Tuesday, March 11, 2014

Don't lose your head

Most collectible card games (the well-designed ones, at least) offer a tremendous amount of complexity and strategic depth. Players take on the roles of unseen masterminds in control of armies of creatures, fleets of starships or groups of intrepid heroes, fighting in epic battles with the fates of universes at stake. This approach works great for expansive settings like the fantasy world of Magic: the Gathering or the teeming galaxies of Star Trek or Star Wars.

Highlander: the Card Game, on the other hand, is a different story. The storyline in the Highlander television series and original film (we'll forget the bewildering sequel films for now), a tale of wandering immortals who must behead each other in sword duels until only one remains, has an "every man for himself" feeling that is at odds with the approach most CCGs take.

However, in the late 1990s pretty much every recognizable genre film, television and literary property was given the CCG treatment, and Highlander was no exception. Thankfully, the game designers understood that at its core, Highlander is a story about sword fights, so they made it into a game about sword fights.

Each player represents an immortal, out to win duels with other immortals. A player's deck consists primarily of fight moves: attacks and blocks to various areas, dodges and sidesteps, and specialized attacks and defenses such as slashes, parries and guards. Events and other special cards such as Head Shots and Bystanders give momentary advantages and add spice to the game.

If a player is lucky enough to possess one of the rare Persona cards featuring characters from the films and television series, they can use that character's Signature moves such as The Kurgan's Scare (which gets rid of bystanders) or Connor MacLeod's Slash (which is very difficult to block), but the game is just as exciting without them.

Each player starts with an Ability of 15, which is also that player's hand size. As the player takes damage from successful attacks, their Ability goes down, which means the more damage they take, the fewer cards they have access to each turn. A player's deck of cards is referred to as his Endurance, and if he draws his last card he gets to reshuffle, but loses five Ability, reflecting the exhaustion of the ongoing battle.

Each turn, a player plays a defense card to block or dodge his opponent's attack, followed by an attack of his own. Attack and defense cards are marked with a 3x3 grid of squares representing areas of attack: upper left, upper center, upper right, middle left, and so on. Attacks tend to target one square, while defenses cover a more general area of 3 or four squares. Dodges will counter any attack, but they usually prevent you from attacking in the turn you use them.

Players have the option to make Power Blows when they attack: they can double the damage they inflict if they discard 5 cards from the top of their deck to represent the energy being used on the strike. With the aid of a Head Shot card, they can even go for the win in one sword stroke.

The game's design is incredibly smooth, with the cards in a player's deck representing sword maneuvers and plot twists but also keeping track of the two variable game elements (Ability and Endurance) in a way that influences game play.

I used to play this game quite a bit when it was first published in 1996, but I didn't keep up with later expansions and hadn't played for years until I broke it out a few years ago for a friend who is a Magic player and a big Highlander fan. It struck me then, as it did when Katherine and I played recently, what a great, forgotten gem this game is.

Rating: 4 (out of 5) Not quite a game that we would play all the time, but a solid, enjoyable game that perfectly reflects its source material.


Dates played: February 7 and March 9, 2014

I wanna be a cowboy


I love the western genre, and I love a good collectible card game. So far, Deadlands: Doomtown is the only game to successfully combine these things, and it has such a huge supernatural horror element to it that it is really more like a fantasy setting with western trappings than it is a true historical western.

So I was very interested when Wizkids (publishers of Heroclix) announced High Stakes Drifter in 2005, their first collectible card game, and since the CCG market was starting to dry up at the time, there wasn't much competing for our attention.

It was nearly 10 years ago, but I remember liking High Stakes Drifter. It had a purely western setting, with no fantasy elements at all. It used historical photographs for the card illustrations and included characters from history such as Doc Holliday and Wyatt Earp. In addition to the cards, the game used custom poker chips printed with text that affects the game.

We hadn't played the game since 2005, and after our re-examination of it, it was pretty clear why. Thinking back, I recall that a lot of the marketing for this game attempted to cash in on the Texas Hold'em poker craze that was sweeping the nation at the time. True to that marketing, the game uses several poker elements, including playing character and enhancement cards face down and players betting on whether they will win the round or not.

In fact, the game uses so many elements from poker (and so little else) that I found myself wondering why I wasn't just playing poker, a game which would give me much the same experience without having to purchase more than a $3 deck of playing cards.

As my good friend Robb put it, "playing poker is more fun than whatever it is HSD was trying to do."

Rating: 1 (out of 5) If you know how to play poker you should have no use for this game, and if you don't, poker is easier to learn.


Date played: February 6, 2014

Wednesday, March 5, 2014

With great power comes increasing complexity...


Heroclix is a tabletop miniatures game of superhero combat. It evolved from Mage Knight, using that game's ingenious click-dial and a simplified version of its rules, eliminating its tape measure guided movement and randomly placed terrain in favor of maps with printed terrain and a grid for movement.

One of the major selling points of both Mage Knight and Heroclix was that they were much simpler than the more involved fantasy miniatures games such as Warhammer, with each figure's game information printed right on the base (color-coded and read with the aid of a simple reference card), which could be clicked down to keep track of damage and changes to the character's abilities over the course of the game.

What really set Heroclix apart from Mage Knight was the fact that it featured recognizable characters, first from the Marvel Comics universe, with DC Comics following soon after. Finally, players could answer age-old questions like "who would win in a fight between Superman and the Hulk?"

Hundreds of collectible figures were released, with frequent new versions of popular characters such as Spider-Man, Wolverine and Batman, and a brief foray into the world of independent comics brought more obscure characters such as Hellboy, Judge Dredd, and even the cast of the City of Heroes online computer game to the table.

Heroclix is a great game. It's fast paced, and has a lot of strategic depth. There are a lot of tactical decisions to make during a game, and games are seldom predictable due to the random element of rolling dice when your figure makes an attack. The collectible aspect of the game is a turn-off for some: figures are released in random booster packs, with rare figures usually being more powerful. But for others, collecting the figures is half the fun. Most of the fun for me is pitting different groups of heroes against each other, such as Marvel's Nextwave (from the comic by Warren Ellis and Stuart Immonen) vs. the Avengers from the recent movie.

Even though it is one of my favorite games, I don't play Heroclix very often. While it started out as a refreshingly simple game, over the years it has gotten gradually more complicated, as the game's designers struggle to add new elements in order to keep longtime players interested, a phenomenon known in the world of collectible gaming as "power creep." Because of that it has become difficult to teach, and its current complexity makes it difficult to pick up and play every once in a while, much like any collectible game.

Many local game stores offer weekly tournaments, where players can get together and play in structured events, but that offers its own set of challenges. In order to stay competitive, tournament players need to keep up with the most recent figures released for the game, and there is just too much new product coming out on a regular basis. The only way to really enjoy Heroclix at the store tournament level is to focus on it to the exclusion of all else, and quite honestly I just haven't got the financial resources or attention span to do that.

I don't keep up with the game any more, but it still catches my eye when I see a new Heroclix product at the game store. The game's publisher has released figures from Lord of the Rings and even spaceships from Star Trek that use the same rules but are closed off from the more high-powered superheroes of the regular Heroclix universe (with Star Trek it is a question of scale as much as anything else). They've also started releasing fixed sets of figures with no randomness or rarity, and every once in a while I'll pick one of those up and convince my wife or one of our friends to spend the afternoon playing.

Rating: 4 (out of 5) Heroclix is a very immersive game that drives me to distraction. It would rate a 5 if not for two major barriers to playing regularly: somewhat overly complex rules, and a flood of product that is impossible to keep up with.


Date played: February 2, 2014

Too many ideas for one game


A common criticism leveled at first-time novelists is that they tend to put too many ideas into their first novel, as if they are afraid they won't get a chance to write another so they have to get it all out at once. This can certainly be said about Heresy: Kingdom Come, a collectible card game originally released by Last Unicorn Games in 1995, during the first wave of games to come out in the wake of Magic's phenomenal success.

It's a little sad that, given the CCG format's inherent flexibility, most of the games in that first wave tended to copy Magic's game structure: use resource cards to put characters and support cards into play, attack your opponent with your characters, play interrupt cards to disrupt combat. Heresy was no exception, but it tried to make up for it by presenting a complex game world. Actually, several complex game worlds...

The setting for Heresy is a post-apocalyptic wasteland populated by different factions struggling to survive. Added to that is a cyberspace element, with players able to move their characters into the digital landscape and attack their opponent's data nodes. And, as if fighting on both the physical and the digital planes wasn't enough, there are swarms of displaced angels who for some reason need cyberspace in order to get back into heaven. I'm not kidding.

The angels can fight with the humans in the physical world, and some of them can enter cyberspace and interact with what is going on there; in that way, they aren't that different from the game's human characters. However, the angels also have a complicated system of dueling each other one on one, and they have a voting system where all players (the game supports more than two and seems designed for multiplayer) can use their angels' influence to lend support to one player over another.

Playing Heresy feels like playing two separate games that sometimes intersect. One game is about the different factions of a post-apocalyptic world fighting for control of cyberspace. The addition of a second battlefield adds some interest to what is otherwise a bland Magic clone. The addition of the angels, with their one-on-one challenges and complex voting system to resolve conflicts, is a poor fit for the rest of the game, adding too much complication without improving the game play. It is as if the game designers had two mediocre games, and they hoped that by mashing them together they would get one good one.

The game's faults aside, mention must made of its stunning artwork by such gaming and comics industry luminaries as Rick Berry, Tim Bradstreet, William O'Connor, Brom, and Michael Kaluta, all presented on cards about an inch taller than standard gaming cards. The extra room lets the artwork really dominate the cards, which is great for the artwork, but the readability of the game text often suffers.

Rating: 2 (out of 5) the genre mash-up and oversized artwork feel like compensation for what is an overly complicated and mediocre game.


Date played: February 1, 2014

Thursday, February 27, 2014

Thousands of horror films couldn't possibly be wrong

Low budget horror movies are a pretty incredible genre when you think about it. Nowhere else is the cheapness and silliness of the product not only forgiven, but a major selling point. There are thousands of horror films out there, but the fan base seems to have an insatiable appetite for more, regardless of the films' relative sameness and heavy reliance on a hadful of overused clichés. In fact, identifying and reveling in those very clichés seems to be a large part of the genre's charm.

Which brings us to Grave Robbers From Outer Space, the first in Z-Man's now out of print line of B-movie card games. We've already reviewed two other games in the series, Bushwhakin' Varmints and Cannibal Pygmies, but to summarize: players use cards representing common horror movie characters, locations and props to construct a movie, and attack their opponent's movies using creature cards, with the hope of knocking out their opponent's characters. Whoever has the strongest movie when someone plays one of the two "Roll the Credits" cards is the winner.

But I don't think the game play actually matters very much.

What matters is that it is a reasonably entertaining game that lets players interact with the beloved clichés of low budget horror films. It doesn't necessarily poke fun at them so much as it celebrates them, since it is the familiarity of those creepy med students, dumb jocks, vampire hunters and shuffling zombies that make low budget horror such a surprisingly safe refuge from our mundane existence.

Rating: 3 (out of 5) The game itself is mediocre, but the world it describes is fun to visit.


Date played: February 1, 2014

Tuesday, February 25, 2014

The original Gloom, with a hint of Wheaton


During the poker craze of the early 2000s, I used to enjoy watching Celebrity Poker Showdown. Poker is an interesting game, but I appreciate it more for the interactions between the players than for the actual game play, and celebrities tend to have much more outgoing personalities than professional poker players.

When I first heard about Wil Wheaton's TableTop YouTube show, I thought "great! Celebrity Poker with board games!" Which is pretty much what it is. Wheaton's guests are a bit more obscure, but still interesting, and I'm much more interested in what's going on with the games themselves. I've bought a couple of games based on their appearances on the show (Tsuro and Smash Up).

Last year Wil Wheaton and TableTop's co-creator Felicia Day sponsored a worldwide TableTop Day, designed to encourage table top gaming and make a media event out of it. We participated at our local game store last year, and we're planning on doing the same for the second annual TableTop Day, coming up in April.

What does any of this have to do with Gloom? Well, we already played and reviewed Cthulhu Gloom earlier in the list, and the games are more or less identical to the point that it's not really worth owning both of them. However, at TableTop Day last year they gave out a special pack of promotional cards for Gloom featuring characters and situations from TableTop, so we bought a copy of the original game to go with them.

The TableTop cards are fun, with Story cards "The Loser's Couch" that lets you play additional cards on dead characters, and the "Table Top Trophy of Awesome" which gives you an extra card play on your turn. "Wil Wheaton, Notable Nerd" and "Felicia Day, Guild Goddess" move from player to player, offering game play advantages, and cards like "Bumped the Board" and "Distracted Dr. Hannah" commemorate notable events from the show.

Rating: 3 (out of 5) I like the Cthulhu version a little better, but the TableTop cards make this one pretty fun too.

  • Gloom official website
  • Gloom on BoardGameGeek.com

Date played: February 1, 2014