After establishing his CCG bona fides, Tom Chick talks to Brad Talton about his newest boardgame, Millennium Blades, which is currently enjoying a successful campaign on Kickstarter. If you’ve ever played a CCG, or if you’ve so much as pondered playing a CCG, or especially if you want to play a game about CCGs that isn’t actually a CCG, Millennium Blades is a game for you.
I’m at the farmer’s market on a date with Kyanna, a busty single mother with creepily childlike features. She’s most interested in talent and least interested in romance. That means I want to focus on matching blue gems instead of orange gems. And because I’ve put a point of skill into my sexuality and flirtation, I get extra affection when I match red gems and green gems. I have a teddy bear I can give her to turn all the purple gems into pink gems, which build passion that makes my matches more efficient. But until I match enough green gems, I won’t have the sentiment to use the teddy bear.
After the jump, what does this have to do with Ironcast’s steampunk mechs? Continue reading →
Desktop Dungeons, the fiendishly clever anti-roguelike that got five stars from a certain hard-assed reviewer, is about to find its way to iOS and Android devices, where it’ll freely sync itself with your PC version.
But in the course of making it for mobile platforms, the folks at QCF Design came up with some new stuff they didn’t want to leave out of the PC version. So today’s Enhanced Edition is available as a free update. I’ll leave it to QCF to explain the new features in their own words:
* Secretly despise friends for already beating you on the Daily Dungeon leaderboards.
* Unlock a terrifying new building for your Kingdom.
* Discover the Rat Monarch and Chemist classes… and their reasons for visiting the Kingdom.
* Click through new quests and ignore exposition as it streams past you.
* Gleefully and accurately sling spells from the player-requested drag-to-cast and radial menus.
* Pages and pages of optimizations and bug fixes that are awesome but don’t sound cool when we put them in lists like this one.
The mobile versions will be out “by the end of May”.
Tiny Epic Kingdoms occupies an all-too-small niche of games that are short, but not dumb, not utterly random, or not thinly themed. It’s modest and ultimately lite, a palate-cleanser ideal before the main game of the evening, while you’re waiting for that guy who’s always late, or after the main game of the evening, to unwind after a brain burner. It’s portable enough and modest enough for lunch hour gaming that doesn’t sprawl across too much of the table or too much of the lunch hour. Calling it tiny is a slightly precious exaggeration, but it’s certainly small.
After the jump, how small is it? Continue reading →
A card exists. It cannot be denied. It will flip up by the time you’ve gone through the deck and there’s nothing you can do to stop it. It’s a matter of when, not if.
This is different from a die roll. A die roll, which is always an if, doesn’t exist until it happens. It is only a possibility. A six is no more inevitable than a lottery win or a lucky guess. You could theoretically roll a six-sided die all day and never conjure a six into existence.
Computer games, conjured forth from the stored possibilities of 1s and 0s, are usually die rolls. The very 1s and 0s are coin flips, which is really just a two-sided die. So when a videogame like Hand of Fate comes along and really gets the point of cards, I can’t help but notice.
After the jump, no card sleeves allowed. Continue reading →
Battlelore, the charming Days of Wonder fantasy take on Memoir ’44 that was transferred to Fantasy Flight and reissued as a second edition, is now digital. And boy does it look great. Lively graphics and animation, smooth execution of the boardgame rules, and a breezy but thorough interface. It’s even got multiplayer support. This looks like exactly what you’d want in a boardgame port!
After the jump, not so fast. Continue reading →
If you catch tonight’s episode of Better Call Saul, you’ll certainly remember the “Pimento” scene. But did you note the familiar voice or the vaguely familiar face? Steven Ogg, the voice actor and obvious visual inspiration for Trevor in Grand Theft Auto V, shows up in a small but memorable role, pretty much playing Trevor.
The Washington Post has a collection of social media tweets and videos from an incident in Nepal in which a rhino wandered into a city. The above image is from this Tweet, which raises the question, “Who in his right mind is going to stand close enough to a rampaging rhinoceros to get that picture?” Unfortunately, unlike similar incidents in Far Cry 4, someone was actually killed by the rhino.
The really frustrating games are the ones like Etherium that show promise and then squander that promise. If Etherium was simply bad, I couldn’t care less about its foibles. But because it’s a smart take on real time strategy games, the problems that undermine it are all the more frustrating. This could have been a contender. This should have been a contender! Instead, it’s a tantaziling glimpse at a good game we could have played.
After the jump, when is an AI too good? Continue reading →