3 Lists of 3 Collectible Card Games

And we’re back from our scheduled holiday break. Hope you had a great and geeky couple of weeks. Your uncle Geekly sure did. Let’s get this Monday started with a new 3 Lists of 3.

Ah. Collectible card games represented a very specific time in tabletop gaming history. When Magic: The Gathering came out in 1993, a deluge of similar games came out in its wake. Every gaming company wanted to throw their hat into the CCG ring. Several of these games were good, but few of them lasted.

Old Uncle Geekly has played several of these games, so get your booster packs ready.

Overlooked, Long-running CCGs

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Vampire: The Eternal Struggle

Let’s start with Richard Garfield’s follow up to Magic, Vampire: The Eternal Struggle. This game is deeper than people might first think. It’s based off White Wolf’s Vampire: The Masquerade RPG, so there’s plenty of political intrigue as well as combat and hunting for food. You know, the stuff you’d think vampires would be up to at night.

The series may come and go, but fan support for Vampire: The Eternal Struggle persists, and it remains in production (as of this write-up). What truly separates Vampire from Magic is that Vampire insists on a higher player count. It’s best played with more players, so gamers can form alliances and potentially betray those alliances.

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Battle Spirits

Battle Spirits is a Mike Elliot design—you’ll see Mike Elliot’s name again on this list—that never really took off in the States due to inaccurate translations from Japanese to English, but it has interesting resource management component. Like a simplified Vampire: The Eternal Struggle, Battle Spirits players use their core crystals (also their life) to summon creatures.

The push-pull of when to summon these creatures is magnified in Battle Spirits as there are fewer crystals with which to summon creatures. If you run out of core crystals, you lose. It’s a fun, brisk tight-rope walk. Battle Spirits was first released in 2009, and as of this write-up, it’s still in print.

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Legend of the Five Rings

Legend of the Five Rings (L5R) makes this list on its character development and lore. It was in print from 1995-2015 and has since become a living card game, but while it was in print as a collectible card game, players affected the world in which they played.

If a certain faction won a tournament, that faction would assume power in the world of Rokugan. L5R’s actual card play centers on building one’s stronghold. Dynasty and fate cards may alter a stronghold’s future or the surrounding land. The personality cards are based on characters of L5R, and they change and grow during each match as well as the stories after major tournaments.

CCGs with Unique Game Mechanisms

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Doomtown: Reloaded

Doomtown combines Poker with a collectible card game, and the Poker aspect to the game is the one that determines a player’s combat power. Each card has an ability but also a card suit and value. This leads to a very interesting push-pull. While most collectible card games require a gamer to think of only a card’s ability, one may choose one card over another because it works better for playing the Poker side of things.

It also doesn’t hurt that Doomtown is more of an area control game. Movement is just as important as combat as players go back and forth, building up the town and trying to control as much of the town as they can throughout the game. The currency may be called “victory points,” but it functions as money. One must consider the ebb and flow of their actions to be successful and that makes for an interesting puzzle.

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Hecatomb

I never realized how many collectible games Mike Elliot has made in his career, but Hecatomb is another good one. It’s essentially Magic with pentagon cards that players can play on top of each other. The edges of the pentagram can hold extra play text and that’s how each player upgrades the creatures they summon.

It doesn’t surprise me that Hecatomb is no longer in print. The production value was through the roof and unsustainable, but it’s an excellent game and if you find it in a sale rack or garage sale, it’s worth a shot.

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Dark Age: Feudal Lords

I hope Dark Age: Feudal Lords gets reprinted as a self-contained game or living card game because the combat system in it is unique. It borrows more from miniatures games and RPGs than it does from typical collectible card games. The characters have a range of numbers (on a die) that can hit your opponents and power up cards add to that range. It’s a simple, elegant combat system that’s a lot of fun.

I could take or leave the actual theme (dystopia) so a rebranding of this combat system would be welcome as well. Still, if you can find Dark Age on the cheap, I’d highly recommend it.

Collectible Card Games that Became Living Card Games

I’ll preface this section by clarifying what a living card game is. The term living card game (LCG) can only be used by Fantasy Flight Games because they trademarked the term, but many other card games qualify as LCGs.

LCGs work differently than CCGs. While CCGs have random packs that players may purchase, and players must purchase a lot of packs—and I mean a lot of packs—to gain a copy of each card in a set, LCGs have everything available from a set in one box or series of boxes. Both game types encourage—or better yet require—deck building.

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Android: Netrunner

A lot of people’s favorite LCG Android: Netrunner started as a CCG, and it was a very good CCG, but it works just as well as an LCG. The two players have asymmetric decks. One side plays as a futuristic corporation while the other plays as a hacker trying to break into the corporation’s defenses.

I always liked the concept behind Netrunner, but it’s a game that has a lot of barriers for entry. While the two sides have similarities in the card types they play, the game renames these cards. It’s almost like learning two new games for each side, and there are plenty of Netrunner fans who know how to play your deck better than you if you’re a beginner.

Still, it’s a solid game that deserves its community. Each side feels different and thematic.

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Star Wars: The Card Game

The Star Wars Customizable Card Game was fun to play, but the unruly card sets made it difficult to balance the game. It may have followed the movies a little closely too. If the rebel player built a deck centered around destroying the Death Star (and they’d win the game by blowing up the Death Star), the empire player would only have to not play the Death Star to prevent the rebel player from winning.

Star Wars: The Card Game LCG does a better job of balancing these discrepancies while still giving the players the flavor they want. The various objective cards a based on the specific decks each player constructs, so one side can’t play keep away. Players will want to use as many of the various expansions as each one invokes a sense of place. The Hoth expansion feels like Hoth.

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Vs. System 2PCG

The Versus system was a relatively short-lived CCG from the early 2000s. It did a decent job of depicting all manner of comic book characters. You could even pit one comic book world against another—Marvel versus DC anyone?—and that wouldn’t happen again until Dice Masters.

Vs. System 2PCG takes elements from the popular Versus system and turns it into an LCG. Of course, it’s not named an LCG because it’s published by Upper Deck, but it functions the same way. Vs. System 2PCG streamlines the original gameplay and while that may turn off some Versus purists, the game had gotten bloated. The new LCG does a better job of introducing new players to the system. Marvel, Alien, and Predator have gotten their own LCG releases. We’re still waiting on DC.

That’s what I have for CCGs. I’m sure I didn’t collect them all. If you have any suggestions or complaints, leave a message with my answering service or just leave a comment.

Things Kyle Does When He First Opens a Tabletop Game

This little list may give you too much insight into what happens at the Geekly household when a board game is first opened. We’re talking about a rabbit hole that you may not want to go down. Consider yourself warned.

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Smell the box…mmm New Game Smell

I like the smell of a new board game. Nothing beats tearing off the shrink wrap, hearing the box fart for the first time as you open it, and having the smell of fresh tabletop game goodness waft over your face.

To be fair, I do this with a lot of things: books, cars, video games, the occasional magic marker. Mmm, magic markers.

I may have brain damage.

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Punch out all the bits, put them in piles, and make towers and other things out of them

I love it when I find a lot of punch boards with a heap of little bits I have to poke out. Gloomhaven had somewhere around 30 of these boards, and I was as happy as a kitten playing in gift paper.

I don’t care about the game at this point. I just want to make a fort out of cardboard discs, dice, and wooden pieces shaped like Whistler’s Mother.

Wait. Whistler’s Mother? What game did I just unbox? I don’t care. If you need me, I’ll be in space.

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Organize things despite not knowing where they should go

Who needs to read the rules to figure out which things go together in a little baggy or small tackle box? I follow my gut, and it’s almost always wrong. Never trust a gut that suffers from GERD.

At least an hour will be wasted figuring whether the color or shape of an object should dictate where it should go. Eventually, I’ll say, screw it and check YouTube.

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See if Rodney Smith (Watch it Played) or Paul Grogan (Gaming Rules!) posted a video on how to play

Who needs to read the rules to figure out how to play a board game when Rodney and Paul will tell me in a short video with time stamps directing me to specific rules? Sure, I’ll follow along in my rule book if I can, but rule books aren’t the best reading material. So many of them have too many Appendices and use terminology I can’t understand. With few exceptions most of these designers expect you to already know how to play.

Help me, Rodney. Help, help me, Rodney.

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Reorganize things after watching the video

I’ll remind myself that I should never trust a gut that suffers from GERD. If Rodney or Paul were in my house, they’d shake their heads and say, again, Kyle. What are we going to do with you?

I’ll spend another half-hour putting things where they should go and take another hour calming down before asking my friends and family if they want to play. You’d think I’d learn, but most game unboxings end the same way.

You probably know too much about your uncle Geekly’s unboxing habits at this point. What are the things you do when you first open a tabletop game for the first time? Let us know in comments.

Getting Started with Area Control or Influence Games

Uncle Geekly ran a search on a popular game type, area control, and found more results than he thought. These games range from simple who controls the most regions to more complex games where area control is an aspect of the game. We’re talking starting area control or the similar mechanism area influence games, so we’ll keep it simple and easy to learn, but most of all, an area control game at its core.

Most area control or influence games employ a great build to the game, where players begin with small gains that they hope to build upon through game play. These games, more than many others, have a natural progression to them, and gamers can see why someone won. Usually, this is a game type for players who like to see the wheels turn or have a little more agency in a game’s outcome.

As usual, good old Geekly has some starter games for someone interested in this gaming genre. Let’s get to some of these smaller games and work our way up to one’s that are more complex.

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Hanamikoji

We’re starting with an odd choice: Hanamikoji. It’s classified as more area influence as players compete for the attention of geishas. Hanamikoji also happens to be a two-player game, which is a little unusual as well. A group of seven geishas is placed between both players and they range in point value from 2 to 5. The first player to gain the favor of 4 or more geishas or has 11 points or more of geishas wins. This is what makes Hanamikoji area influence instead of area control. One must gain the attention of the most geishas. The game play is fast—a typical game lasts ten to fifteen minutes which is lightning quick for an area control or influence game—and it’s intriguing.

Each player is dealt cards that correspond with each geisha (for example, green twos are used to gain the attention of the green two geisha). They’ll use these cards to gain favor. The players also have four action tokens, and this is where things get interesting. Both players alternate turns using all their actions tokens. One action locks down one card from a player’s hand. A second action removes three cards from play that turn from a player’s hand. The third and fourth actions have some combination of handing your opponent some of your cards and they choose one or two of the cards handed them, and the player using these actions keep the rest. This is an excellent way of mitigating a bad draw. It also makes for a surprising amount of choices for a short and simple game.

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Carcassonne

Sometimes the oldies are the goodies. 2000’s Carcassonne—along with El Grande—all but popularized area control games. The two wrinkles Carcassonne adds are tile placement and worker placement. Bear with me as a quickly discuss tile placement; it does factor into area control. Each turn a player draws a land tile and places it adjacent to a tile already in the play area. These tiles will have roads, farms, cities, and/or cloisters depicted on them. When placing a tile, it must match the pre-existing tiles in the play area. Sides of tiles that show a farm can only be placed next to another tile side with a farm. So, random tiles dictate what constitutes an area. This was revolutionary at the time.

Once a tile is placed, the player may place a follower—or worker. Players gain control of areas by placing their workers on these spaces, and these workers can perform several jobs, depending on where they’re placed. Farmers work farms, monks live in cloisters, and so forth. The player with the most followers in an area when it scores gains the most points for that area. The game ends when the last land tile is played, and the player with the most points wins.

This combination of game mechanisms works well. So many other designers have used some combination of worker placement, tile placement, and area control because of how accessible Carcassonne is and these mechanisms’ inherent strategic flexibility. Carcassonne works as a great introductory game for all three game types. I’ll try not to add it to another list. No promises.

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Small World

Sometimes gamers just want to conquer things. Small World takes place in a small world, where zany fantasy characters vie for control. There a lot of bells and whistles added to Small World. Each fantasy race like elves, trolls, and skeletons have their own race power, but each of these fantasy races are given one of 20 unique special powers like flying or ghostly that will make each playthrough different.

The concept is simple enough. When placing creature tokens, players start on the edge of the map. To conquer a land, they must use as many tokens as tokens in an area. If a player has enough tokens, they may conquer an adjacent land using the same method, so it’s likely that players will gain more than one area in a turn. In future turns, a player may choose to put their active race in decline (flipping their tokens upside down) and choose a new race. Players score points each turn for every area their races occupy; that’s for their active race and the race they have in decline.

At the end of the game, the player with the most points wins. That’s a common thread these games and a lot of other area control games share.

Small World does a great job of simulating combat without getting too in the weeds with it. It’s an area control game at its core with some nice window dressing, especially the use of variable player powers. Those race and special powers can be fun. Small World can also be the meanest game on this list. Players must know when to bail on a race and when to keep one. There will be a lot of hostile takeovers. It’s a small world after all.

Final Thoughts

So many of the best games on the market today use area control or area influence: Twilight Struggle, Star Wars: Rebellion, Scythe, Terra Mystica, Blood Rage, Twilight Imperium, and countless others. The games I just mentioned didn’t make this list because they get a little too complicated or they add more elements to the game than just area control.

 

The games I did include in this list will get new board game hobbyists the background they need to take on more complex games. Which games do you like to use as beginner area control games? You could place a worker to claim influence or it might make more sense to leave a comment.

My Favorite Game Mechanic: Castles of Mad King Ludwig

Your uncle Geekly has talked about Castles of Mad King Ludwig before, so if you want to see our review of it and Suburbia, check it out here, but this week we’ll talk about the one game mechanism I like the most from Castles of Mad King Ludwig: I cut, you choose.

I’ll try not to repeat my review of Castles, but I can’t promise to cover some familiar ground. Most games that use an I cut, you choose mechanism play out like the pizza game New York Slice. The starting player groups things together (depending on the game type) and then the player to the starting player’s left picks which group they want first and play continues to their left, meaning that the player who decided which stack of things went together gets whatever’s left over. It’s a nice little game of cat and mouse. Do I want to group things I know another player would want together, giving them points, or risk something I’m playing for? Most often, players will split the difference and hope for the best. This system gives players more agency in games. To be honest, not enough games use I cut, you choose.

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But Castles of Mad King Ludwig takes a different approach to this mechanism. Each turn there’s a different master builder and the master builder determines how expensive tiles (with which to construct player castles) cost each turn. When a player selects a tile from the supply, they pay the cost to acquire a tile to the turn’s master builder. That’s coconuts.

Not only does a master builder set the market price each turn, there’s an added level to I cut, you choose in that the master builder places an item for sale at the highest price they think another player would be willing to pay for the tile to get the most money they can get during their turn as the master builder. Flushed with master builder cash allows for more purchases and builds at the end of a turn (master builders still take their build turns at the end of the round like most other I cut, you choose games), and to date, I haven’t seen a tabletop game empower players at this level. This adds so many new strategies and questions.

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Do I price the tile I want that turn as the most expensive? If I do, will other players buy enough of the cheaper tiles for me to buy the one I really want? Would another player pay top dollar for the tile I want most? Are other players even interested in the tile I want most? Can I price it lower or will someone buy it just to spite me? Even though the titular Mad King Ludwig wasn’t mad, this game can drive players mad with its number of choices.

Each game changes how players score, so a tile that mattered in a previous game might not matter as much in a future one. That gives Castles of Mad King Ludwig a lot of replay value.

I like Suburbia a lot too. It’s a similar game about building suburbs of a city by the same design team and publisher, but Castles of Mad King Ludwig’s take on the I cut, you choose mechanism makes it a much better game.

If you disagree, you can send me to the stocks or you can leave a comment. If you’d like to tell me I’m wrong every day, feel free to subscribe.

Sentinels of the Multiverse Critique and Learning Moments

Your uncle Geekly mentioned before that Sentinels of the Multiverse ranks highly on his superhero games list. I’ve even talked about how well of a job it does with character and world building, but that doesn’t mean it’s flawless. Far from it. Sentinels has some rather significant flaws. The flaws a game, or any creative endeavor, has can inform how to create something of its ilk. I like Sentinels a lot, but in this write-up, I’ll try to dig deeper and show some issues the game has.

The biggest issue Sentinels of the Multiverse has is a lack of scaling. Scaling in board games refers to a game playing well at all player counts. If a 2-5 player game plays well with 2, 3, 4, and 5 players, it’s considered to scale well, regardless of player count. Sentinels doesn’t scale well.

But scaling is an issue present in a lot of cooperative board games. Some co-op games do a far better job than others—Matt Leacock’s designs come to mind—but too often cooperative games overcompensate for more players or don’t compensate at all for smaller player counts. Unfortunately, Sentinels is the norm.

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At 2 players, gamers don’t have enough options to defeat villains and can get overrun. My suggestion is that the players must run two heroes apiece so that they’re playing a 4-player game, but that’s not exactly scaling the game for 2 players. 5-player games result in too many options for heroes and villains become too easy. The number of heroes rule does its best to scale the difficulty, but it can only do so much against 5 hero awesomeness.

The game’s greatest strength can also be its undoing: variation. Some games of Sentinels can last 10-15 minutes because the hero combinations are too good and the villain too weak, while other games of Sentinels can last the same 10-15 minutes due to a deadly villain-environment combo, and the heroes never stood a chance. These occurrences don’t happen that often, but they happen enough to leave players with a bad taste.

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Sentinels tries to address this by assigning difficulty/complexity ratings to heroes, villains, and environments. It’s an admirable attempt and something that can make the game accessible to new players. We’ve got newbies on our team. How about we play an easy villain-environment combo and give them a less complex hero? Yeah, but how many of us use these ratings when we play a random game?

No, really. Show of hands. How many of us concern ourselves with complexity and difficulty ratings?

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Okay. Using the Sentinels sidekick app can help setting the difficulty just right, but most of the time I just click on any difficulty or complexity.

The last major issue comes from Sentinels’ longevity. Longevity isn’t necessarily a bad thing; Sentinel fans having an aversion of play the base game is an issue. There are too many characters to keep track of (the recent OblivAeon expansion should be the final one), but there are also a lot of ways to play the game. Like so many other games, veteran players try to force more complicated versions of the game—with all the expansions included—on newer players.

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The tendency of gamers inflicting overcomplicated games of a certain type on newbies led me to begin the starter game series. Don’t play Vengeance (supervillain teams) or Oblivaen (Sentinels’ version of Thanos) with brand new players. Start with the base game and maybe a smaller expansion or two. Larger and newer Sentinel expansions don’t just add complexity, they also add minutes, if not an hour or more, to the base game’s runtime and that’s a tough pill for some new players to swallow. Ultimately, make sure they’re a fan and then expand.

I could expand on this list of shortcomings, but I like Sentinels. The world and character building are better than most other tabletop games on the market. I’m sure there are things I missed—either or purpose or by accident—and if you see one, two, or five of them, climb up to your roof and shout it out loud, or you could leave a comment.

Getting Started with Deck Building Games

I enjoy deck building games a lot. Deck builders are games with simple, identical, starter decks for each player, and players must build and customize their decks over the course of the game.

Deck builders can get convoluted fast and many of them are text heavy—we’re talking levels of text just below War and Peace. There are so many types of deck building games, so many that there are games that fall under pool building (not included here) that use dice and cubes instead of cards, that it can be overwhelming in terms of where to start.

Fortunately, your good old uncle Geekly is here to point you in the direction of less complicated deck builders to get going.

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Star Realms

I’ve talked about Star Realms in the past—for a full review check it out here—but it’s still one of the better, beginner games for a traditional deck builder. I could’ve gone with the base Dominion game, but I like the theme better with Star Realms, even though the space theme is barely there, and Dominion fans tend to want to add as many expansions as possible. Trust me. There are more expansions for Dominion than leaves on the ground.

Star Realms is balanced. If I’d have one major gripe, it may be that Star Realms is too balanced (the cost of cards are spot on, just buy the most expensive one you can afford each turn), but key elements like buying cards from the supply by paying specific costs for each card, culling (removing weak cards from your deck), forcing another player to discard a card from a future hand, and the concept of building a full deck and drawing a new hand from said deck instead of building a hand are all present in Star Realms.

It also doesn’t hurt that Star Realms has a free to download app.

Steam

Android

iOS

All someone would have to do to learn the basics for a deck building game is to download and play the tutorial. It doesn’t get much easier to learn than that.

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Century Spice Road

The hottest, newest game on this list may just be one of the least complicated deck building games and has the least text. Century Spice Road also has a couple of stand-alone expansions—games that can be played on their own as full games or that can be added to the original to make different combinations—so look out for Golem Edition and Eastern Wonders. Golems don’t get enough play in games. I may have to drive to the nearest adventurer’s pub and pick up a golem or two.

The base game’s theme isn’t that interesting—tabletop gamers have seen hundreds of spice trading games—but Century Spice Road not only boils down the deck builder to the point where it’s a bit of a hand builder, it adds elements like resource and space management to the genre. It also includes an interesting approach to one of my other favorite mechanisms: card drafting.

Cards in the supply are laid out from left to right, and players add action cards to their hand, starting with the card on the far left. If a player wants to skip a card in the supply, they must place a spice (or cube) on the card(s) skipped. Any player who picks up a card with a spice on it adds that spice to their supply. This simple addition adds so much strategy. Do I want to give my opponent a free spice by skipping a card? An action card I might not otherwise want may have spices I do want. Do those free spices make it worth adding the card to my hand?

All of these elements come together in a satisfying way. No wonder Century Spice Road earned the 2017 Golden Geek for best card game. Note: don’t play with real spices. That gets messy.

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Paperback

I had to include Paperback because it has a great combination: deck building and word game. It’s a game combination that people wouldn’t think would work, but it does. A player can be adept at one of the two game types, and not the other, and still excel.

The same concepts one can find in Star Realms can be found in Paperback. There are more variants to Paperback so replay value is increased, but it’s the combination of deck builder and word game that makes this game sing.

The theme of struggling writers getting their paperback books published—to be fair, this theme may hit closer to home than I’d like to admit—also comes through. Paperback is easily the most thematic game on this list, but it’s not for everyone. If someone is dead set against word games, this game might rub them the wrong way. If someone likes word games or is willing to give a word game a shot, Paperback is excellent.

Final Thoughts

The above games are all great if you’re just getting into tabletop games and wondering how to play deck building games. Star Realms, Century Spice Road, and Paperback have a lot of replay value too.

Know of any other great starter deck builders? Let us know in the comments.

My Favorite Game Mechanics: Sentinels of the Multiverse

There isn’t just one game mechanic that I like from Sentinels of the Multiverse, there are several, but most of them center around one thing: character building.

Sentinels may not be perfect—your Uncle Geekly will have to write an in-depth analysis about it after a while—but most of the design choices in Sentinels do something to characterize the heroes, the villains, and sometimes the world in which they live. Players feel like they’re heroes. They feel super. And that doesn’t happen as much as it should in board games with superheroes.

Some games like Marvel: Legendary (perhaps a better game than Sentinels overall) puts gamers in the role of someone like Nick Fury. You’re assembling a team of superheroes to deal with a threat. Others put gamers in the role of a superhero, but there isn’t an attachment to the character or the characters are flat. You are a unique hero in Sentinels.

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While there may be some misses (in terms of character building), there are more characters like NightMist. She’s reckless. How do we know this? She’s just as likely to hurt her teammates as she is the enemy, and the mechanisms in her deck bring out that flavor. Legacy is the leader of the gang. A lot of his abilities promotes this identity. Visionary has a more hands-off approach and many cards in her deck reflect her personality.

The villains have just as much personality, and Sentinels does one of the best jobs in tabletop gaming of building antagonists. Some villains have no regard for their henchmen and prefer the heroes to squish them, others may care for their righthand man, but have no attachment to anyone else. Still others depend on no one else but themselves. These henchmen, if there are any, also tend to build on the eccentricities of the various villains. Citizen Dawn’s lackeys don’t behave like anyone else’s. Grand Warlord Voss has his own unique cronies. The Matriarch always has a murder of crows in tow.

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There are even some villains like Akash’Bhuta who are more forces of nature than true villains. The Dreamer who is an 8-year-old girl whose dreams come to life, but she suffers from night terrors and therefore, she’s a victim herself. And Wage Master who’s the resident Mister Mxyptlk who turns game play upside down just because it strikes his fancy. The characters in Sentinels have plenty of—well—character.

Even the environment decks (that represent the location the game takes place) have their own sense of character. Certain environments like Wagner Mars Base aren’t so good for specific characters like Bunker (kind of like Ironman) or The Wraith (a female Batman) because it randomly destroys equipment, while other environments like Rook City (a Gotham City type) hates on all heroes because even the cops are crooked. There are even a few environments that handle heroes with kid gloves. I won’t mention them here. Greater Than Games has plenty of forums for that and many of new game copies rates each environment according to difficulty.

It’s easy to fall in love with Sentinels despite any shortcomings. It has personality. And personality is something more superhero games and antagonists in cooperative games need.

What do you like most about Sentinels? Is there another game that handles character building in a fun and interesting way? Let us know in comments.

Getting Started with Auction and Bidding Games

Have you ever been roped into a bad board game like Monopoly? Well, your uncle Geekly may have some auction and bidding tabletop games that don’t cost as many hours or friendships as the Hasbro giant. These games introduce new gamers to the idea of getting properties or items for the best price and in some cases, selling them for more money. Who doesn’t like to make money-money, make money-money?

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For Sale

For Sale is the first game that came to my mind when thinking of an easy to get into auction and bidding game. Gameplay is broken into two phases. During the first phase, players bid money on properties (each player begins with the same amount of money; it’s all about how one uses one’s money). The second phase shifts to players selling the properties they acquired in the first phase.

It’s fast—really fast for an auction/bidding game. For Sale teaches the value of buying low and selling high. It doesn’t always boil down to who bought the best property (the properties range from manors to a cardboard box); one must know when to reach for the high value properties and when not to. It’s a great teaching tool for more complicated games that include auctions and bidding, and the concept of requiring players to outbid other players—not just match a bid—got its start with For Sale.

Prior to this game, one player could bid five coins for something and everyone around the table would have the chance to match it, and the last jerk at the table would. Then you’d have another slow round of bids for six coins. It took forever. Ugh!

Thank you, For Sale.

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Fist of Dragonstones

While For Sale eases players into auction and bidding with a different economic layer each phase, Fist of Dragonstones adds a hidden bid mechanism and multiple economic layers. There’s more going on with Fist of Dragonstones, but if someone is looking for an auction/bidding game with more strategic value and still plays quick and easy (it also has a fun fantasy theme), consider Fist of Dragonstones.

Players bid on character cards (with abilities) by using a closed fist method. No. You’re not allowed to punch someone; you’re just holding out a closed fist, hiding your bid.

Players hide their total money (split between regular gold and fairy gold, which is magical) behind a player shield (a piece of cardboard) and when an auction occurs, every player takes the bid they plan to make (regular gold, fairy gold, or a combination of the two), holds their bid in their closed fist and reveal their bids at the same time. The highest bidder wins the auction, and any money used—whether the player won or lost the bid—is returned to the bank.

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Each character (the cards players are bidding on) has an ability that can help obtain more money or victory points. The first player to 4 victory points, wins.

The various character cards add replay value, and I don’t know of a single auction/bidding game that uses a fantasy theme. Maybe I should make Dragon Tycoon.

The inclusion of a closed fist bidding system is a great choice. Fist of Dragonstones uses the mechanism well and this a common game mechanism used in other tabletop games of various types—not just games that are predominantly auction or bidding.

There’s a reason this game put the juggernaut game publisher Days of Wonder on the map, and I hear it’s getting a reprint this year (2018). Bonus!

Stockpile

Stockpile

Ever wanted to play the stock market? Stockpile puts players in the shoes of a wolf of Wall Street. Well, maybe not, but the game does a good job of giving each player hidden information (about 1 of the game’s 6 stocks) that the other players don’t have to make decisions on whether to buy or sell a stock.

If a stock is about to plummet, ditch it into one of the stockpiles that players bid for during the round. Each player must place one stock face up in one of the stockpiles and one face down. Since there is one stock that is global knowledge (one of the risers and fallers for the round is known to all players), sneaky devils may want to put a stock of that type, face down so other players won’t know it’s there.

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Stockpile’s bidding system is unique from the rest of the games on this list as each stockpile has a corresponding calculator card above it. The numbers (0, 1, 3, 6, 10, 15, 20, 25) on the calculator buttons represent the bids (in thousands) a player can make, and players take turns placing their markers on an available number on one of the calculators. Players can outbid—but not match—a previous bid. If they do, the owner of the lower bid collects their marker and can bid again. As soon as all players have placed their markers, they collect all the cards in the stockpile that their marker is on.

The bidding in Stockpile doesn’t take that long as there are only eight possible bids one can make for each stockpile during a round. New gamers will see this style of bidding in a lot of games like Cyclades. Due to the streamlined bidding, Stockpile gets players involved with trying to predict stocks that will rise or fall over the course of the game.

Stockpile is great for commodity speculation, but it’s also one that I’ve seen an 8-year-old play and enjoy.

Final Thoughts

These games beat the pants off Monopoly. For Sale, Fist of Dragonstones, and Stockpile serve as great entry-level games with some solid replay value. Just make sure you don’t lose your pants in a shady business deal.

Know of any other great beginner auction and bidding games? Let us know in the comments.

An Unpopular Opinion: The Hate for Monopoly has Gone Too Far

For the tabletop uninitiated Monopoly hate may sound like lunacy, it’s the bestselling game of all time, but in the board game community, saying that Monopoly is a good game is akin to claiming that one prefers the prequels to the original Star Wars trilogy.

Monopoly’s average score on Board Game Geek hovers around 4.3 out of a possible 10. It’s rated 15,760 out of a qualifying, as in enough reviews, 15,763 games. Tic-Tac-Toe may be the most famous game rated below Monopoly. Tic-Tac-Toe! Many true analog gamers hate Monopoly. Hate may not be a strong enough word. They loathe the game.

Keep in mind that a 4.3 rating tallies up several people who gave the game a perfect 10 and still, there are plenty of people giving it a 1 or a 0 to bring the overall score to below average, but the hate may have gone too far.

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Yes. Monopoly shows its age. It takes a fair amount of time to play. 80-85% of modern games play in a fraction of the time it takes to play Monopoly and the games that take as long as, or longer than, Monopoly create a world, a story, characters, or all three for players to latch onto. Yes, modern gamers have—for the most part—moved beyond simple roll and move. They want more choices and not leave huge decisions to a simple roll of the dice. And yes, Monopoly is one of the hardest and therefore worst games to teach someone as their first board game and countless people are introduced to board games with Monopoly—more on that in a minute—and the game does a good job of ruining friendships and familial bonds. How many games of Monopoly end with someone getting upset and quitting? But it doesn’t deserve to be in the bottom four rated games. There’s a reason, beyond licensing, that Monopoly is a classic.

Monopoly is a balanced game. If you look beyond the roll and move mechanism, it has deep strategy. It teaches math and introduces people to a market place. Countless designers have been inspired by Monopoly. Yes, plenty of modern game designers avoid making a game like Monopoly, some of them may actively make a game that isn’t Monopoly, but one can’t ignore the cultural significance of the evergreen game. I wonder how many game designers today began with a Monopoly clone or tweaked the game with their own house rules, and for those of you who may question Monopoly’s balance it’s a house rule that disrupts the game’s balance the most. The worst house rule of all time is one that’s included with the base game today: money on Free Parking.

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Little good can come from playing the game with money under Free Parking. If the leader lands on the space, they get further ahead of the other players, creating a runaway leader. If someone trailing by a lot lands on the space, they’re given the equivalent of a meaningless run during a 10-run baseball game, right before the mercy rule to end the game would occur, and now they have to keep playing a game they know they’re going to lose. That isn’t fun. It definitely isn’t fun when “I’m smarter than you” cousin Justin won’t let you call the game early. I don’t care if I landed on Free Parking, Justin. You own the blue, yellow, and green monopolies and they all have hotels. I’m just going to give you all my money the next turn. I quit!

Never play Monopoly with money on Free Parking, but one can’t hold the sins of Free Parking against the original Monopoly.

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Other house rules and new game variants do more to modernize this older game. Holding an auction before the roll of dice adds strategy and can speed things up; you don’t have to wait for someone to land on each space for each property to be owned and money exchanges hands quickly. Some newer versions of Monopoly have express dies that shake up things a bit. If you can find 2007’s Monopoly: Tropical Tycoon DVD Game, I’d highly recommend playing it. Besides the inclusion of a DVD, players have jobs and individual powers that give them unique advantages. It’s a game that shows that there’s a lot of design space with Monopoly because of its universal theme.

So, why all the hate? There are countless games ahead of Monopoly that are broken and unbalanced. Plenty of older games hold a higher rating than Monopoly too. True. The hate may come from Monopoly tearing friends and family apart. Player elimination in a longer game is a tough pill to swallow. Just ask Risk. One hates being eliminated early from a long game and being forced to watch, but I’d wager the hate comes from Monopoly’s place as one of the first games people play.

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Monopoly is a tough game to learn. How many kids under the age of ten would know how to calculate 10% of their total assets for Luxury Tax? How many people can add up what they owe for maintenance in their head? Even if you can, would you want to? There are few modern games that require players to use a calculator or tax their brain with needless math, and it’s this barrier to entry that turns off a lot of would-be board game enthusiasts from the hobby.

I’ve lost count of the many people who don’t play board games who’ve said that they’ve only played Monopoly and board games aren’t their thing.  If you played Monopoly as your first or only board game, I could see someone not liking board games. Tabletop gamers resent Monopoly because it has single-handedly prevented them from sharing their hobby.

 Monopoly isn’t a beginner board game, but that doesn’t mean that it’s a game that’s so below average that it gets rated beneath unbalanced and broken games.

Is there another board game that gets too much hate? Does Monopoly deserve all the hate it gets? Let us know in comments.

3 Lists of 3 Halloween Tabletop Games

It’s that time of year where gamers want to be spooked or maybe fight back against the things that go bump in the night. Happy Halloween, folks. Your uncle Geekly gets a little ahead of himself sometimes, but Halloween must be around the corner.

Since it’s the time for ghosts and goblins, let’s do a three lists of three for board games that use a horror, ghost, or spooky theme. Don’t worry. Uncle Geekly ain’t afraid of no ghosts.

Exploration and Investigation Games

Mansions of Madness 2nd Edition

Of the three games in this list, no one game combines exploration and investigation as well as Mansions of Madness 2nd Edition. This app-assisted Cthulhu game (you’ll see a lot more of Cthulhu on this list) can set the right mood for Halloween, but beware that Mansions takes a long time to play. Even short scenarios can take hours. Any time spent with Mansions of Madness is time well spent.

There are plenty of other, shorter games on this list. Mansions of Madness is the main course.

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Betrayal at House on the Hill

My family and I play Betrayal at House on the Hill at least once every Halloween. It has a nice blend of horror and suspense genres in its various scenarios. The game can get unbalanced at times, but exploring the house is a lot of fun and perfect for a little spook time.

The Widow’s Walk expansion isn’t necessary, but some famous game designers like Christopher Badell (Sentinels of the Multiverse), Rob Daviau (grand master of all Legacy games), and Jonathan Gilmour (Dead of Winter) chip in with some new haunts. Betrayal at Baldur’s Gate is a standalone Dungeon and Dragons variant to the classic Betrayal, so if D&D is more your thing, it does a great job of combining the two genres.

TIME Stories

T.I.M.E. Stories

This one’s a little of a cheat. T.I.M.E. Stories isn’t necessarily a horror game, but it does exploration and investigation better than most games on this list, and the first scenario occurs in an asylum, so that gets a little spooky.

If you’re not familiar with T.I.M.E. Stories, think of it as a mash up of Assassin’s Creed and Quantum Leap. Players get sent a specific time/space by a secret organization and they have finite time to fix something or right a wrong. This setup allows for a lot of various themes and that makes T.I.M.E. Stories more diverse than many other games on this list.

Bust Some Ghosts or Goblins or Zombies Games

Dead of Winter

Dead of Winter

The goal of a most Dead of Winter scenarios may not revolve around busting zombies, but zombies will be busted along the way. To be fair, the zombies have an easy time overrunning the players, so players don’t usually feel that empowered, but when they do, it’s a great feeling.

Characterization and a good story—thanks to the Crossroads game system—do a lot to separate Dead of Winter from a lot of other horror or spooky games. It’s worth the play, especially if it’s cold outside.

Ghost Stories

Ghost Stories

Plenty of gamers get frustrated with Ghost Stories. It’s easily the most difficult game on any of these lists—in terms of how brutal it is to the players—and what’s worse is that players are typically lulled into a false sense of security. But Ghost Stories is one of the best ghost themed games on the market.

It almost works like a tower defense game with nightmare fuel bombarding the players each turn. The players assume the roles of Kung-Fu masters. It’s the power these masters possess that gives players that false sense of security I mentioned earlier, but the variable powers work well in this title. I’m glad Ghost Stories is back in print. Just in time for Halloween.

ElderSign

Elder Sign

Sometimes you just want to chuck some dice. There will be other dice games in the third list, but those dice games are quick and don’t offer much in the way of brain burning. Elder Sign combines dice rolling with high strategy.

As the name implies, Elder Sign is another Cthulhu title—I may have to come up with a third one of these for the last list, so I’ll have one Cthulhu game in each list—but Elder Sign feels like the players are going head-to-head against an elder god more than most other games of its type. That’s why it’s on our “Bust some ghosts or goblins or zombies” list. I like to kick Cthulhu’s butt, but to be fair, he usually kicks mine.

Quick, Fun, and Light Games

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Zombie Dice

I’ve talked about Zombie Dice before, but it’s a great, quick game where players push their luck as zombies trying to eat brains. Mmm…brains.

Zombie Dice also has a small footprint—it doesn’t take up much space on the table—so you could play it while going Trick or Treating. But not in the street. Never play dice games in the middle of the street.

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Don’t Mess with Cthulhu

Yes! I completed the Cthulhu trio. Don’t Mess with Cthulhu is a quick, social deduction game where some players are trying to figure out who’s summoning Cthulhu and other players are trying to summon the elder god.

Luck plays a huge factor in this game, but it’s so silly and fast that you won’t mind. When Don’t Mess with Cthulhu hits the table, my family rarely plays just one game.

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King of Tokyo

I had to go a little off-topic again with King of Tokyo. Players control large monsters or kaiju. The gameplay resembles Yahtzee if Yahtzee had a King of the Hill aspect added to it—hence the title King of Tokyo. Sure, the game includes player elimination, but at fifteen to twenty minutes a game, one doesn’t have to wait long before exacting their revenge.

King of Tokyo is another fun party game that’s hard to play just one game of.

There are so many Halloween ready tabletop games I could’ve included. What are some of yours? Are there any categories your uncle Geekly left out of these three lists of three? I won’t answer the loud knock on my door, but you could let me know in comments.