Strange Games 3

Welcome to our third week of strange tabletop games. Think you know your weird games? Guess which of these games are real and which ones are made up.

Mr. Bacon’s Big Adventure
Sail the Sausage Sea and wander the Wiener Wasteland while avoiding the Gristle Grotto and Mr. Bacon might just make it to the Great Frying Pan.

Soup ‘r Crackers
A chef has prepared a soup that fits inside a swimming pool. You have to guide your Cracker Men—who look like Gingerbread Men—through the soup.

Darkies in the Melon Patch
A Snakes and Ladders clone with some very offensive artwork.

The Nacho Incident
You sell Mexican food in Canada.

Devil Bunny Hates the Earth
You are a Taffy Machine tasked with attracting squirrels to get stuck in your works which prevents the Devil Bunny from destroying civilization.

Flip Out
A pancake card game that has players earn points by flipping their cards into the air and seeing which side the card lands on.

GeeklyAnswers

Paper and Pencil

A game that uses the paper and pencil mechanic has players use paper and pen to mark and save responses or attributes that to the end of the game are used to score points and determine the winner.

A game that merely keeps track of score on a sheet of paper does not use a paper-and-pencil mechanism.

Stock Holding

Stock holding games have players purchase and sell (or hold) a share in a given company, commodity or nation.

For example, Acquire has players purchase shares of companies, and benefit if those companies grow before being bought out, and the Game of Life allows players to purchase stock that earns them money every time a player spins a number.

Top 5 TV: December 2014

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5) Constantine
Hallelujah! Constantine has improved these last two weeks. It stays at the 5 spot this month because of a major show crossover, a great show figuring out scheduling conflicts, and a fourth show displaying a bit more character. If Constantine continues with its gray morality stories to match its protagonist, it should climb the ladder.

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4) Grimm
Grimm edges out Constantine. If we didn’t include the entire month of episodes, Constantine’s last two episodes would’ve propelled it to this spot. That’s not a knock on Grimm. It’s done a solid job of tying up loose ends, while complicating the main story. We’ll have to see if Trubel’s exit breathes life into the series or takes away the breathable air.

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3) Arrow
Arrow got a much needed shot of adrenaline from its Flash/Arrow crossover this month. Sure, the storylines of Ollie’s tragic past and humanity come off as overbearing and “preachy,” but that’s who Green Arrow is in the comics. Here’s hoping he continues to testify.

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2) The Flash
The Flash continues to outperform most other shows – it doesn’t hurt that we had a Flash/Arrow crossover recently, too – because it has a strong foundation with its writing, acting, and some of the best visuals we’ve seen from the CW. We care about the main characters and await a few more surprises from team Flash.

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1) Bob’s Burgers
Bob’s Burgers has fixed its scheduling problem. We’ve had the first full month of episodes and most of them were gems. The Belcher family packs more character into thirty minutes of air time than most shows include in a full hour.

Spotlight: NightMist

NightMist05First Appearance: Sentinels of the Multiverse: Infernal Relics
Who she is: Mystical investigator of the Multiverse’s Dark Watch.
Innate Power: Investigation: NightMist deals herself 2 infernal damage. Draw 2 cards.
Primary Damage Type: Infernal
Secondary Damage Type: None
Nemesis: GloomWeaver and Man-Grove

 
Deck Concept: You play with fire when you play as NightMist. She can deal, redirect and heal copious amounts of HP. A quick note before we get started: all of NightMist’s cards have a Magic symbol on them with a number inside. Her cards play off this symbol and the number inside it.

Always start your turn with Investigation. You get a lot of card draw this way and can still play a card. NightMist doesn’t have too many other powers beyond Investigation, so you should always use it as your power allowance. You’re also going to have to make your peace with dealing damage to yourself. Keep in mind that you can heal a lot of damage too. But you should play the Amulet of the Elder Gods as soon as you can as it diverts damage from NightMist to another valid target. This is super good for both NightMist’s attacks and outside attacks.

NightMist04The tactic of using Investigation every turn changes if you have someone—like Legacy—boosting hero damage. You may want to use Astral Premonition for its control ability or thin your deck with Tome of Elder Magic. You also need to make your peace with flying through your deck. NightMist has a lot of card draw and she needs it.

Mists of Time is a fun card to play near the beginning of the game as it trades your trash and deck. But you have to have some fantastic cards in your trash that can help. Mistbound comes to mind if you’re having trouble with either the environment or villain deck, while Planar Banishment can get rid of a pesky ongoing card. If you can time it right and you have a Mist-Fueled Recovery in your hand, Mists of Time could fuel this massive healing spell too.

NightMist01You should also play Call Forth as often as possible as it serves two purposes. You grab a lot of relics at once—make sure you get the Amulet and the Necklace first—and thins your deck so you can draw into better cards—like NightMist’s awesome attacks: Heedless Lash and Oblivion. Keep in mind that you only have nine relics in your deck. If you’ve exhausted all of them, you won’t want to use Call Forth. It’d be a waste of a card.

NightMist04Deck Strength: Damage: dealing, redirecting, manipulating, and healing. And card draw—lots of it.
Best Team Support Card: Mistbound: Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.
Best Personal Support Card: Mist-Fueled Recovery: Shuffle a hero’s trash into that hero’s deck. NightMist regains 1 HP for each 2 cards shuffled into that hero’s deck by this card. Immediately end your turn.
Best Attack: Headless Lash: Reveal the top card of your deck. NightMist deals herself and 1 other target that card’s (Magic symbol) infernal damage. Put the revealed card into your hand or into play.

NightMist02Deck Weakness: Quit hitting yourself. (Punch.) Quit hitting yourself. (Punch.) Quit hitting yourself.
Worst Card: Scouring Mists: Reveal the top card of your deck. NightMist deals herself that card’s (Magic symbol) infernal damage. NightMist deals up to that card’s (Magic symbol) targets 2 infernal damage each. Put the revealed card into your trash.

NightMist03Ultimate Team-up: NightMist loves heroes who heal, like The Argent Adept, or one who makes her immune to damage like Legacy or Ra. The only problem with Legacy is that he likes to buff all heroes, and he doesn’t always shield his teammates. Argent Adept works better since he selects which heroes get his boosts. You could also team NightMist with Wraith, Tempest and/or Visionary to get the most of deck control. Tempest’s Reclaim from the Deep and Argent Adept’s Inventive Preparation can also dictate which number is on top of NightMist’s deck.

Spotlight: Argent Adept

ArgentAdept05First Appearance: Sentinels of the Multiverse: Infernal Relics
Who he is: The magical musician of the Multiverse’s Prime Wardens.
Innate Power: Vocalize: Activate a Perform text.
Primary Damage Type: Fire, Cold and Sonic
Secondary Damage Type: None
Nemesis: Akash’Bhuta and Ruin
Deck Concept: The Argent Adept is the best support character in Sentinels of the Multiverse. You have to have time to create beautiful music, but if you can build a chain of instruments and commit yourself to a supporting role, The Argent Adept can be one of the most dominant heroes. The best part about Argent Adept is that his Perform and Accompany abilities don’t count as powers. He uses his powers on his instruments and then his instruments grant him multiple effects. Argent Adept can adapt to any situation except for one where he has to deal a lot of damage himself.

ArgentAdept01He can boost the team’s attack. Inspiring Supertonic gives him the use of any power on the board with its perform ability, while it also heals Argent Adept with its accompany ability. Alacritous Subdominant allows a player to play an additional card which is always nice and is a step up from Inventive Preparation’s accompany ability that doesn’t allow Argent Adept to play a card himself. You could Perform Alacritous Subdominant and Accompany Inventive Preparation for double duty but beware of villain cards that punish heroes for playing cards. Syncopated Onslaught’s Perform buffs two targets but this effect pales in comparison to Legacy’s global power Galvanize. Still, there are advantages to selecting which heroes gain a boost. NightMist anyone?

Argent Adept also has plenty of defensive abilities. Rhapsody of Vigor can heal every hero and hero card to include Unity’s Golems and Visionary’s Decoy Projection. You could even use this ability to heal an environment target that hurts villain targets or even a villain target you wouldn’t mind keeping around. Talk about versatile. Counterpoint Bulwark’s Perform ability can shield the hero targets with the highest and lowest HP since they are usually the ones that receive the most damage. And Inspiring Supertonic’s Accompany ability can turn the Argent Adept into a bullet sponge.

ArgentAdept02The rest of the cards range from getting rid of ongoing or environment cards to control to card draw. There are too many of these to name, so let’s get started with how you’re going to play. When you start a game as Argent Adept you have to begin with one of your songs, so you can perform. You’ll want a song that gives you plenty of options. Once that’s done Arcane Cadence and Instrumental Conjuration will help you get another two or three songs and a couple of instruments in play. After you have a fair amount of songs and instruments, Polyphoric Flare and Alacritous Subdominant really shine. You can chain one power after another until you’ve just about used all of Argent Adept’s abilities. Consider using Alacritous Subdominant near the end of the chain as it gets discarded when used, and if you have Silver Shadow in hand with Arcane Cadence on the board, you can play the card you just drew. It’s all about free actions.

ArgentAdept03Deck Strength: Free actions. Free actions. Free actions. And versatility.
Best Team Support Card: Alacritous Subdominant: Perform: One player may play 1 card now. Accompany: You may use a power now. If you do, destroy this card.
Best Personal Support Card: Inspiring Supertonic: Perform: One player may use a power now. Accompany: The Argent Adept regains 2 HP.
Best Attack: Cedistic Dissonant: Perform: Destroy an instrument. If you do, destroy any 1 card in play, other than a character card. Accompany: Discard 2 cards. Draw 3 cards.

ArgentAdept04Deck Weakness: It takes a while for this deck to get going and you can’t deal much damage with Argent Adept. If you’re at all impatient, you’re in for a long game.
Worst Card: Syncopated Onslaught: Perform: Select up to 2 targets. Until the start of your next turn, increase damage dealt by those targets by 1. Accompany: The Argent Adept deals 1 target 1 sonic damage.

ArgentAdept01Ultimate Team-up: Just about anyone works. You’ll just have to factor in the best card or cards for a given hero or team composition. Counterpoint Bulwark works well with damage redirection. Inspiring Supertonic allows you to use a power twice, so this goes well with Legacy’s Galvanize power. As mentioned before, you may want to stick with Syncopated Onslaught instead of Galvanize if you want to pick and choose who gets the boost. Unity loves Argent Adept’s Alacritous Subdominant which allows her to get golems into play faster and Rhapsody of Vigor that gives her golems a boost.

Geekly TV: December 12, 2014

TheFlash

The Flash

Kyle’s Review

The Flash serves up one exciting episode this week. We get a full dose of Reverse-Flash – something the show has built up to since the pilot – and Firestorm blasts onto the scene as well. Melodrama aside, this was one strong week.

I like beginning the show in medias res (or in the middle) where we see the Flash and Reverse-Flash going toe to toe in Central City. The rest of the show does a good job of filling in the gaps and weaving many of the loose ends introduced in the first part of the debut season into a more cohesive story. Fortunately, these loose ends don’t get tied up all the way, so there’s plenty to work with after The Flash takes its mid-season hiatus.

We did see a lot of characters getting choked up during this episode, and I got a little fatigued going from one scene to the next with someone dropping crocodile tears. Some of the scenes were earned: Barry and his two dads worked, and I actually liked Iris’s awkwardness toward Barry after he professed his love to her—she was a little over-the-top during the scene where Barry let her know his feelings, but subsequent scenes with the two showcased some of the best acting she’s had to this point.

But other dramatic scenes were forced. Ronnie hasn’t been developed enough for me to buy Caitlin’s line of she’d rather him die the night of the particle accelerator explosion. Caitlin has dealt with enough metahumans to know that confusion usually accompanies the powers granted. She gives up on her fiancé too quickly for my taste.

Overall, this episode was a lot of fun, and I like where the show’s headed. Dr. Wells reveals his hand (to the viewers at least) which is a good thing, but I can’t say that the show’s teaser was as big of a surprise as Team Flash would’ve wanted.

Verdict: A solid ending to The Flash’s first segment.

Read more about The Flash with our spoiler page.

Arrow

Arrow

Kyle’s Review

Arrow tries to mirror The Flash this week by beginning its mid-season finale in medias res, but it doesn’t work as well. Arrow already jumps between two timelines, so adding a third one that’s supposed to happen in the future only muddies the water. But the scene Arrow leads up to is one heck of a scene.

We get reintroduced to the League of Assassins in this episode, but I’m not sure why the League chose to return to Starling City at this time—except that it’s the mid-season finale. It’s been several months with no developments (from the Sara Lance/Black Canary murder). I vaguely remember a timetable for Ollie to find Sara’s murderer, but the timing of the League’s return was arbitrary. Then, they set a 48 hour time limit for Ollie to deliver the murderer to the League’s base half a world away. That was more than a little unbelievable.

In classic Arrow form, the flashback has a connection with current events, but these flashbacks didn’t add much to the overall storyline that hasn’t already been explored—except that someone from Ollie’s past plays a major role now. We also get a blast from Laurel’s past. Her mom drops by for a visit, and Laurel spills the beans about Sara’s death. Laurel’s mom gives Laurel the green light to avenge her sister’s death, so Black Canary Mark II is in the offing.

I can’t say that the solution to Sara’s murder was surprising. Arrow choreographed its blows. I won’t say who the killer is (you’ll have to check out our Arrow spoiler page), but let’s say that Merlyn had something to do with it, and the reasoning has more webs than Spider-man’s underoos.

In short, Merlyn’s back as a major player, and there’s another character that didn’t get enough screen time, but I think that’ll change soon. Dr. Palmer felt out of place in this episode, but he may be a major player after the break. Let’s just say that after the mid-season finale, Ollie will be indisposed, and Dr. Palmer could fill in as the Starling City’s savior.

And what a mid-season finale. Arrow has always ended on a great note whether it’s a mid-season finale or otherwise. The ending of this year’s finale will leave you hungry for more.

Verdict: An uneven show that ends with a stunning climax.

Arrow Spoilers: Week of December 12, 2014

Thea is Sara’s Killer

Up until the mid-season finale I didn’t give much credence to the growing idea (on the internet) that Thea killed Sara, but it was obvious she did the deed early in this episode. We knew the killer was a diminutive archer (code for female), Ollie’s DNA (or someone whose DNA was close to his like Thea’s) was found on the arrows that killed Sara, and we saw Thea accompany Merlyn to Starling City before they returned for good. I wished they had said Thea killed Sara on her on accord instead of Merlyn giving her the mind whammy. Thea killing Sara because she wanted to protect her father would’ve made for a great subplot.

Yellow Blur

Did you catch the news headline on one of the web feeds Felicity had on her computer while she was working? Mysterious Yellow Blur Attacks S.T.A.R. Labs!

That’s an Easter egg for The Flash mid-season finale The Man in the Yellow Suit.

We have another A.T.O.M. Sighting

Palmer revealed to Felicity that he bought Queen Consolidated so he could use their O.M.A.C. technology to help save Starling City. He calls his tweakage the A.T.O.M. (Advanced Technology Operating Mechanism) Exosuit. Hopefully, this means that we’re closer to seeing one of DC Comics beloved characters The Atom. The Atom should make a nice fill-in superhero while Ollie gets himself together. Which leads to our next segment.

More of a Clifffaller than a Cliffhanger

Ollie gets Ra’s Al Ghul’s sword to the chest and gets tossed from a cliff. Ouch.
Good thing that no one stays dead in comics long, and it helps that Ollie’s chilling with Ra’s Al Ghul. There should be a Lazarus Pit nearby. Still, Arrow enters hiatus on an interesting note.

The Flash Spoilers: Week of December 12, 2014

She Has a Familiar Face

Amanda Pays played Dr. Tina McGee on this episode of The Flash. Dr. McGee teamed up with the Flash in the DC Comics world as a member of S.T.A.R. Labs. Think of her as the Caitlin Snow before Caitlin Snow. But if Pays looked familiar to you, it’s because she reprised her role of Tina McGee from The Flash TV series in the 90s.

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Ready or not, but Mark Hamill plans to reprise his nineties role as the Trickster, too. In case you were wondering, that’s not a joke.

Hamill

Ronnie isn’t quite Himself

We saw quite a bit of Firestorm in this episode, and Firestorm has been at the center of some pretty big DC Comics events. He had a major role in most of the Crisis events as well as Blackest Night/Brightest Day, and Flashpoint. We’re unsure which way the Flash creative team intends to go with this storyline, but they have plenty of options, and Firestorm – with his ability to manipulate matter on a subatomic level – has to be the most powerful character on The Flash. Good thing he’s on Barry’s side—we think.

Dr. Wells Is Who We Thought He Was

It’s official. Dr. Wells is the Reverse-Flash (or Professor Zoom). Considering the way he’s acted, this Reverse-Flash is more the father-figure type or the “I need you to know who you are, so I can be who I’m supposed to be” Reverse-Flash.

I guess Team Flash named Detective West’s partner Eddie Thane to throw us off the scent. Thane was the name given to Professor Zoom for a DC Comics animated movie, but that makes me wonder if Thane isn’t the future Booster Gold.

We were promised a Booster Gold sighting, and there were leaks at the beginning of the season that we’d see Thane versus Wells at some point. That could be a reference to the task force Thane’s assembling, but regardless if Thane’s Booster Gold or not, here’s hoping Team Flash gives us an appearance of one of DC Comics most bizarre superheroes.

Check Out Dr. Wells’ Bling

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When Wells definitively revealed that he’s Reverse Flash at the end of this episode, he had on a Flash ring. Flash fans will recognize the ring as the one Barry kept his costume bottled up in for easy storage and deployment. We heard rumblings that the device would make its way to the small screen, but it’s nice to see them use the gadget in an interesting way.

Quiz Answers: Richard Garfield

Garfield01  Garfield04  Garfield06

Garfield08  Garfield10  Garfield12

Richard Garfield has kept himself busy, and he’s made some great games over the past twenty years or so. How did you do placing his games in chronological order. Let’s see how we did.

All 6 correct) You are the King of Tokyo. All others bow to your every whim.

4-5 correct) You’re force attuned, but you aren’t quite a master.

2-3 correct) You took a wrong turn and now you’re back at the starting line.

0-1 correct) Good news: your opponent’s health is down to 1. Bad news: you ran out of cards–game over.