Movie Review - Pitch Perfect

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Monday, 19 December 2011

Event Review - Lighting the House on Fire

Posted on 19:01 by Unknown
In my never-ending quest to bring you reports of interesting things you could do with your weekends, I have found the most fascinating event - burning down your house. Unfortunately, I have to give this a negative review, as I must say it is not nearly as much fun as it sounds.

Honestly, I never meant to review a house fire. I always pretty much assumed it would suck, and I think most people would agree that a house fire is a pretty crappy way to spend your day. However, today my son made fireworks in his bedroom and succeeded at setting his mattress aflame. Shortly thereafter, the attic exploded.

OK, that's a dramatization. Only the windows exploded. The attic itself (where his room is found) did not explode, though one wall of the house was pretty well ruined, and was open to the rain when I left tonight.

If you do decide to burn down your house, I highly recommend having very good homeowner's insurance. That way, while the firemen throw every game you own out a second-story window because your office is next to your boy's bedroom, you will rest comfortably, knowing that all of your games will be replaced. Like, in three months or so, when the checks come in. And, of course, you won't have that cherry copy of Black Ops any more, since they only made 1,000 of those.

Also, if you do intend to burn your home, it's a good idea to take your computer out of the office first. Had I realized this, my computer would not currently be a mishapen pile of melted plastic, and I would not have to write the evening's review on my wife's laptop while in a hotel room.

Another good tip, if you decide to burn your home, is to save the Christmas tree. If you can grab any presents, that's also a good idea. We may be celebrating in a hotel room this year, but we will have our artificial tree and most of the presents (that is, the ones that were not water-damaged when the ceiling in the living room collapsed).

While the actual event of watching flames shoot out the windows of your home is actually quite exciting, it is amazing how quickly the excitement becomes very boring. Once the fire department finishes with the process of saving about half of your wordly possessions (the other half being claimed by hungry flames), you will have to wait for the insurance rep to show up. After that, you will have to wait for the guys who will board up your home. Then you will wait for the guys who will come out and see what can be salvaged. Then, for some extra good times, you will have to wait for the arson investigator who thinks that your son is working for Al-Qaeda and building a bomb in your attic.

So, all things considered, lighting fire to your house is getting a flat-out negative review. Not only did I miss the cool part where flames and smoke shot out my windows, but everything after that sucked. Not one part of my day after that was awesome. If you are desperate to do something destructive, just to break up the monotony, consider hitting yourself in the foot with a hammer. It will hurt an awful lot, but at least you won't have to wonder how long it will take you to paint all those Warhammer Quest miniatures. Again.

Summary

Pros:
No need to clean, if you're just going to burn everything
An excellent way to get your attic remodeled

Cons:
Half an hour of sheer terror followed by a whole lot of boring
Virtually guaranteed to lose something with considerable sentimental value
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Saturday, 17 December 2011

Board Game Review - Dungeon Run

Posted on 20:48 by Unknown

I've made a lot of friends because of reviewing games. For instance, I got a review copy of HeroScape, which I loved so much I had to find a fan site, which led to a trip to GenCon, and led to a lot more stuff, and eventually to making friends with some truly amazing people.

One of those truly amazing people is Colby Dauch, the creator of Summoner Wars and proprietor of Plaid Hat Games. He's not only a good game designer, but a savvy publisher and one of the flat-out best guys I know. And that's why it causes me all manner of anguish to have to review Dungeon Run, which I did not like very much at all.

The problem is even worse, though. See, not only is Dungeon Run published by my friend Colby, with whom I have sat until 4 in the morning talking about nothing in particular while I drank hard liquor and used extraordinarily foul language, but the game is also designed by Mr. Bistro (not his real name), who is ALSO a friend. Hell, even the guy who sculpted the miniatures is a friend. Hopefully all these guys will still be my friends when I finish this review.

Dungeon Run should be awesome. It's set in the world of Summoner Wars, where a band of competing adventurers dives into a dank dungeon to chase down a summoning stone. Monsters pop out of the woodwork, whirling axe blades pop out of the walls, and rickety bridges threaten to collapse. Plus it comes from the company that produced Summoner Wars, and that is one of my favorite games of all time. It is practically guaranteed to rule.

But then it doesn't rule. It is a randomized, dice-throwing extravaganza where strategy takes a back seat to just being lucky. I wouldn't go so far as to say it sucked, but I don't much want to play it again. There are some really cool ideas at work here, but they seem to be surrounded by things that just drag it down.

For instance, there's a seriously cool fighting mechanic where the monsters roll for hits, and then the hero rolls to attack, but some of his dice can block the damage, or he can go for broke and just berserk the ugly bastards and suck up a little pain. This is probably the best part of the game, and while it does get very dice-heavy, I really did like the way it worked.

The problem is, you only get two actions on your turn, and so if you roll fair-to-middlin', you'll maybe wound the monster once and block all the damage - and then your turn is over and the big sumbitch is still there. Then you get to wait until you get a turn again, and then you get to say, 'OK, roll', followed by, 'OK, roll,' and then your turn is over again. There are ways around this - you could run away, you could get all berserk, or you could hope someone else kills the beastie - but that doesn't mitigate the fact that there's a very dull and repetitive way to play the game, which might actually be the best strategy you could employ.

Then there are little things that pop up here and there. The deck of encounter cards has a ridiculously high number of traps, and not enough monsters, so you're far too likely to wander through room after room finding not one actual opponent, and a nearly endless supply of poison arrows and spears shooting out of the walls. I don't mind a trap now and then, but I would really much rather fight. I'm a violent dude, especially when I'm gaming, and my brand of excitement does not include continuously dodging clouds of poison gas (if I want poison gas, I've got plenty of gaming buddies who eat far too much fast food).

For another example of something I didn't like, look at the evil wizard (he's called the Filth). He's a bad-ass magic-slinger, and he can bust a cap in a cave mole or walking fungus like a West-Coast rapper. But when he gets to the final bad guy, if he finds himself fighting the dragon, he's up a smelly creek without a paddle, because that fire-breathing thunder lizard is immune to magic. Sorry, Filth, you're screwed!

Now, in all fairness, simply killing the dungeon boss is not how you win Dungeon Run. Once you kill the boss, you have to grab up the stone MacGuffin and make it out the door while all your friends come after you with howitzers and safety razors. If one of them can kill you, he can make a run for freedom, and everyone gets to kill him instead. This actually sort of works - you'll spend the first part of the game trying to get everyone else worn down to a nub, and the end game trying to finish them off.

Unfortunately, the rules for fighting your friends are not the same as the rules for fighting monsters. The rules work great for killing gross booger monsters, but they're clunky if you're fighting other heroes. And escaping a dungeon denizen takes more work, too - the best strategy for most Hero Turned Ultimate Dungeon Boss types is to just run away.

And then comes my biggest complaint with Dungeon Run - it's just not intuitive. Over and over we found ourselves going back to the rulebook and going, 'well Hell's Bells, how the crap does this work?' The rulebook is quite long, and while I'm not afraid of a rulebook, this one is really wordy. And you need all those words, because you're not just going to guess at how it works. It's not like you're going to pick up the basic premise of the game and then see everything else spin off from there.

I'm actually really glad that Dungeon Run is not the first game Plaid Hat has produced, because Summoner Wars put the company on the map in a big way and continues to keep it there. Dungeon Run is a pretty mediocre game leaning more towards bad than awesome, and there's no way Plaid Hat would have made as enormous a splash if they had entered the market with Dungeon Run.

Now, my negative reviews basically come in two flavors. The first flavor is the one where I tell you that the game in question was planted by dread Cthulhu to torment the minds of mortals, and nobody who values their sanity should ever consider playing. The second kind of negative review, which is the kind we've got here, is the one where I didn't like the game, but I can certainly see where someone would. In fact, I've heard a great deal of pretty good buzz about Dungeon Run, so I know that someone out there is enjoying the hell out of it. I'm not, but someone is, so maybe you'll throw me a bone here and buy the game just so Colby will still bring bottles of Crown Royal to my hotel room when we're in Indianapolis again.

Summary

1-6 players

Pros:
Great production - I liked the art, and the minis are sweet
Cool fighting concept
Really cool setting

Cons:
Too many rules, and some rules seem to be at odds with others
Too easy to get mired in repetitive, boring roll-fests
There's no strategy you can use that can't be undone by a few bad die rolls

I know that a lot of people are really digging Dungeon Run, and there's every chance you will, too. If you want to give it a shot, you can save a sawbuck on it and pick it up from Noble Knight Games:
STAB THE GOBLIN BEFORE HE STABS YOU
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Wednesday, 14 December 2011

Card Game Review - Godzilla Stomp

Posted on 14:13 by Unknown

I want to know who came up with the term 'Kaiju'. I'm sure it was someone in Japan. It doesn't make sense that it would have been an American, because no American would have invented a term so cute to represent giant rampaging monsters who regularly eat pieces of Tokyo. The word sounds like it ought to be a cuddly little fantasy beast who has a magical sneeze that cures the common cold. But whoever invented the word, a whole lot of people who have never been outside the United States know that it means 'Godzilla and Friends', and so it gets slapped all over games about blowing up cities with twenty-story-tall lizards and mutated moths.

One such game is Godzilla Stomp, in which players compete to trash the most buildings. It's a very simple game that takes about as long to play as it does to explain the rules (which is about five minutes). Each player chooses a monstrous menace from among some fairly famous movie stars, like Mothra and Battra and of course the big man himself (or, I guess, big lizard), Godzilla. Then you get six cards with pictures of your favorite city-basher, and try to pick up some killer points. You don't train your adorable pet to evolve into a larger, also-adorable pet, because that's not actually what Kaiju means.

It really is simple. You have five cards numbered 1 to 5, and the last card says, 'Rampage.' There are a bunch of cards on the table, buildings with values on them, and everybody chooses a card at the same time. The highest played card takes the first building, and then everyone else gets one in order, unless you played Rampage, in which case you go last, but you get everything that's left. Also, there are power plants with variable values based on how many you have wrecked and a tie-breaker mechanic based on who got the last card.

Now you're probably going, 'that's it? That's the whole game?' And my answer is, 'yep, that's all.' Kaiju are fairly simple creatures, with fairly simple needs. They break things. They don't like to complicate it with fancified rules. They excel at mayhem, breathing lightning and eating cars and what-not. They don't like to be bothered with dice mechanics and turn order. They also don't require the love only a young child can offer. They would rather have the arms and legs a child can offer.

The thing is, while that simplicity might make them fun to watch on a rainy Saturday afternoon as they descend from the sky or rise from the ocean to turn Tokyo into a steaming ruin, it doesn't make for much of a game. Godzilla Stomp contains marginal decision-making at best. Calling it a light game is like eating a single popcorn kernel and calling it a light lunch.

I don't mind a light game, but I would like it to have at least a little meat on it. Godzilla Stomp isn't stupid, and it does what it means to do, as long as what it means to do is help you unwind between taxing rounds of tic-tac-toe. It just happens so fast that you'll finish the game and wonder if maybe the designer thought Kaiju really were pink furballs with electric tails.

Now, I'm sure that if I spoke Japanese as a first language, the word Kaiju would instill a sense of wonder and terror that can only be inspired by a creature the size of Mechagodzilla. And then maybe I would play a game like Godzilla Stomp and think, 'wow, that was terrifying!' But probably not. Probably I would be disappointed that the biggest, meanest motor-scooters who ever took a bite out of a big city were distilled down into a five-minute numbers exercise.

I didn't hate Godzilla Stomp. I also like popcorn. But I want more than one kernel of popcorn, and I want more out of a game than Godzilla Stomp provides. If you have to entertain some kids with very short attention spans, you might see a reason to pick up this game. But I play with grown-ups who are used to games that make our brains sweat, and we were all pretty underwhelmed.

Summary

2-5 players

Pros:
Really cool art
Very easy to pick up and play

Cons:
Decided lack of meaningful decisions
Not much game in this game

If you really want to try out a game this light, you might as well save a buck on it and get it at Noble Knight Games:
NEITHER FUZZY NOR PINK
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Monday, 12 December 2011

Total Retraction - Game Salute is Actually OK

Posted on 09:39 by Unknown

I'm wrong a lot. Usually, it has to do with a game (probably because I review a lot of games). And usually, all I really have to do is edit the original review a little, and point out where I was wrong. Usually, there's very little egg on my face.

This time, however, I have cooked an omelette directly into my beard. That's how much egg is on my face. And now, to go with all that egg, I also have to eat some crow. I just hope I can find some fresh-squeezed OJ to wash it all down.

I completely misunderstood the Game Salute thing. Well, not completely, but I missed several very important distinctions, and came to some incorrect conclusions based on limited information. In other words, I jumped the gun, got egg on my face, and had to eat crow. If I can find another metaphor, I'll shoe-horn that sumbitch into this article, one way or another.

I talked to some of the Game Salute guys over the weekend, and considering how I compared their program to rotten fish, they were pretty darn nice. I would have been going through the files for a home address so I could hire a thumb-breaker who makes house calls, but they were very friendly.

So, here's the actual deal. Game Salute is not even remotely a traditional distributor. They don't buy the games from the publishers. They take a commission for every sale, which means if the games don't sell, they don't get paid. They are not holding a monopoly on anything, because they don't actually have anything on which they could hold a monopoly. They run the store front for the publishers, with the end result that however you buy the game, you're buying it from the publisher.

And they also have an entire host of things they do to help out the publishers. Like, they do an incredible amount of marketing to get game stores to pick up games they would have otherwise ignored. They even help stores promote the games so that the stores can sell what they buy. Where most traditional distributors are sort of faceless machines doling out product like a street-corner drug dealer, Game Salute puts a considerable emphasis on relationships.

To go one further, Game Salute vets the publishers they carry. They won't just accept any knucklehead with a self-published gaming disaster. They recommend printers (which I can tell you, having attempted to find printers myself, is a huge help all by itself), they consult on the graphic design, and otherwise make sure that stores aren't buying crappy games.

Heck, they even arrange international distribution for their publishers, so that game stores in Germany can get copies of Alien Frontiers. You still can't buy it online, except through the Game Salute or the publisher, but they've found ways to open the markets for their publishers.

So whatever smelled fishy about this entire thing was not Game Salute. It was probably the raccoon that died in my attic. Game Salute is not setting prices, so they can't do any price-fixing, and whatever market manipulation they're attempting is relatively benign. They're not screwing anybody.

Now, I'm not taking back everything I said in my last post. I still don't think eliminating online retailers is a good idea, because one website is simply never going to have the same market penetration as ten, especially when those ten sites carry a hell of a lot more games and are in locations all over the globe. Customers who can't get discounts online are going to be a lot less likely to buy, and when they can't bundle up shipping with products from nearly every publisher on the planet, some of those games just aren't going to get sold.

But I learned something else from my discussions with the Game Salute guys - they're old-school industry guys who have been in game stores since before you could buy games on the ol' interwebs. Not that Game Salute was a cover to ratchet up more dough for their storefronts, or anything, but I can sure see how a guy who owns a physical store would be interested in blocking online discounters. Everything about Game Salute is meant to make things better for physical retailers, because those are the people Game Salute understands.

The final score on this Game Salute thing, then, is that these guys are not profiteering assholes trying to rape and pillage their way to a quick buck (especially since they're not expecting to break even for a couple more years). They have a vision, one based in large part on their experience as physical retailers, and they're attempting to see it out. They've come up with some pretty innovative ways to make that vision happen, but they're not crooks. If they're guilty of anything, it's not telling irresponsible game reviewers how things work until those game reviewers go off half-cocked and start spouting off without knowing all the facts.

I still think it's ultimately counter-productive to cut out the online stores, and if I were a publisher, I don't believe I would consider signing with Game Salute. But that's not a moral decision, it's a business decision, and it's not even remotely sleazy. In fact, it's also a business decision I don't have to make, and it's not one I have to approve. I think it's safe to say it's not even really any of my business, except that the place where I personally prefer to buy games - Noble Knight Games - isn't going to be able to carry all the games I like to buy. On the other hand, there's a good chance my local game shop is going to carry those games that retailers normally wouldn't touch, because Game Salute is busting ass to make sure those store owners know how good the games really are. There's a trade-off, and a long-term investment in traditional game stores, and I think a lot of people are going to respond to that.

So after our lengthy conversation, the Game Salute dude said he was putting the new Flash Duel in the mail. Like I said, these guys were a class act. Not only were they not verbally abusive, as I most assuredly would have been, but they're actually sending out review copies right after I was all stupid and wrongfully accusatory (I'm not sure if those are actual words, and I don't know if used them correctly, but my spell checker didn't flag 'em, so I'm leaving them right there).

Only time will tell if this business model is successful. The Game Salute guys are putting a lot on the line to bet that it will be, though, and they've put their money where their mouth is. I, on the other hand, have put my foot where my mouth is, and while my personal guess is that those publishers might have been better served with a different strategy, I'm still rooting for them. Game Salute isn't bad. In fact, it might just be what this industry needs.

While we wait to see if Game Salute revolutionizes the way gaming works, I'll keep reviewing games and occasionally talking out of my ass. The Game Salute guys will be working 90-hour weeks, and I will be picking egg out of my face hair. You can just keep doing what you've been doing - ignoring your day job to read my ignorant boob jokes - and we'll all just keeping playing games.
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Friday, 9 December 2011

Rant - Game Salute

Posted on 12:36 by Unknown
EDIT: Feel free to read this bit, to see what a jackass I am, but after you do, please read the next post, right here. Because most of this article is wrong.

I love to wallow in my hypocrisy. For instance, I fully endorse my son dating pretty much any girl he can catch (and since he's 6 foot 2 and full of muscle, he can catch a lot of them), but when my daughter's suitors come to my house, I make sure to be cleaning a shotgun at the coffee table. I complain about the environmental impact of fossil fuels, and I drive an enormous SUV. But there has to be a line somewhere. So I've decided that I will no longer drink milk right from the carton (though in all honesty, we buy those big gallon jugs, and after the third time I spilled milk all over my shirt, I decided I better get a glass, anyway).

The milk thing has been going so well that I decided I needed to find another way to practice what I preach. And so I've decided that I will not be reviewing games carried by Game Salute any more.

This was not an easy decision to make, and I don't expect it will make me very popular. But then, I'm not doing this to be popular, I do this to get free games. Yes, OK, I'm kind of screwing up that particular goal, but I can explain.

There's been a lot of talk recently about this new fulfillment/distribution thing called Game Salute. A bunch of small publishers have signed up with Game Salute, who acts as both retailer and distributor. The way this works is, Game Salute will not sell games to anyone who will sell them online. They're ostensibly supporting physical stores by not allowing online stores any access to the games they represent.

Now, maybe I don't follow this whole thing. In fact, it's incredibly likely. But I've looked at a lot of different sources here, and I gotta say, this Game Salute thing smells fishy. And I don't mean like the kitchen at Red Lobster, I mean like the pier where they unload the catch of the day. Maybe like the dumpster behind that pier where they throw all the fish they can't sell.

Here's the nitty gritty part, as I understand it. Game Salute agrees to essentially be the distributor and retailer for the games they carry, and the publishers agree that they will not sell their games to anyone else. Then Game Salute agrees not to sell the games to anyone who would sell it online. Then Game Salute is the only place in the entire known universe where you can buy these games. And they're doing pretty well - they've got some really impressive titles, like Yomi and Alien Frontiers.

I'm not an economist. I should say that up front (or halfway through, I guess, since that's where we are now). But I don't think it takes an MBA to know that monopolies are bad for everyone - well, everyone except the company that holds the monopoly. They set their own price to buy, and they set their own price to sell. Everybody in the chain gets screwed, except, as I said, the guy holding all the cards.

I can see why a publisher might think this was a good idea. From where they're sitting, online stores undercut their prices and devalue their products. So the publishers sign up with someone who promises to champion the cause of undercut prices, by not letting those nasty online retailers undersell their games. But there are some painful flaws in that line of thinking, flaws that really ought to be addressed.

For one thing, online stores have to discount. It's how they exist. Are you going to walk up to your virtual salesman and say, 'pardon me, electronic chat window, but can you direct me to something I might like?' You have to know what you want, because even if they advertise, the fact is, there's nobody in an online store who can tell you what you might dig. Physical stores have a huge edge in the interaction department, and without discounting, online stores would die right out.

Second, physical stores are not going to carry as many copies as online stores. They can't. A physical store has limited shelf space, and is generally only going to carry stuff it knows it can sell. Online stores have lower overhead, and keeping stuff online for a year only hurts if their warehouse is smaller than my tool shed. So not selling to online stores means you don't sell as many games. The Spanish have a word for a business strategy that sells fewer products. That word is estupido.

Third, online retailers will account for a hell of a lot more sales than a small publisher is ever going to get selling direct. What makes more sense, selling 10 games and clearing $500, or selling 100 games and clearing $1500? (Yes, I'm accounting for cost of goods sold. I did take some accounting in college.) I'll give you a hint - it's the one that makes more money.

Finally, and in my opinion, most important, is that you don't see the big guys signing up with Game Salute. And you don't see FFG and Days of Wonder signing up because they're not threatened by online sales. Small publishers will get up in arms about not being able to sell their twenty copies direct, where FFG sells 2,000 copies to a discounter in Brazil and laughs all the way to the bank.

Of course I know there is a difference between the big guys and the little ones. But the reason small publishers stay small is because they think small. Acting like the underdog means you get to stay the underdog. The big publishers don't do what they do because they like to waste money or cost themselves sales. They have very good reasons for selling to anyone who will buy a copy, and those reasons resemble small green pictures of dead presidents.

So up to this point, Game Salute isn't so much bad as it is misguided. Deliberately snubbing online retailers might seem like a spit in Goliath's eye, but it's really just kind of short-sighted. I would just shake my head at the poor business practice, and just keep playing some of my favorite games, but then we get to the thing that makes Game Salute look less Dopey Dwarf versus Goliath and more just plain rotten - the monopoly.

By persuading publishers that online retailers will steal their wallets, Game Salute has managed to be the exclusive distributor for their games. Game Salute sells online at full retail, because they can - they've created a market with no competition. Without lower-priced games available anywhere, however, fewer people will buy those games. Publishers will not sell as many games. And physical stores were unlikely to buy them in the first place, because they buy stuff they know they can sell. So your scorecard looks a little like this:

Online retailers: Just Plain Screwed
Publishers: Selling fewer games, so Screwed
Customers: Paying more for games, so Screwed
Physical stores: Not carrying the games anyway, so Breaking Even
Game Salute: WIN WIN WIN WIN

And that's the part that bugs me. To me, that looks like dirty pool. It looks like taking advantage of inexperienced businessmen for personal gain. It just looks sleazy. And I'm not going to use Drake's Flames to help promote sales for a company that I think is sleazy, so starting right now, I'm not reviewing anything else that comes from Game Salute.

This wasn't an easy decision. For one thing, I only write this stupid website so I can get free games, and deliberately cutting someone out of my supply chain means I get fewer free games. For another thing, those free games are some really good games. Alien Frontiers was one of my favorites from 2010, and I am a huge fan of Sirlin Games, and now I won't be reviewing anything from either of those companies. I didn't just jump into this without thinking, and for me to stop getting review copies means I'm pretty serious about this.

My hypocrisy has to stop somewhere. I'm still going to get furious at anyone who flips me the bird, even though I will most assuredly fly you the eagle if you cut me off on the freeway. But once my wife found out that I wouldn't drink out of a gallon jug and started buying the big milk, I have to find some other way to pretend that I have at least an ounce of integrity.

I willingly admit that I could be reading this wrong. There's probably something I'm missing. Please, feel absolutely free to point out my errors. Hell, I want you to. I want to believe that Game Salute is simply making an honest mistake. Because, really, I want that Puzzle Strike expansion. In fact, there's the gauntlet - I'm throwing it down. Show me the error of my ways, and I'll write another whole article about how wrong I was.
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Wednesday, 7 December 2011

Expansion Review - Puzzle Strike Upgrade Pack

Posted on 14:49 by Unknown

Usually, when I review an expansion, the end result is usually, 'if you like the game, get the expansion.' It's rare that I play an expansion and go, 'why the hell would you get this?' For one thing, people rarely need reviews to get expansions, because most expansions are basically whatever you liked about the original game, plus some more.

Unfortunately, that's not always the case. Consider, if you will, the Puzzle Strike Upgrade Pack. After rooting through this expansion and playing it, I've come to the conclusion that there is virtually no reason to buy it.

Keep in mind that Puzzle Strike is my second-favorite deck-building game, right after Nightfall, and so I was very excited to get the Upgrade Pack. I'm not cursing the expansion because I hate the game - I love the game, and I really like the new chips that are in the upgrade.

The problem is, the upgrade only has three new chips. Three. As in, less than four. When I get an expansion, and have played the original into the ground, I want it to give me a bunch of new reasons to play. While these three new chips are really cool, there are only three of them. After a couple games, I will already be bored with the new stuff.

That's not all that's in the pack, of course. There are also cardboard screens and mouse pads with art on them, plus updated character chips. But the game I already had contains character chips, and I didn't need a completely new set. They're not new characters. They're just the same characters, but with some balancing. If you ask me, they should have been in the original.

And while it's great to have a mouse pad tell me where to put my discard pile, I never had a problem playing without the pads. I have always managed to remember which pile is my gem pile, and which is for discarded chips. These pads are not something I need. Of course, if you tend to accidentally throw your gem pile into your bag instead of your discards, the pads may come in handy - in which case you could draw a couple circles onto a sheet of notebook paper, and make your own.

Same with the screens. I've always managed to either hold my chips in my hand, or lay them down and cup a hand over them. I have not needed a screen to keep my chips secret. But now there are four cardboard screens, and if I really needed screens, I could have made them with a couple index cards. Basically, if you have access to office supplies, you don't really need this new stuff.

Which leaves me with an expansion for one of my favorite games that only barely expands it. The three new chips are really cool, I admit, and I am glad they're in the pack. But I don't need the other stuff. I won't use it. I don't see a compelling reason to pick up the expansion, unless you just really want those three chips.

I'm actually very disappointed in the Upgrade Pack, because of how much I enjoy playing Puzzle Strike. When I heard about an expansion, I was giddy, hoping for a wide variety of exciting new ways to play. I was looking forward to exploring new strategies, discovering new ideas, and playing new games. Instead I got a minuscule expansion surrounded by crap that doesn't even fit in the original box.

I can't say that nobody will want the Upgrade Pack. Two of the people who played with me were delighted with the player mats and screens. And I've heard from others who were very pleased with the balancing edits made to the character chips. And, of course, everybody agreed that the new puzzle chips are great.

I really hope that there's another expansion in the works for Puzzle Strike, and if I had my way, the only thing in the expansion would be more chips. More actions to buy. Maybe even different characters, or new crash chips, or a double-combine. Because I feel like this Upgrade Pack was a missed opportunity, and while it will definitely appeal to some fans, I just kind of feel like I ordered a Big Mac and got a McNugget.

Summary

Pros:
Three new chips are pretty damned cool

Cons:
I could have made my own play mats and screens
The updated characters should have been fixed before the original released

Noble Knight Games isn't carrying the Upgrade Pack. That's fine, though, because I can't think why you would want it anyway.
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Monday, 5 December 2011

Board Game Review - Quebec

Posted on 15:02 by Unknown

If I were a history teacher, I would have a bunch of different ways to teach history. There would be all manner of interactive lessons, theme days, and stirring lectures. However, one method I would not employ in order to teach history would be to play board games.

At first glance, Quebec (the game, not the city) seems to be a history lesson in a box. You each play a different family attempting to stamp your name on the legacy of Quebec (the city, not the game). To do that, you'll spend four centuries building the city and jockeying for power, whether you buy off politicians, sponsor plays, or build churches. Personally, I think it would be more effective to simply let everyone in the class dress as their favorite Canadian.

As a historical reference, Quebec (the game, not the city) is unfortunately lacking. However, as a game, it is charming, thematic and full of depth. You will feel like a powerful magnate manipulating the future of a city. That city could be Quebec, or it could be Ice Station Zebra, or it could be a colony on Mars. Historically, you won't really care about how Quebec was built (the city, not the game), but you'll definitely have a vested interest in building the best city you can. If you want to find out how Quebec was really built (the city, not the game), you can have Canadian food day, and everyone will bring in bacon and beer.

In an ironic gesture, the game has no violence at all. This is ironic because the city most definitely had a lot of people die, especially since it's 400 years old. If nobody had died, it would be chock full of geezers who didn't have enough room to maneuver their oxygen tanks, and they would be actively bankrupting the social security program. And yet as you play Quebec (the game, not the city), you will never once kill anybody. However, everyone knows Canadians are peaceful people, so it's no surprise the game doesn't have a body count.

What it does have is a fantastic amount of intelligence. You'll form strategies right from the outset, and every turn will be spent advancing the plan you think will help you win. Everything you do has layer upon layer of consequence, too - you may just be helping to build that cathedral because it will let you move your workers into position for next turn, but it also means you're exerting more influence over the city's religious development, which could create a chain of events that scores you a bunch of points and puts you in a better position for next round - which won't happen for half an hour. It might also mean you miss a great opportunity to improve your standing with the city's political leaders, or hamstring yourself and allow an opponent to sweep in and turn that opera house you've been eyeballing into a motel that charges by the hour.

Another excellent feature of Quebec (the game, not the city) is that while there is a ton of interaction - in fact, you will rely on it - it's not overly confrontational. There's minimal amounts of screwing your friends, which is nice if you play with people who don't like it when you steal their stuff and leave them bleeding out on the sidewalk. Canadians are all about cooperation, which this game will teach us, though I think the lesson would have been better taught by having everyone team up to build collages on poster board.

In case you're not picking up this vibe so far, I'll be real blunt - Quebec (the game, not the city) is very European (obviously the city is not - it's Canadian). Where most games that earn the label 'worker placement' call their little wooden cubes meeples, soldiers, farmers, or disgruntled postal workers, this game actually comes right out and calls them workers. It's that European.

And it's not like it's a dead sexy game, either. The first night I got it, I opened the box, looked at the contents, said 'man, that looks boring,' and closed it again. It's a good thing I'm here to tell you about these things, because if you just judged Quebec (the game, not the city) by appearances, you might be very inclined to skip it. But that would be a mistake, because even though it does not look very fun, it's a really interesting game with a fantastic amount of interaction, virtually no luck, layer upon layer of strategic decisions, and best of all, it really does make you feel like you're building a city that may or may not be Quebec (the city, not the game).

I really do think that board games are a crappy way to teach things, and this particular game has not changed my mind. I do not know any more about the history of the city for having played the game. As an educational tool, Quebec (the game, not the city) fails completely. As a game, it's a masterpiece. Although I did learn one thing - I learned that before I die, I really ought to visit Quebec (the city, not the game).

Summary

2-5 players

Pros:
Feel like you're building a big historical city
Incredible long-term repercussions with every move
Exciting despite a complete lack of bloodshed
Lots of interaction, and most of it is helping each other

Cons:
Looks very boring
Teaches virtually nothing

Quebec is a little on the pricey side (the game, not the city - though the city might also be expensive). But if you want a copy, you can score a heck of a deal on it at Noble Knight Games:
THE GAME, NOT THE CITY
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