Watering Hole because you put it there, and if you run out, it’s purely because your species have too high a population to sustain. Other players may leave more or less excess on their turn, but they aren’t taking a pass at what’s available on yours.

The quantity of food you’re working with isn’t as variable, either, nor is the amount of cards in your hand. The number of each added per turn is now static. While you can still discard cards to create a new species, you get one for free every turn, and predation no longer requires that the Carnivore be larger than its prey. It simply needs the appropriate Traits to bypass any defensive Traits its prey may have. Body size isn’t a factor at all! However, both games handle extinction, end-of-game criteria, and scoring (mostly) the same. Collect lots of food to win, and if you tie, order pizza and play again!

I said in my 2015 post that I loved Evolution, and I still do. That’s why I like Evolution: The Beginning so much. It lets me play one of my long-standing favorites even when I don’t want to think enough for the original!

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Get Into That Herd Mentality!

Herd Mentality: the rare time you don’t want to be original. In this game of questions, the goal is to have the same answer as the other players!

Each round starts with a question. Some are multiple choice, while others are completely open-ended, such as “What’s the best pizza topping?” and “Name a famous redhead.” All players secretly write down their answer before conferring. Like I said before, the goal is to overlap – the answer with the highest consensus scores each of those players cows! (Not real cows, unfortunately. We don’t play for steaks.)

If all but one player manage to match with someone, the odd one out is cursed with the Pink Cow, which makes their herd worthless until the curse passes on to someone else. Whoever is curse-free and collects eight cows wins!

I was introduced to Herd Mentality by some friends from the UK, which adds another challenge: the cultural divide of having players from two continents. Popular fast food chains, for instance. It’s one of those games where you learn a lot of neat, random little facts about your fellow players and their interests!

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Want To Design A Planet?

Planet is all about arranging continents to maximize your objective’s Natural Habitat while hosting as much animal life as possible. There are twelve turns, each with a corresponding pile of face-down Continent tiles and face-up Animal cards. In those twelve turns, players fully develop their Planets, and compete to claim species!

To start, each player gets an empty Planet core and a random Natural Habitat card, which will determine their objective. Each has its own scale for points, depending on how much of that habitat exists on the Continent tiles. Of the five Habitats, oceans are most prevalent, while glaciers are rarest, so the thresholds are higher for someone with an ocean objective to win points. Each turn, that round’s five Continent tiles will be spread face-up on the board, and starting with the First Player, everyone will take one tile and add it to their Planet. To facilitate the 3D aspect of assembling a world, Planet cores are, effectively, blank magnetic d12s, which I think is awesome! The First Player token does pass at the end of the round, so everyone gets an even amount of first picks.

For the first two rounds, there are no Animal cards to compete for. From round three onward, however, after Continents are placed, players compare that Animal’s criteria to see who wins the card. There are a few categories of criteria, and some terminology to explain it: an Area is a single triangle of Habitat, of which each tile has five, while a Region is a contiguous collection of Areas of the same Habitat. In the picture above, for instance, there are two visible ocean Regions, each a single Area in size. For some Animals, this is ideal – they develop on the Planet with the most distinct Regions of a Habitat, regardless of their size. Other animals are drawn to the biggest Region of one kind, which must either be adjacent to or in no way adjacent to another specific Habitat. The Octopus belongs to the largest ocean Region touching mountains, while the Shark requires the largest ocean Region that doesn’t touch mountains. Having both in the same game was interesting.

That’s the other thing about Animals: whereas setup uses all fifty Continent tiles, there are only twenty of the forty-five Animal cards in play, so from game to game your objectives will vary a lot!

When the twelfth turn is over, each player counts how many Areas of their objective Habitat they’ve acquired, and receives the corresponding number of points. Then, they score the Animals! Each animal from the same Natural Habitat as their objective is worth one point, while each animal from another Habitat is worth two. As such, the game becomes a balancing act between collecting your Habitat, and diversifying enough to win the other Animals!

I immediately liked this game. I love the 3D aspect, the spatial puzzle, the challenge of juggling multiple objectives, the animals… we only really had one complaint, which is that the objective cards should have text or symbols (like each Area has, if you look closely at the tiles) so players don’t have to rely so much on color to know what their target Habitat is. We may have mistaken the ocean’s blue for glaciers, the first time, not having seen the white glacier card before. And nobody in our house is colorblind. Aside from that, though, it’s fantastic! I look forward to playing it again.

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That’s… Probably Not What The Map’s Supposed To Look Like

Some dear friends introduced me to the Mapominoes series of games, which are, aptly named, effectively dominoes but with maps. There are several maps to choose from! We played Africa, Europe, and Asia & Australasia, and since those continents connect, they also have mechanics in place to play them all together. Some of the others, like the UK Counties and US States, probably don’t have the option to interconnect, but the gameplay is entertaining nonetheless.

The whole deck of countries (or states or counties) is split between the players, and each player will get a certain number of transit cards, as dictated by that variant’s rules. On their turns, players place one card, which must border every other card it touches. For instance, Switzerland can go next to Germany, but not Belgium, because Switzerland and Belgium don’t share a border in real life. Because each card only has four sides, and some countries have more or less than four neighbors, the map will very quickly devolve to looking nothing like the real deal.

Some cards share borders with a body of water, i.e. Portugal and the Atlantic Ocean, or France, which borders the Atlantic, the Mediterranean, and the North Sea. Some cards, like Madagascar, only share borders with a body of water. This is where transit cards come in. Transit is a bit like a wild card, able to act as any country or body of water. However, unlike wild cards in other games, the place the transit card is substituting must be declared as it’s played, and every card adjacent to it both then and after must share a border with the place it represents. As a result, you may wind up with multiple cards representing the same location at once – in the photo below, we functionally had two Tanzania cards. This only adds to the chaos of the map. This is also why different continents have players start with a different amount of transit cards – if you’re playing Asia & Australasia, you’re going to have a lot more island nations than if you’re playing Europe.

Transit cards or not, there comes a point when playing your cards is impossible. Perhaps the one open space next to South Africa is boxed in by other cards, and you can’t play Swaziland. Perhaps that space would be open, but you’ve reached the edge of the table, which by the rules of the game is “the edge of the world” and cannot be played past. Regardless, you must instead draw a transit card, and play passes on. When someone manages to play all their country cards, they win!

I’ve already mentioned how chaotic the layout of the resulting map is. There’s also a lot of room for adjusting the game’s difficulty, depending on the space you play it in. On the living room floor? You’re less likely to hit space constraints than if you’re playing on, say, a coffee table. And of course it’s educational! This one’s an all-around win for me.

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