Geek Out

My Favorite Game Mechanics: Pit Crew

Many people won’t like Pit Crew. The real-time aspect of the game can get players flustered and dampen some of the fun, but that’s what I like about it. While most real-time games have players dashing to play cards or some other game device to a common area, Pit Crew has gamers play solitaire.

The rules are simple, but I won’t go into them in detail here. Players assume the role of a pit crew during a stock car race. They play cards numbered 1-10 in either white or black numbers (there’s a bonus if a player uses all of one color) on areas where they must place a pair of the same number, go up or down in number (with 10 and 1 being adjacent), and reach a specific sum. The first ones to do so begin rolling a die. For every 6 they roll, they move their car one space on the track—and that’s where it gets interesting.

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Geoff Engelstein has created a psychological game with his players. The impulse is to start playing your cards quickly as soon as you hear someone roll a die. But Pit Crew is more concerned with gamers playing a clean game of solitaire. Your opponents will gain more spaces with the penalties incurred by messing up a pattern, than any spaces gained on a die.

Roll. You may forget what total your on for the area that needs a specific sum. Roll. Did I play a three and then a four or a five and then a four? Roll! I don’t care if the color on the numbers match, I’m placing those two ones in a pair spot.

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What’s worse is that gamers may feel more impowered to give their opponents bonuses rather than take a penalty. This is another psychological trick Pit Crew uses. If my car went backwards on the board for every one of my mistakes, the penalty would only affect me. With all my opponents (it may be a 3-player game) gaining a benefit from my mistakes, my mistakes are multiplied, but in an odd sense, a lot of gamers would prefer giving other players a bonus instead of accepting a penalty.

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Pit Crew poses an interesting question. Is it better to be punished or rewarded?

What do you like most about Pit Crew? What are the things you don’t like about Pit Crew? Heck, is it better to be punished or rewarded in games?

It’s a good thing I’m a glutton for punishment, let me know what you really think in the comments.

Getting Started with Dice Placement Games

Your uncle Geekly covered worker placement in a previous starter game segment—those are games where players place pawns on the board to gain certain abilities—and this week we’ll discuss dice placement games which are like worker placement games except that players place dice instead of pawns, or one could say that one’s dice are their pawns.

As usual, good old Geekly has some starter games for someone interested in the gaming genre. Let’s get to some of the better and simpler games of this type and work our way up in complexity.

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Kingsburg

I usually try to go with more recent games in a genre, but Kingsburg is a ten-year-old game or so that deserves a mention. Players chuck dice to determine what they can do each turn. The shared board hold a king space and spaces for advisors to the king. Each one grants a different ability based on the numbers one rolls. If some rolled three 6s, they can choose the king space at 18 or a 6 and a 12. The person with the lowest roll each round picks first, and that may be the most clever way to negate a bad roll. Dice hate me. If it was possible to roll negative 18, I’d do it.

There are three phases—oh, yeah three, it’s the magic number—and each player must face an invading army on the fourth turn. The fourth phase just happens to be winter. Winter is coming.

Even though players must face something at the end of each group of four phases, it’s nice to see that a worker placement game designer isn’t obsessed with food. And Kingsburg does a good job of bad die roll mitigation. You’ll see plenty of other designs use other methods to compensate for a bad roll. Apparently, I’m not the only one dice hate.

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Dice City

While Kingsburg has a shared board, Dice City gives each player their own board. On each turn, players roll five six-sided dice of different colors and place those dice on their board according to a chart. The columns show numbers and players must roll that number to place their dice in that row, but the rows are one of their die’s colors. So, if one rolls a three on their yellow die, they must place their yellow die on the second row (the yellow row) and the third space from the left (the column for 3s).

On each of these spaces, which are shaped like the game’s deck of cards, is an action. Players may choose to take the action they rolled (usually to get resources) or they may choose to discard one or more of their die or dice (for that round) to move another die left or right for each die discarded. You know how I said that Kingsburg does a good job with bad die roll mitigation, Dice City’s use of discarding dice allows for even more of that. Yay!

Players can upgrade their boards by purchasing cards with the resources they use and that accomplishes two great things: each player’s board is different and further strategy over luck. Dice City may look like a game that uses a ton of luck, but it’s sneakily deep. That said, it’s a step up, or at least sideways, in complexity to Kingsburg.

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Discoveries

Discoveries is most likely a step up in complexity to the others on this list, but a lot is added with that smidgeon of complexity. In this game, players take on the roles of explorers tasked by Thomas Jefferson to explore the western United States.

Unlike the other games on this list, Discoveries uses unique and thematic dice to represent the players journey. Horseshoes, feet, writing, and Native American die faces replace pips of 1-6. Each player receives five of these dice in their player color. They roll their dice and may take one of two actions each turn: play dice of the same type to any space on the board or get dice back from the game board.

It’s this push-pull of gaining dice from the game board—and how one does it—versus using dice that give Discoveries its depth. I’ll discuss how to get points later, but one doesn’t necessarily grab all their used dice when they take the “rest” action or the one that allows a player to retrieve dice from the board. Many of the dice used to explore go to a communal discard area. A player has the option of taking all the dice from one of the communal discard areas or taking all their personal dice (no matter who has them or where they are). It’s a wrinkle not seen in too many other dice placement games. Players must do a good job timing when they retrieve dice. You can snake someone’s die and use it before they decide to take it back. It takes a game or two to get the timing, but it’s not that difficult to learn and that’s why Discoveries is the last game on this list.

Players earn points by exploring more areas, but to explore an area one must generate enough resources (in rivers or mountains to cross) in a single turn because players cannot bank rivers and mountains from one turn to the next.

The game ends when the deck runs out of cards, and there is a scoring method that’s simple enough to understand but would make this write-up swell even more with words, so I won’t include it here, but another one of my favorite mechanisms is Discoveries use of dual-sided cards. Players may befriend Native American tribes and if a card from that offering is used, a new card is dealt Tribe side up. Players also use cards if they explore and if a card from that offering is used, a new card is dealt Exploration side up. It’s an elegant system that forces each game to play differently than the last.

Discoveries, like the other games on this list, also has bad die roll mitigation, but it may be the cheapest of all of them: trade in one die to turn another die to the face you want. Love it. This is easily the least random result dice game on this list.

Final Thoughts

Like worker placement games, it’s difficult to come up with easy to learn dice placement games with depth. Again, I had to go with slightly more complicated games than usual, but they still have some wide appeal. There’s a little more variety in terms of subject matter too. And no food. Yay!

How many times have dice hated you? You can roll shame one of your dice or let us know your favorite dice placement games in the comments.

3 Lists of 3 Video Game Characters

Some video game characters get all the love. Some don’t get enough. Your uncle Geekly wants to even things out a bit with this week’s three list of three. I could also use some costume ideas so don’t be surprised if you see me dressed in a primary color jump suit—or two.

Underrated Video Game Characters

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Zelda

Yes. A famous video game series shares her name, but how many people have you seen point to the guy dressed in a green elf costume and say Zelda? That’s Link. Link gets all the attention, but he’s also the more static of the two characters.

Zelda has been portrayed in so many ways. She even gets in on the action as her alter egos Sheik and Tetra every once and while. She’s been the leader of sages and even a goddess. Link rocks the same kind of outfit game after game, but gamers don’t know what they’re going to get with Zelda. She may even be a ghost.

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Ness

Many gamers would consider EarthBound (1994) or Mother 2 in Japan as one of the best RPGs to come out for the SNES, but many more of them don’t remember who the main character of the game was. Ness is a 13-year-old boy with psychic powers.

Sure, there are other characters gained along the way in EarthBound, but Ness is the players first and strongest, and a lot of the game’s character comes from Ness.

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Dr. Ivo “Eggman” Robotnik

Most gamers know of Mario’s Bowzer, but Sonic’s Dr. Eggman goes unheralded. It’s a shame. He may come off as a mad scientist clone, and he is for the most part, but Eggman wants to conquer the world, so he can install his ultimate utopia, the Eggman Empire.

A lot of other mad scientist types have had a similar motivation of wanting to rule the world because they’re the best person for the job—Doctor Doom comes to mind—but that doesn’t mean it isn’t a good motivation. What’s Bowzer trying to do most of the time besides kidnapping a princess?

Overrated Video Game Characters

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Master Chief

First off, Master Chief isn’t a Master Chief in the navy. That’s an enlisted rank (a very high enlisted rank), not an officer’s.

Second, you can take Master Chief out of Halo and no one would miss him. He may as well be Jeff Johnson or John Jeffson. My apologies to any Jeff Johnsons or John Jeffsons who may be reading this.

Halo’s multiplayer mode is what most gamers play this game for. They aren’t looking for story, and Master Chief isn’t much of a character.

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Gordon Freeman

The whole point of Half-Life 2’s protagonist is that he’s a blank slate, but if he’s a blank slate, only defined by the suit he wears, he isn’t much of a character. He’s kind of like Master Chief in that sense. Cool suit. Great abilities. What’s your name again?

Iron Man detractors claim that Tony Stark wouldn’t be anything without his suit, but he’d still be rich, a genius, and have plenty of personality. Gordon Freeman is none of those things.

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Kratos

2018’s God of War notwithstanding, Kratos was a bloody He-Man for the modern era. Gamers knew he’d lost his family—which was explained more in the most recent God of War—and that’s most of what they knew about him. Kratos was an excuse for a muscle-bound, over-sexed man to tear apart some Greek gods.

He received the post-hero treatment in 2018’s God of War and while it was a refreshing take on the character, it could’ve carried more weight if there was more to the character prior to that offering.

Video Game Sidekicks

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Garrus

Yeah, this turian may take offense with being called a sidekick, but he deserves to be on this list. He’s the only squad member available to Shepard in each Mass Effect game, he survives a rocket to the face, and he and Shepard have a special bond.

Get your head out of the gutter. Hmm. They could have a “special bond” if you play the game a certain way, come to think of it. Anyway, one of the most satisfying moments in the Mass Effect series is watching the two pal around and watching their relationship grow.

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Luigi

He’s always number two to Mario’s top banana, but Luigi doesn’t complain, not even when Nintendo named him Luigi Mario. I guess that would make his brother Mario Mario. Man, that’s a terrible name.

Give him a vacuum to suck up ghosts and he can be a main character. A gamer may want to play as him in Super Mario Bros. 2, and I never minded letting my younger brother take the controller during the original Super Mario Bros., not telling him where any of the shortcuts or secrets were, and then use them after he lost a man. Ah, memories.

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Sparx

I had to put Sparx from Spryo the Dragon on here because so many of my family members love that game, and Sparx doesn’t get much love. I also don’t like it when games force a player to run over every little gem or coin or ring. All you’ve gotta do is get close to a gem, and Sparx picks it up for you.

Sparx also represents one of the cleverest ways to denote health in a video game. He changes color, gets dim, as you take damage and disappears when Spyro has one hit point left.

Yep. I’m sure I missed the boat on a lot of these characters. Please direct your complaints to our intern Jeff Johnson—or is it John Jeffson—or let me know which video game characters you’d choose by leaving a comment.

The Orville, Discovery, Neither, or Both?

Standard Issue Star Trek Geek Jim came back with another Trek article, but he insists it isn’t a Trek article. The Orville isn’t exactly Star Trek—or it is. I may have to watch these shows and find out what he means. Fortunately for those of us who haven’t purchased the CBS App, Jim has consumed these shows and is willing to share his thoughts. Enjoy.

If the headline drew you in, then you must have seen it, the Keyboard Commandos arguing that The Orville is the only “real Trek” on TV today, or Star Trek: Discovery’s backers denouncing The Orville as frat-boy humor for bitter Trek fans who never understood Gene Roddenberry’s vision to begin with. Both shows are well into their second seasons by now, and I’ve recently caught up with both, so I wanted to take a moment to stop and look at each show, get into what’s working and what’s not.

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The Orville: What’s Going Wrong?

Any show, in fact, any story, is about its characters. What happens is never as important as who it’s supposed to be happening to. The Orville offers some quality characters, and in the spirit of Star Trek, it puts them in not just physical jeopardy, but in ethical dilemmas that are sometimes hard for the viewer to reconcile. This, in and of itself, is a good thing, but legitimate criticism is due when those dilemmas don’t result in any noticeable changes to the characters involved. For example, not nearly as much has been made of the decision to change an infant’s gender at birth, in compliance with alien cultural practices, as the fact that Captain Mercer still pines for his ex-wife. This makes understanding the stakes on a week to week basis rather difficult and can be disengaging for an audience.

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The Orville: What’s Going Right?

Contrary to what I’d expected, this show is not a Star Trek spoof. I say that because it isn’t a show that makes fun of itself. They don’t mock the thought of an idealized future for humanity. They don’t poke fun at the concept of an interplanetary alliance. The jokes in the show tend to be situational, as in snarky comments about given situations. Failing that, the humor comes from the quirky personalities of ship’s crew. The charge that The Orville showcases “frat boy” humor is, I think, more the result of an unfair comparison. Star Trek is a franchise that takes itself quite seriously. Jokes in the original series were almost completely limited to nothing more than a wry quip that might earn a moment’s side-eye under the arched brow of a stoic vulcan. In later Trek, Data offered some light-hearted moments as he read poetry or pet his cat, but the show never aimed too hard at making anyone laugh. Next to these, it’s not hard for anything meant to be funny to look juvenile. In this way, McFarlane’s show writes a love letter Star Trek without trying to be Star Trek.

Let’s talk about the other one, shall we?

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Star Trek: Discovery: What’s Going Wrong?

I’m going to get some obvious points out the way. These are my primary objections to the show, and they’re far more about decisions made at the outset than anything any one episode has chosen to do. First, and I’ve said this before, having a show that depicts a utopian humanity that has conquered poverty and scarcity set behind a pay-wall is horrible. CBS should be airing this series on its network, and they’re insulting the material, and hurting its ratings by not doing so. Second, I am bored to death and beyond with prequels. Trek fans have been pining for a look at the post-Dominion War federation for years now. We’ve already gone back to Starfleet’s humble origins with Star Trek: Enterprise, and I believe audiences may well feel that anything that hasn’t been mentioned in fifty years of Trek before now, must not be all that interesting a part of the story. How can it be? It needs to either fit neatly into established canon, or ignore established canon.  The season-one premise of offering audiences a look at the Federation in wartime is nothing new. Remember what I just said about The Dominion War? We’ve seen Starfleet at war. It was in Deep Space Nine, and those were some of the best episodes the franchise has ever produced, but it’s done. Lastly, making Michael Burnham Spock’s foster sister and dragging Sarek into the story undermines the show even more. It’s one thing for Captain Janeway to namedrop Picard, or for Torres to namedrop Data. It’s fine that Deep Space Nine begins with an uncomfortable meeting between Picard and Sisko in the aftermath of the battle at Wolf 359. None of those characters, Janeway or Sisko, leaned on Picard to make them interesting. Likewise, Picard was interesting before he met Kirk in the Nexus. There’s nothing about Burnham that means she can’t be an interesting character who can carry a show on her own, but by making Sarek (and now also Spock) recurring figures so early in the series, she’s not being given a chance to forge her own identity. She’s borrowing one from them. I could redouble this argument with a criticism about making Captain Pike the new captain of the U.S.S. Discovery, but it’s something that bothers me for a lot of the reasons I’ve already mentioned.

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Star Trek: Discovery: What’s Going Right?

The “What’s Going Wrong” section of this write-up looks disproportionately long. I realize that, but when you discount the fact that the paywall and the setting as a prequel were always going to be points against it for me, the damage really isn’t all that bad. One of the common internet gripes about this show is its heavy-handed agenda, but let’s be honest. Star Trek has always had a heavy-handed agenda. In the interest of fairness, some people may be reacting to the feeling that politics are permeating everything nowadays. It’s become inescapable, and I find it exhausting in so much other media, but Star Trek has never been a place to go to escape social, ethical, or philosophical discussion. The fact that Discovery engages in this is probably the way in which it is truest to the spirit of the franchise. If you were to strip any Trek series of its social, political, and philosophical agendas, you’d be left with phaser battles and ship explosions to carry the series, which interestingly enough, leads to another complaint people make about Discovery. It’s too action-focused. I don’t agree here either. As I said, any Trek series features combat (which makes their claim of Starfleet not being a military outfit silly), but in the past, the limitations of television budget and special effects have hindered their ability to make the battle scenes impressive. With Netflix footing the bill for Discovery’s first season, the producers were able to add a lot of polish that fans of the franchise just aren’t used to seeing. That doesn’t mean the violence underneath that polish is anything new. So if you have a problem with agendas, and action sequences, why watch any Star Trek series? Without both of those, you don’t have much more than William Shatner or Jonathan Frakes making bedroom eyes at women in bodypaint and forehead prosthetics.

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So Which One Works?

They both work. I truly enjoy both shows so far. Neither is perfect, and I hope to see each improve, but as is the case with so much media in Geekdom these days, I wish people could enjoy these for what they are. Neither needs to be bad for the other to be good. You don’t have to like each for the same reasons, because they don’t offer the same things. They aren’t trying to. If The Orville took itself too seriously, it would be a shameless ripoff. If it didn’t pick a demographic to target, it would fail because nothing is all that funny to everyone. If Discovery didn’t deviate from past series, it would have no chance to add something new to the franchise. Because it’s playing to a modern crowd, it stands to draw new fans who may end up deciding to go back and watch what came before it, gaining new attention for the older shows and ensuring what Kirk, Picard, Sisko, Janeway, and Archer had to say won’t dissolve into obscurity as their audiences age out. We’re fans of science fiction. New shows keep science fiction thriving. Let’s be glad about that.

My Favorite Game Mechanics: Marvel Heroes

I don’t care too much for Marvel Heroes, the miniatures game published by Fantasy Flight Games in 2006. It’s a little fiddly for my taste. There’s even a system in place to prevent a runaway winner, and while it does a good job of keeping the game close, it makes players feel a little less super.

I do like the game’s combat system. Leave it to a superhero game that depicts four superhero teams (X-Men, Avengers, Fantastic Four, and Marvel Knights) and their arch-nemeses to deliver the goods for combat.

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Hi, it’s your uncle Geekly here and if you lasted long enough to not rage close this article, I’ll let you know how Marvel Heroes made Rock, Paper, Scissors interesting and fun.

I’ve talked briefly about Marvel Heroes in the past. It plays out well enough. Villains cause trouble in various places in New York and the various players (in charge of superhero teams) send their heroes to deal with said trouble. Usually, this means combat.

Each hero and villain have attacks—heroes always have three, but villains range from 1-3 attacks—they can make and each of these attacks has a value for attack, defense, and intelligence (intelligence equates more to initiative or speed than actual intelligence). Every attack is assigned to one of three tokens that a player can choose from and each player in the battle chooses which of their attacks they wish to use.

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If you want to deal more damage, pick an attack that’s high in damage. If you’re worried about accepting damage, choose one with higher defense. Or if you don’t think you’ll get much out of a character (usually a low-level villain), pick one with a high intelligence so you can get in a quick shot before that character’s discarded.

The numbers indicated on the cards relate to the number of specialty dice you roll, so there’s always an element of luck added to the equation. It all boils down to an intriguing and layered take of rock, paper, scissors, but it’s done well. I just wish the rest of the game excited me as much as the combat. Still, with a few house rules it can be a great play.

What do you like most about the Marvel Heroes Strategy Board Game? What are the things you don’t like about Marvel Heroes? Maybe I’m a zombie to all things Marvel and just want to hate. You can chew my ear about it in the comments.

Fantastic Four Starter Stories

Fantastic Four began the Marvel Age of Comics, but that doesn’t mean that it’s had as much luck with its movies as other Marvel properties. The ugliness brought on by less-than-stellar films and the fallout from contract disputes led to the comic book getting cancelled before 2015’s Fant4stic. The FF’s omission spread to other projects like Marvel: Dice Masters. I’m still waiting for the Fantastic Four set we were supposed to get shortly after launch.

Anyway. With Disney buying out Fox that should all change. Heck, the Fantastic Four comic book was relaunched in August 2018, so positive things have already happened. This is only the beginning.

Your uncle Geekly’s sure Marvel’s first family will make its Marvel Cinematic Universe debut in the not-so-distant future, and it may be a good time to catch up with some of the stories new fans will want to read to get to know Reed, Sue, Ben, and Johnny better. These are good stories for new fans.

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The Galactus Trilogy Fantastic Four Vol. 1 #48-50 (written by Stan Lee/art by Jack Kirby; 1966)

Uncle Geekly could’ve started with the Fantastic Four’s origin story, and that would be a good enough place to begin, but it’s been covered in film and cartoon a lot. Fantastic Four Vol. 1 #1 is as good as any of the reboots and relaunches, but I talk about origins all the time with these starter stories. Let’s start with something different. Let’s begin with the ultimate in Fantastic Four required reading: Galactus.

First, the Galactus story came out in the middle of Lee and Kirby’s collaboration, so they’re at the height of their storytelling powers. You’ll see more of this in the next entry.

Second, the peerless pair didn’t hit the brakes once after this story got started. Silver Surfer arrives. Uatu warns the family. Galactus looms large above Earth, preparing to eat it. It was loud and bombastic. This story was one of the longest comic book stories at the time. The pacing worked, and it led to comic books adopting longer story arcs.

Finally, the legend of how this story came about is telling of the pair’s storytelling technique and of Galactus. Kirby asked Lee “What if the Fantastic Four met God?” I’m not sure if this conversation ever happened, but presumably Lee responded with a “yes, and.” One would get the ball rolling and the other would always add to original idea, and the original idea of Galactus was an enemy that was above good and evil: a force of nature.

The idea of a villain that was neither good or evil was novel, and “The Galactus Trilogy” remains one of the best Fantastic Four stories.

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This Man, This Monster! Fantastic Four Vol. 1 #51 (written by Stan Lee/art by Jack Kirby; June 1966)

Just in case you missed the details of the last entry and this one, you’ll notice that Galactus was followed up immediately with “This Man, This Monster!.” Like the story it followed, “This Man, This Monster!” introduced more elements to superhero storytelling: focusing on a character’s humanity and interpersonal relationships.

The Thing’s powers are a blessing and a curse and no story by Lee and Kirby does a better job of illustrating that than this one. It’s a single-issue story that explores what happens when Ben Grimm loses his powers and culminates with him making a tragic personal sacrifice. It’s one of Lee and Kirby’s best and shows the pair’s range.

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The Trial of Reed Richards Fantastic Four Vol. 1 #262 (story and art by John Byrne; June 1984)

I’m not going to sugar coat this. The 1970s weren’t a good decade for Fantastic Four stories. John Byrne did a lot to reinvent and reinvigorate the team. “The Trial of Reed Richards” represents the best Byrne had to offer.

Reed must stand trial for allowing Galactus to live and devour more planets. This single-issue tale does a great job of exploring morality, catches readers up on what Galactus was doing for the past decade, and questions what the universe would be like without a force of nature that can eat entire planets. Byrne does a great job of defending Galactus’s right to exist.

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Fantastic Four: Unthinkable (written by Mark Waid/art by Mike Wieringo; 1998)

I’ve gone long enough without a Doctor Doom story, and that’s because I wanted to wait for the best Doctor Doom story “Unthinkable.”

Waid and Wieringo’s run on Fantastic Four captured the boundary pushing adventures of the FF’s past and is considered one of the best runs on the series. “Unthinkable” does a lot to solidify that claim. Unable to beat Reed as a scientist, Doom turns to the one “science” Reed was never able to comprehend: magic.

“Unthinkable” forced the Fantastic Four, and especially Reed, to stretch their capabilities. Doom reached new levels of villainy here that included dark arcane powers, a suit made of flesh. Despite Reed’s efforts, Doom still magically disfigured Reed and set him on a path that would lead to Ben’s death.

If a reader wants to know the depth of Doom’s hatred for Reed and the rest of the FF, look no further than “Unthinkable.”

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Fantastic Four: Hereafter (written by Mark Waid/art by Mike Wieringo; 2004)

I did it with Lee and Kirby and here I go again—sort of—with Waid and Wieringo. “Hereafter” follows “Authoritative Action” which happened because of “Unthinkable.” Let’s just say that Reed didn’t handle Ben’s death well, and it led to some ugliness in Latvaria. Reed decides to put his trust in something greater than himself in “Hereafter.” The surviving members of the Fantastic Four storm the gates of Heaven to rescue Ben. This story doesn’t question existence as much as exploring one’s consequences.

Reed, Sue, Johnny, and Ben don’t save the world in “Hereafter.” They don’t battle a huge villain or overcome a cosmic threat. This story focuses on love, friendship, and hope.

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Fantastic Four: Three (written by Jonathan Hickman/art by Steve Epting; 2010-2011)

What is with the Fantastic Four and wanting to be a trio? Hickman had a great run with Fantastic Four in the 2000s, and “Three” might be the best of his stories. Annihilus—an often-overlooked FF villain—poses the threat here, but the crux of the story comes in the form of Ben losing his powers and not being able to help his best friend Johnny during an invasion from the Negative Zone.

Johnny gets overrun by the Annihilation Wave as Ben seals the portal from the outside. Ben gets his wish of being normal, but he struggles with losing Johnny. If readers want to learn more about Johnny and Ben’s unique bond, give “Three” a read.

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Fantastic Four: 1234 (written by Grant Morrison/art by Jae Lee; 2011)

Grant Morrison likes to bend reality with his stories, so a Fantastic Four mini-series was inevitable. “1234” splits the family with four individual stories. Each member must suffer through a series of personal misfortunes and many of the team’s greatest enemies make appearances.

All the madness in “1234” leads to the team’s greatest adversary Doctor Doom. “1234” is a great showdown between two of the smartest men in the Marvel Universe. This is a battle of will, wits, and intelligence.

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Fantastic Faux (written by Matt Fraction/art by Mike Allred; 2012-2014)

It may not look like it, but many heroes have donned the Fantastic Four uniform. The oddest group to wear Fantastic Four tights must be the team of Fantastic Faux.

Following Jonathan Hickman’s great run on Fantastic Four, Fraction took over both Fantastic Four and its sister title FF. The results were the team being sent through space and time, which left a vacancy in the Baxter Building for a substitute team to fill.

Ant-Man, Medusa, She-Hulk, and the newly introduced Ms. Thing (Johnny’s pop-star girlfriend Darla Deering who wore a mechanical Thing suit) were left in charge of the Future Foundation’s group of advanced science students. As Allred and Fraction are wont to do, they dial the sci-fi bizzarroness up to 50. A Voltron-style Doc Doom/Annihilus/Kang mash-up villain named Kang the Annihilating Conqueror, a one-eyed future Johnny, and the odd alien Foundation’s students graced this 16-issue run.

But like most great FF runs, “Fantastic Faux” challenges the idea of family. Not only are we born into a family, we have family that we choose.

That’s my list for readers who are new to Fantastic Four comics. If I didn’t get the list right, I’m sure it’s right in some alternate reality. I’ll have to ask Reed which one or you could let me know in comments.

3 Lists of 3 Star Trek: The Original Series

Jim handed me two Star Trek 3 Lists of 3 last month and somehow I only posted one of them. My bad. I don’t have a whip on hand, so I may have to flagellate myself with my back scratcher.

Thanks for the Trek article, Standard Issue Star Trek Geek Jim.

In my last Star Trek article, I listed The Next Generation and Deep Space Nine ahead of The Original Series. Lest some of our readers take that as a knock on The Original Series, I want now to give credit where it’s due and explore some of what makes TOS special.

Things to Love about Star Trek: The Original Series

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Optimism

Each Star Trek series reflects its time in a certain way. Now, with everything happening in our twenty-four-hour-news world, it seems the product of that is post-apocalyptic and dystopian fiction. In the 1960s, we faces race riots, the Vietnam War, and the threat of mutually assured destruction with the USSR. Somehow, Star Trek managed to imagine a future that had taken all of that and persevered onto better things. I know, in Trek canon, there is an apocalyptic war, but we survive it and we prosper.

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Diversity

In a time when Americans feared a communist takeover of the world, we see Chekov, a Russian, on the bridge of the Enterprise. Twenty years after the bombings of Hiroshima and Nagasaki, we see a show put a person of Japanese ancestry, Sulu, on the bridge with Chekov. An African American woman, Uhura, is a bridge officer herself. This is the world we’re still striving for today.

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Philosophy

Star Trek has always had episodes that posed philosophical questions, but it all began with The Original Series. Yes, there were plenty of episodes that focused on seducing green women, but TOS questioned its viewers with what we might do in a situation where we found ourselves the inferior life form, and how we might respond should a superior life form treat us as indifferently as we, at times, treat our own planet’s less evolved animals.

Best Characters

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Captain Kirk

You knew he’d have to be here, so let’s skip the how and get into why he’s a special character without having to compare him to other Trek captains. James Kirk is the prototypical romantic idea of a starship captain. He’s young to hold such a high rank, he’s handsome and charismatic, but he’s also evolved in a way that fits with the idea of our future the show sets out. Yes, we can get into his sexual proclivity and criticize the character for that, but episodes like Balance of Terror and The Enemy Within do a great job of complicating Kirk as a character and showing an appreciation for his gentler nature, his respect for life, and the effects of the strain of command.

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Spock

Another one you knew would have to make the cut, but let’s talk about why. Spock introduces us to Vulcans on the show, but he’s only half Vulcan. In that way, he’s a surrogate for the audience in understanding the differences between the races, but in another, very progressive way, he represents the joining of worlds the show hopes for, and what is mirrored in the civil rights movement of that time.

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Bones

Doctor McCoy is gruff, old fashioned and at times, even a little backward in his thinking by comparison to the other characters aboard Enterprise. Somehow, however, there’s still a place for him. He’s still a part of that world, still thrives in it, and the crew is better for having him there. Maybe this is Roddenberry’s way of acknowledging there will always be holdouts where progress is concerned, and maybe that’s okay.

Things We Can Forgive

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It’s Pollyanna

I love the optimism in Star Trek. It’s probably my favorite things about the franchise, but there are some things that get a little too sugar-coated. One thing that comes to mind is Gene Roddenberry’s insistence that currency does not exist in the Federation, despite references to “credits” in the show. Who would volunteer to scrub plasma conduits, or wear a red shirt in a landing party if they weren’t being paid? What does the Federation do if not enough people aspire to mine dilithium on colony worlds? Do they force them? That’s suddenly a much darker world, isn’t it? Even so, I’ll take a little wishful thinking over mindless pessimism. The issue of currency rarely comes up in the show anyway.

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Retcons

For those who don’t know the term, “retcon” means retroactive continuity. In essence, it’s what happens when a story contradicts itself and needs to be explained away. The Klingons’ appearance, and the changing color scheme of crew members’ jerseys are examples of this in the show. Gene Roddenberry described himself as a notorious revisionist, and told fans whatever the most recent instance laid out should be taken as canon. Given that Star Trek boasts improvement and evolution as some of its major themes, can’t we accept a little revising now and then?

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It didn’t do more

Simon Pegg, in promoting Star Trek: Beyond, expressed disappointment in the fact that some fans bristled at Sulu’s portrayal as homosexual in the movie. This was meant as an homage to George Takei, who originally portrayed the character, and is homosexual himself, but I think this portrayal may have undercut Roddenberry. We may feel discouraged by the intolerance we see in our daily lives today, but there’s no denying that whatever bigotry exists in our world, it isn’t the same as the institutionalized intolerance of the past. Some have said Gene Roddenberry would have loved to portray a gay character, but we have to remember he was facing bans in the south for having an interracial kiss on screen (Kirk and Uhura). Roddenberry may have wished he could push the envelope further. Today, an interracial kiss on screen isn’t even noteworthy, so before addressing the social issues Star Trek didn’t tackle, it’s only fair to acknowledge that we today aren’t up against the same things Roddenberry was in the 1960s.

Hopefully giving a little love to The Original Series assuages some of the perceived shade my last Trek article may have thrown in that direction. If you’re a die-hard fan of TOS, and you still feel I’ve wronged the classics, just remember that all I’ve really said is Star Trek is a franchise that has improved on itself. Would Gene Roddenberry have wanted it any other way?

Tabletop Games That Would Make a Good Movie

Your uncle Geekly made a list like of tabletop games that would make a good movie three or four years ago, but a lot can happen over the course of years, Uncle Geekly’s a fickle bastard, so the list would’ve changed two weeks after the first one. Hungry, Hungry Hippos? Nah, too scary. Ouija? Ach! Hollywood already made a movie about that since the last list. Maybe the following five games would make a good movie.

And yes, there have been good board game movies. Clue was one, I think. Unfortunately, they’re rebooting it. Ugh!

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Scythe

At first glance, someone may think of Scythe as a war game, but it’s more of a cold war game. It’s set in an alternate sci-fi fantasy version of post-World War I Europe. The technology used to fight The Great War far exceeds our current tech. One look at a gargantuan Mech is a great cue, but despite its vast technology, this world is more of an agrarian continent destabilized by conflict.

Scythe’s story changes depending on how gamers play, but the overall concept has the makings of a political thriller with plenty of espionage. This is a cold war game after all. It’s just a cold war game with Mechs, and that’s awesome.

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Pandemic: Legacy

The original Pandemic made the first list of this type, and one could argue that there’s already a Pandemic movie out there (Contagion), but Pandemic: Legacy adds what at first can be viewed as a subtle layer of storytelling that becomes so pronounced toward the middle of the game (gamers play a finite number of games, usually 24, because there is a story that unfolds like a movie or TV show) that you realize you aren’t playing base game Pandemic anymore. I won’t spoil anything here.

But the fact that I could spoil a tabletop game for someone suggests that it could make a great movie or TV show. I’m not that picky.

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Gloomhaven

People have seen high fantasy movies where the heroes join forces to conquer a common evil or foe. Gloomhaven shakes things up by having these “heroes” motivated by selfish endeavors and that needs to happen more in high fantasy stories. The city of Gloomhaven is down on its luck. You can kind of guess that by its name. Its “heroes” or anti-heroes don’t mirror the world in which they live.

This has the potential to be a dark movie, but in the hands of the right people, Gloomhaven could have some of the deepest fantasy characters.

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Dead of Winter

Dead of Winter may come off as a Walking Dead clone, but like Walking Dead, the zombies aren’t the most engaging thing about the story. The survivors take center stage. In Dead of Winter, players don’t know who the traitor is in their midst, they don’t even know if there is a traitor. This set up has the trappings of a good psychological thriller.

The setting of a zombie-apocalypse in the bitter cold adds another layer of tension. Finding out that food rations go missing or there aren’t enough being produced as before or that items like coats and firewood go missing would call into question everyone’s loyalty.

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Fireball Island

Sometimes you just want a dumb action movie about grabbing treasure and getting the heck off an island. Hire a resident actor of weird roles like Tim Curry, Johnny Depp, Neil Patrick Harris, or Jim Carrey and add them to the formula of a huge volcano god puking fireballs, and you’ll have yourself a hit. You just need a volcano god puking fireballs.

These five games can’t be the only ones good for a movie adaptation. Slap me upside the head with a VHS tape—those are ancient movie viewing devices for younger readers—or let me know about it in comments. If you like what we do, subscribe to our page to get updates and then you can let me know how wrong I am as soon as possible.

My Favorite Storytelling Elements Spider-Man “Kraven’s Last Hunt”

Most critics dub “Kraven’s Last Hunt” the greatest Kraven story ever told and one of the best Spider-Man stories. It features plenty of comic book action, but the character studies are what set “Kraven’s Last Hunt” from other Spidey tales.

The world no longer appreciated Kraven’s physical prowess. It no longer marveled at his courage, and most animal rights activists condemned him—he was a hunter after all—and the world he lived in no longer made sense. Before he met Spider-Man he’d never known defeat or humiliation. Now Kraven has fallen ill. He knows the end is near, but before he goes, he vows to reclaim his honor and prove his superiority over Spider-Man. He went out for one last hunt.

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“Kraven’s Last Hunt” embraces Kraven’s personal struggles. It blends aspects from classic literature and recurring themes to find a deeper truth. Kraven doesn’t just want to kill Spider-Man. In fact, Kraven doesn’t kill Spidey when he has the chance. He buries Spidey alive on his complex and assumes his identity. There’s even a moment where Kraven rescued Mary Jane, Spidey’s new wife, and she can see through Kraven’s disguise. Kraven falls short of being a hero. He never was one. This is a story that questions what it means to be a hero.

Kraven also thinks he can drive Spider-Man past the point where he ceases to be a hero. A rat-like monster named Vermin stalks the streets of New York while Spidey rests six-feet under. Kraven beats the creature unconscious, brutalizes him, and takes him prisoner. After Spidey comes to, he wants revenge for the time Kraven took from him. His anger leads him to Vermin, who Kraven uses as pawn to see if Spidey is strong enough to do unto Vermin what he did. Spidey proves that he’s strong enough not to.

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There are so many themes of what makes a hero and what makes a good person that it’s easy to see why “Kraven’s Last Hunt” is high on most critics lists of Spider-Man stories. It not only portrays Kraven at both the height of his powers and the lowest, it does a great job in its portrayal of Peter and Mary Jane’s young marriage.

Readers see how MJ deals with Peter’s disappearance and how she’d react if Peter ever died in action. It’s a great window into the life of someone who must stay up late, worrying if their loved one is okay. In short, “Kraven’s Last Hunt” is a triumph and a must read for any Spider-Man fan or Spidey newbie.

Is there anything about “Kraven’s Last Hunt” that you liked that I didn’t mention? If there is, message me and I’ll give you Jim’s phone number to complain to him. Or you could let us know in comments.

Getting Started with Cooperative Board Games

Let’s talk about cooperative board games—cause you’ve gotta have friends. These are games where the players compete against the game, not the other players seated at the table. It also happens to be one of your uncle Geekly’s family’s favorite gaming types. That could be due to a lineage of sore losers.

They’re sore losers, not me. No, really. They’re terrible. I have no idea what you’re talking about. No, you’re a stupid, doodoo face, and I don’t want to play with you anymore because you cheat. Cheater!

You don’t have to worry about cheaters as much with cooperative board games, and there are plenty of these games out there. The problem is that some of these games aren’t that good and others are too difficult to get into. Don’t worry. Your uncle Geekly will point you in the right direction of some good beginner cooperative board games.

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Pandemic

I almost didn’t put this one on the list, but I’m sure tabletop game purists would cry foul if I didn’t. You made a list of great starter cooperative games and you didn’t include Pandemic? Shame!

Calm down. It’s on the list.

Players assume the roles of people trying to stop a global pandemic. The diseases behave like you’d think diseases may behave and that makes sense, since the game’s designer Matt Leacock happens to be a medical doctor. Come to think of it, I could use a physical. There’s a growth I’ve been meaning to have examined. I should give him a call.

Anyway. The game scales extremely well, meaning that it plays just as well at two players as it does at five, and there are varying levels of difficulty. You’ll see this in other Leacock games—spoiler alert: one will show up later on this list—and the inclusion of easier difficulties allows players to start small and go for something more challenging later. The theme is also one people can get behind. I don’t know how many times I’ve seen players name the various diseases, even though these diseases are represented by little more than cubes.

The one gripe I may have about Pandemic is that there can be a tendency for an alpha gamer (a player who tells other players what to do) but give them a few kicks to the cubes and they’ll stop. Pandemic is one of the games that put cooperative games on the map, and it’s easy enough to learn for new gamers.

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Hanabi

Hanabi is the odd game on this list. It’s a simple card game for folks who don’t want a more complicated game, so it’s easily the most streamlined game here. It also encourages non-verbal communication. It’s like Freddie Mercury once said, give me your body.

Well, maybe not, but body language and positioning cards a certain way in your hand does come into play here. Hanabi uses a deck of cards numbered 1 through 5 in various colors or suits. Players must place these cards in order by suit, but the catch is that each player’s hand of cards is facing away from them, and the other players must give their teammates clues as to what’s in their hand.

Hanabi forces players to create their own language as they’re only able to give simple clues like “this is a 5” or “this card is yellow.” It’s up to the player receiving the information to figure out what was intended. While “this card is a 5” usually means don’t discard it, idiot, because there’s only one 5 of each color in the deck, “this card is yellow” could mean that the card in question plays on the communal play pile or if yellow is already finished (as in the 5 has already been played), “these cards are yellow” could mean that you need to discard those cards and get new ones.

No one can say anything besides short clues about cards in other players hands. I’ve never seen a more tense game where little is said.

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Forbidden Desert

Yep, Forbidden Desert is the other Matt Leacock game. I also could’ve gone with Forbidden Island here, but it’s kind of a Pandemic light. Forbidden Island is worth the play if Pandemic or Forbidden Desert sound too complicated. Did I mention that Matt Leacock is the king of cooperative board games? Well, if he isn’t, he’s close.

Forbidden Desert adds moving location tiles and sand tiles to bring home the theme of a desert and its shifting sands. Players can lose four or five ways but can only win if they find the parts to an ancient, Jules Verne style flying contraption and escape. Anything is better when you add a steam punk.

Players also have variable powers like they do in Pandemic and these powers are based on occupation, and the flying contraption is one of the best implementations of a toy piece in a board game. I don’t know the last time I placed one of the pieces in the flying contraption. I usually have the task of dismantling. Your uncle Geekly’s a little salty about that.

Like Pandemic, Forbidden Desert is clever and finds a way to make the desert its own character. That’s always a strong point for a game. I can’t wait to see what Leacock’s third game in the trilogy Forbidden Sky will bring. It just came out at GenCon 2018.

Final Thoughts

Even if a cooperative game is more complicated than the ones on this list, it’s easy to teach new players because players join forces to beat the game. Players want their teammates to succeed so a cooperative game is a great place to begin for a new gamer, but the games on this list are very assessible. If you don’t think so, I’ll dump a bucket of cold water on Jim.

Know of any other great beginner cooperative games? Let us know in the comments.