Wednesday, March 20, 2024

Radlands: the perfectly balanced apocalypse

When it comes down to it, there are three elements that will determine whether or not I enjoy a game. Generally speaking, as long as a game does a good job with any two of the three and doesn't blow it too badly on the third, I'm likely to have a good time with it. Those elements are:

  • Game play: the systems and mechanisms the game uses.
  • Theme: the genre or story the game is trying to tell, whether it's a pre-existing intellectual property or something created just for the game.
  • Component quality: the artwork, writing, and the physical quality of the game pieces.

For example, Leading Edge's Aliens game from 1989 has appallingly bad component quality, but it gets a pass from me because it's a solid game design and it's based on one of my all time favorite movies. Tapestry, on the other hand, has extremely high production value and the game play is terrific, but I couldn't honestly tell you what the theme is even about, and I most likely won't be rushing out to see Tapestry: the movie (although I might if it helps explain the game's setting). Starship Captains is a good example of a game that nails all three elements: great game play, excellent artwork and components (except for those weirdly low-quality) cardboard space ships, and a theme that is more Star Trek than Star Trek often is.

All of which brings us to Radlands, from Roxley Games. Roxley is well known for their extremely high production values -- they are one of the very few publishers that uses Kickstarter the way it was meant to be used, as a way to provide funding for a high quality product that they then make available to the general, non-Kickstarter backer public either via traditional retail outlets, or via direct sales on their website.

Radlands is a two player card game set in an 80s-style post-apocalypse, all neon pink and impossibly straight mohawks. Players use their cards to construct a tableau consisting of rows and columns, with the cards in front protecting those behind them, and the final row representing the player's "camps," cards which must be protected at all costs. Destroy all three of your opponent's camps, and you're the winner.

A lot of the game mechanisms will be familiar to anyone who has played a lot of this type of mid-weight adventure card game. Players get a budget of resources (in this case, water) that they can spend to play cards on the table, or use the special abilities of cards that are already in play, all with the goal of destroying your opponent's cards while protecting your own. One feature I particularly like is that cards can also be discarded for a one-time effect, so there are rarely useless cards in your hand. The game effects are limited to a few straightforward options like destroying enemy cards or gaining extra card draws or resources for yourself. It's not terribly complex, but that means it's not terribly complicated, and it still makes for an engaging game.

The theming on the cards is great, and fits with the game play very well. The characters on the cards will be familiar to anyone who is a fan of post-apocalypse action movies, especially the Mad Max series, and the structure of the game really does feel like a desperate final battle such as the one we see at the end of The Road Warrior. The production value is also top-notch. The cards and water tokens are nice and sturdy, the printing is sharp, and the artwork by Dice Throne artist Manny Trembley is done in his signature slick, animation-like style, but roughed up just a little to make it fit the harsher setting.

It's a deceptively simple game that scores high on all three criteria: the theme is entertaining and fits the well-designed game mechanisms, and the components look and feel great. The game comes in a super-deluxe edition with fancy packaging and a bunch of optional extras, but honestly the $25 retail edition is a pretty nice package, especially for the price.

Rating: 5 (out of 5) a great little game that feels like a high-octane post-apocalyptic battle.