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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Sat, 18 Feb 2012 15:02:07 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Nerdbloggers</title><subtitle>Nerdbloggers</subtitle><id>http://www.nerdbloggers.com/nerdbloggers/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.nerdbloggers.com/nerdbloggers/"/><link rel="self" type="application/atom+xml" href="http://www.nerdbloggers.com/nerdbloggers/atom.xml"/><updated>2012-02-13T16:18:47Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Prêt-à-Porter - A Review</title><category term="Board Game"/><category term="Board Games"/><category term="Ignacy Trzewiczek"/><category term="Pret a Porter"/><category term="portal publishing"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2012/2/13/pret-a-porter-a-review.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/2/13/pret-a-porter-a-review.html"/><author><name>William McCarroll</name></author><published>2012-02-13T16:16:00Z</published><updated>2012-02-13T16:16:00Z</updated><summary type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="thumbnail-image-block ssNonEditable"><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpret-a-porter-box.jpg%3F__SQUARESPACE_CACHEVERSION%3D1328559149477',500,499);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16445129-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1328559149481" alt="" /></a></span></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: justify;">And so there I was, front row center in New York's fashion district, watching as the next season of clothing strutted across the catwalk. I wiped the cheese dust from my fingers, and casually stroked my fashionable neckbeard. (From what I could tell, neckbeards appeared to be trending last season in Milan.) The auditorium dimmed and I waited, nervously.&nbsp; Right Said Fred's "I'm Too Sexy" began thumping from the sound system as the lights rotated into place, illuminating the thin walkway that my models were about to grace.</p>
<p style="text-align: justify;"><span class="thumbnail-image-float-left ssNonEditable"><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpret-a-porter-ap-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1329106909967',443,600);"><img src="../../storage/thumbnails/4418968-16564160-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1329106913031" alt="" /></a></span>My first model set foot on the stage... and there was a collective gasp of horror from the audience. My worst fears were realized! I had spent all of my money following trends, and paid no attention to the quality focused market here. I made a gamble by trying to save money on inferior materials, but the audience definitely wasn't buying the "Burlap Chic" angle. This would be the end. I had borrowed money on empty promises and the hope that "Meeple Tees" would take the world by storm. Instead, my kneecaps had an inevitable meeting with Guido in the alleyway. It was this painful regret that would spell the end of my career as a fashionista... until the next game of <em>Pr&ecirc;t-&agrave;-Porter</em>, at least.</p>
<p style="text-align: justify;">Ignacy Trzewiczek has always impressed me with his game design. I gave solid marks to his fantasy siege title "Stronghold" and I was very excited to see what he had been cooking up at <a href="http://www.portalpublishing.eu/">Portal Publishing</a> in the past year. Luckily, his recent release, <em><a href="http://www.portalpublishing.eu/products/board-games/pret-a-porter/">Pr&ecirc;t-&agrave;-Porter</a></em> is now being distributed through <a href="http://www.eaglegames.net/">Eagle Games</a> in North America.</p>
<p style="text-align: justify;">Surprisingly, this new game doesn't feature the castles, mutants, or postnuclear settings that Portal has become known for, instead opting for the ruthless world of off-the-shelf fashion. While I might have originally<span class="thumbnail-image-float-right ssNonEditable"><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpret-a-porter-card-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1329106994032',600,513);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16564178-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1329106997532" alt="" /></a></span> been a bit nonplussed by the fashion theme, once the confusion passed, I was happy to recognize <em>Pr&ecirc;t-&agrave;-Porter</em> for the deep, meaty, worker placement oriented business simulation that it is.&nbsp;</p>
<p style="text-align: justify;">In <em>Pr&ecirc;t-&agrave;-Porter</em>, players are growing a fashion business from the ground up, and trying to find success in an ultra-competitive market. Gameplay revolves around managing money; purchasing designs and materials; as well as managing a staff of workers, real-estate, and contracts with the ultimate goal of selling <em>Pr&ecirc;t-&agrave;-Porter</em> (ready to wear clothing) through a series of fashion shows. The player who can best juggle all of these aspects of business will make the most money and emerge as the next Vera Wang of board game simulated fashion.</p>]]></summary></entry><entry><title>Review: Chronicle (2012) Dir. Josh Trank</title><category term="Movies"/><category term="Science Fiction"/><category term="shakey cam"/><category term="super heroes"/><id>http://www.nerdbloggers.com/nerdbloggers/2012/2/10/review-chronicle-2012-dir-josh-trank.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/2/10/review-chronicle-2012-dir-josh-trank.html"/><author><name>Danny Webb</name></author><published>2012-02-10T19:02:55Z</published><updated>2012-02-10T19:02:55Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span style="white-space: pre;"> </span><strong>Chronicle Review</strong></p>
<p><span class="full-image-float-left ssNonEditable"><span><img style="width: 300px;" src="http://www.nerdbloggers.com/storage/chronicle_ver3.jpg?__SQUARESPACE_CACHEVERSION=1328900689102" alt="" /></span></span></p>
<p>One of my favorite comics of the last few years is Robert Kirkman&rsquo;s <em>Invincible. </em>It tells the story of a regular teenager coming in to his superpowers. The comic eschews normal comic book conflict in favor of real, human problems. <em>Chronicle</em> takes a similar approach but goes one step further, stripping away all but the most necessary components of a super-hero story (the super powers themselves). This is the story of three young men who discover they have super powers and have no one to turn to for help other than each other.</p>
<p>The characters in <em>Chronicle</em> are cut from a pretty broad cloth. The three teens fit nicely in to familiar categories: the troubled outcast, the jock, the preppy. The jock (Matt) provides the connection between the others; he is the cousin of our troubled teen (Andrew) and friends with the preppy (Steve). When these three get super powers after discovering a mysterious object, we would have to be pretty vapid not to know where things are going. Give a troubled, abused teen super powers and things are bound to get bad before long. <em>Chronicle</em> doesn&rsquo;t have much in the way of surprises for us. The teens behave like we expect movie teens in their situation to behave. There is inevitability to Andrew&rsquo;s decline that permeates the film even during the festive scenes when the teens are discovering all of their new abilities. I&rsquo;ve heard it suggested that the film could have been improved simply by changing which character goes &ldquo;bad,&rdquo; but that doesn&rsquo;t work for me as it isn&rsquo;t too uncommon to see a jock or a preppy go bad in genre films, which tend to celebrate the outcasts and vilify the popular. I think the characters, as archetypal as they may be, work well enough, thanks, mainly, to solid performances by the three principal actors.</p>
<p>The film is the first for director Josh Trank and writer Max Landis, who both come to the project after beginning in television. It is an auspicious debut for both. Though I would certainly have rather seen Trank abandon or, at least, supplement the &ldquo;found footage&rdquo; format, he keeps things moving briskly and provides the viewer with dozens of memorable images. The action scenes and big set pieces are especially well-handled, but the small, intimate scenes also play well. &nbsp;Perhaps that is helped along by Landis&rsquo;s screenplay, which puts words in the characters&rsquo; mouths that you could actually imagine them saying, a rarity for genre films, and gets the core emotions of all three protagonists just right.&nbsp; Here&rsquo;s hoping we can keep both of these gentlemen working in genre film for a while at least.&nbsp; Does the <em>Invincible </em>project still need a director? a sceenplay?</p>
<p><em>Chronicle</em> isn&rsquo;t a perfect picture by any means.&nbsp; I really disliked the poetic license the film took in order to get a camera in every scene (though the blending of hand-held and security cam footage was handled well).&nbsp; Every character not among the main three was completely flat and uninteresting. &nbsp;Still, despite those problems, the film was very enjoyable. &nbsp; I especially enjoyed the section in which the teens were learning what all they were capable of, and, especially, the amazing talent show. &nbsp;With any luck, getting such a solid genre picture in the wasteland that is February releases means we have a very good year to look forward to. &nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p>Score: &nbsp;8.5/10</p>]]></content></entry><entry><title>Twisted Metal Demo Impressions (PS3)</title><id>http://www.nerdbloggers.com/nerdbloggers/2012/2/7/twisted-metal-demo-impressions-ps3.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/2/7/twisted-metal-demo-impressions-ps3.html"/><author><name>Danny Webb</name></author><published>2012-02-07T06:18:18Z</published><updated>2012-02-07T06:18:18Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Twisted Metal (PS3, Releases Feb 14, 2012)</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.nerdbloggers.com/storage/1428551103_dwn.jpg?__SQUARESPACE_CACHEVERSION=1328724795342" alt="" /></span><span class="thumbnail-caption" style="width: 714px;">Seriously, how cool does this look?</span></span></p>
<p>&nbsp;</p>
<p>Quick Demo Impressions</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I&rsquo;m not afraid to say that about half-way through my first online deathmatch with the new Twisted Metal demo, I was giggling like a demented clown.&nbsp; These days, I play a bit of Halo, COD, and Battlefield 3 for my multi-player fix, and I enjoy them, for the most part, but I never really get engaged with the action to the point that I want to get any better than I already am (read: mediocre).&nbsp; Turns out I was waiting for a new Twisted Metal game even if I didn&rsquo;t know it.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I loved the PSX era Twisted Metal games and count Twisted Metal: Black as one of my favorite games of its generation, so it isn&rsquo;t as if the joy that is the new Twisted Metal was a huge surprise.&nbsp; There is something very appealing for me in the barely controlled chaos of vehicular combat. &nbsp;I get far more of a visceral thrill from ramming a vehicle that I&rsquo;ve just caused to stall and hitting it with a succession of missiles as it flies away from me than I do from camping with a rifle and waiting for some poor fool to come into my crosshairs.&nbsp; The almost choreographed ballet of explosions and crashes and missiles and bombs and special weapons is incredibly satisfying.&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; But, enough with this general love fest.&nbsp; How about some specifics?</p>
<p>&nbsp;</p>
<ul>
<li>&middot;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Graphics:&nbsp; </strong>The game looks great and moves smoothly.&nbsp; I noticed a slight bit of slowdown in the middle of massive firefights, but I imagine the demo split off a while ago and the slowdown is rare enough that I can&rsquo;t imagine it will be an issue in the final games.&nbsp; With a limited amount of levels to look at, it is hard to comment on the art design, but it is likely safe to say that the game isn&rsquo;t as stylized as TM: Black.&nbsp; Not as stylized, but much brighter and more colorful.&nbsp; The buildings all have a real-world design and everything appears to be destructible.&nbsp; I didn&rsquo;t run into instances of triggered environmental effects like those featured in TM: Black, but that doesn&rsquo;t mean they aren&rsquo;t in the full game.&nbsp; I found those really appealing, so I hope they make the cut.&nbsp; (Clarification: I&rsquo;ve been keeping myself in a Twisted Metal news bubble because I want to come to the experience with fresh eyes.&nbsp; It is very possible that the company has released tons of footage of scripted environmental elements all over Youtube).&nbsp; Also, the vehicles look great and I can&rsquo;t wait to see the ones not present in the demo.</li>
</ul>
<p>&nbsp;</p>
<ul>
<li>&middot;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Controls: &nbsp;</strong>I have some issues here. &nbsp;If you could train a chimpanzee to control the game using both hands and both feet, he would still envy the monkey players with prehensile tails.&nbsp; Seriously, this game requires the use of every button on the Dual Shock and you will often be using most of them simultaneously.&nbsp; Undoubtedly, the game is going to have a serious learning curve. Did I mention the game even makes use of the accelerometer (just for boosting, but, still)?&nbsp; Sometimes complex controls exist because the designers didn&rsquo;t put enough effort in to streamlining them.&nbsp; That doesn&rsquo;t seem to be the case here.&nbsp; The game lets you have a lot of control over every aspect of driving and combat, and that requires the use of lots of buttons.&nbsp; For the record, I was using the Classic control scheme.&nbsp; The one time I switched to the alternative scheme, I found it to be very unwieldy.</li>
</ul>
<p>&nbsp;</p>
<ul>
<li>&middot;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Gameplay:&nbsp; </strong>The demo includes two modes: Deathmatch and the capture-the-flag variant, Nuke.&nbsp; I haven&rsquo;t played enough Nuke to get a good grasp on it as I had trouble connecting to games during matchmaking.&nbsp; Deathmatch, on the other hand, suffered from no such problem, so most of my matches were played there. &nbsp;How does it work? &nbsp;There are lots of other vehicles driving around and you try to kill them before they kill you. &nbsp;As I said early, the game is visceral, explosive fun.&nbsp; It has been a while since I last played TM:Black Online, but it is safe to say this game is going to seriously raise the bar for vehicular combat games.&nbsp; The speed, precise controls, and great physics engine allow for multiple strategies while the ridiculous special attacks keep players from getting too &ldquo;thinky.&rdquo;&nbsp; The cars seem to take a lot of damage before going down and health power-ups abound, so I never experienced the annoying spawn-into-death so common in current gen shooters.&nbsp;<strong>&nbsp;</strong></li>
</ul>
<p><strong>&nbsp;</strong></p>
<ul>
<li>&middot;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Questions:</strong>&nbsp; I have a lot of them, but they are going to be answered soon enough.&nbsp; Will the single-player &ldquo;campaign&rdquo; be meaty enough to hold my interest?&nbsp; Will online play be smooth?&nbsp; Are there enough players that still care about Twisted Metal (or can the franchise attract enough new players) to make for a vibrant online community.&nbsp; Will the complex controls turn off players?&nbsp; Will I ever master them?&nbsp; How many billions of matches will I have to play before I win one?<strong>&nbsp;</strong></li>
</ul>
<p><strong>&nbsp;</strong></p>
<p>Happily, I only have a week to wait to get these answers (more, possibly, for that last one).&nbsp; I&rsquo;m only interested in a handful of games this coming year and Twisted Metal tops that list.&nbsp; The demo did nothing but make me more excited.&nbsp; Expect a review of the full game in a couple of weeks.</p>
<p>&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img style="width: 400px;" src="http://www.nerdbloggers.com/storage/1771797353_dwn.jpg?__SQUARESPACE_CACHEVERSION=1328595990495" alt="" /></span></span></p>]]></content></entry><entry><title>Toc Toc Woodman - A Dexterity Game Review</title><category term="Board Game"/><category term="Board Games"/><category term="Justin Oh"/><category term="Mayday Games"/><category term="Toc Toc Woodman"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2012/1/28/toc-toc-woodman-a-dexterity-game-review.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/1/28/toc-toc-woodman-a-dexterity-game-review.html"/><author><name>William McCarroll</name></author><published>2012-01-29T04:59:21Z</published><updated>2012-01-29T04:59:21Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Ftoc-toc-woodman-board-game-box.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327707998495',499,496);"></a></span></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16280280-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327707998496" alt="" /></p>
<p>&nbsp;</p>
<p style="text-align: justify;"><a href="http://maydaygames.com/card-sleeves">Mayday Games is best known for it's line of card sleeves for the hobby game market</a>, but has recently jumped into the game publishing market with a nice selection of original and reprinted games. One of these games is a quirky Korean import called <a href="http://maydaygames.com/tok-tok-woodman-korean-dexterity-game-duplicate.html"><em>Toc Toc Woodman,</em></a> designed by Justin Oh. <em>Toc Toc Woodman</em> is a dexterity game that tasks players with using a  plastic axe to chop the bark from a large plastic tree without causing  the tree to collapse. On the surface, it may sound similar to other popular dexterity games like <em>Jenga</em>, but make no mistakes, this <em>Woodman</em> has a whimsical style like no other.</p>
<p style="text-align: justify;"><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-16294252-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327854220715',300,200);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16294254-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327854220716" alt="" /></a></span></span></p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Components:</strong></p>
<p style="text-align: justify;">The components in <em>Toc Toc Woodman</em> are made from a sturdy, lightweight, molded plastic that is built to withstand the repeated hits from the small plastic axe used during gameplay. Included in the game is a small plastic base upon which the rest of the pieces are stacked to form "slices" in the trunk of a small tree. Each slice has a central, lightly colored "core" with four brown pieces of "bark" that slide into it. Although quite simple in construction, it is surprising the way these components interact with each other to create a structure that is both strong and precarious at the same time.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Gameplay:</strong></p>
<p style="text-align: justify;">Toc Toc Woodman's rules are easily described in just a few sentences. In fact, although printed rules are included, a player can simply read the large lettering on the back of the box, and know everyth<span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Ftoc-toc-woodman-collapse2-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327812776361',600,410);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16294260-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327812778832" alt="" /></a></span></span>ing he needs to play. During the game, players take turns hitting the segmented tree trunk with a plastic axe, trying to knock the bark off of the center core. While this may sound simple, it is usually easier said than done; as players hit the tree, the different stacked segments will be pushed around, causing the pieces of tree trunk to shift their balance. If a player is skillful, he will only knock the brown bark off of the tree, but a misjudged strike can cause one of the center cores to fall - or worse, the entire tree to collapse. For every piece of bark knocked off, the player scores a point, but, if one of the core pieces is knocked down, the player loses 5 points.&nbsp; Each player must take two hits before the next player gets a chance to wield the axe. When all of the bark has been knocked from the tree, the player with the most points wins. More times than not, however, the game actually ends when the entire tree comes crashing down due to a misjudged chop - which can be very cathartic for the other players when it's the lead player doing the chopping.</p>
<p style="text-align: justify;"><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Ftoc-toc-woodman-tower-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327812850867',600,441);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16294271-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327812852950" alt="" /></a></span></span>That's really all there is to the game. It plays very quickly, and often times, the setup takes longer than the game itself. There are a couple of gameplay variants printed in the manual, and while these add some variety, there is an enjoyable simplicity in the basic game that I prefer.</p>
<p style="text-align: justify;"><span style="font-size: 120%;"><strong><br /></strong></span></p>
<p style="text-align: justify;"><span style="font-size: 120%;"><strong>Conclusion:</strong></span></p>
<p style="text-align: justify;">Even with the short play time and simple rules, there is a lot of fun to be had in this quirky game. The tension of the barely-balanced tree elicits gasps around my table, and giddy cackling from the children when one of their siblings, or, heaven forbid, one of their parents has caused the entire structure to collapse. In fact, this is one of those elusive games that can be enjoyed by adults and children alike, and more importantly - together. The nature of tapping the plastic trunk with a small "toc, toc" doesn't require the same extended control of small motor skills that a game like <em>Jenga</em> does, which is a great equalizer when it comes to younger folk.&nbsp; Players only need to decide where to hit and how hard, which actually makes <em>To</em><span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Ftoc-toc-woodman-collapse-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327812897696',390,600);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16294278-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327812900047" alt="" /></a></span></span><em>c Toc Woodman</em> as much of a press-your-luck type game as it is a dexterity game. Hitting the tree hard can knock a lot of bark off, but there is a high probability that disaster will strike. On the other hand, a player who is too timid with his strength can come away empty handed. When many games I play with my kids can be mind-numbingly boring in their simplicity, it's refreshing that <em>Woodman</em> is able to take very basic rules and deliver something that is actually fun.</p>
<p style="text-align: justify;">Although I have had great success playing <em>Toc Toc</em> with my children, it's important to note that it isn't just a kids game. The fun of being a miniature lumberjack is universal, so even when there are no kids in sight, <em>Toc Toc</em> is still a great experience with the right crowd. <em>Toc Toc Woodman</em> isn't going to be winning any awards for deep strategy, but as a quick social game to play with family or friends, it works exceedingly well. Where children love the simple rules and the inherent destruction of watching the tree collapse, adults <span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-16294305-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1327854242876',282,200);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16294307-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1327854242878" alt="" /></a></span></span>will love the quirky theme... and the inherent destruction of watching the tree collapse.</p>
<p style="text-align: justify;">The only negative thing I really have to say about <em>Woodman</em>, is that the 45 seconds it takes to set the game up can sometimes seem disproportionately long; especially when the game can take as little as 2 minutes to play. But then again, it ONLY takes 45 seconds to set up, which is arguably faster than any other game in my collection.</p>
<p style="text-align: justify;">When deciding if you should purchase<em> Toc Toc Woodman</em>, there are a couple of angles to consider: For adult gamers, <em>Toc Toc</em> is firmly entrenched in the silly-fun filler game category, and will find success in a lively game group that enjoys the occasional light game... and perhaps the occasional cocktail. For parents with young children, though, <em>Toc Toc Woodman</em> makes for a great opportunity to bring the family to the table, and offers a chance to truly enjoy the smiles and laughter that gaming with kids delivers - and for me, this is where <em>Toc Toc Woodman</em> really shines.</p>]]></content></entry><entry><title>Paul Koenig’s Market Garden: Arnhem Bridge - A Review</title><category term="Board Game"/><category term="Board Games"/><category term="Paul Koenig"/><category term="Victory Point Games"/><category term="Wargame"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2012/1/18/paul-koenigs-market-garden-arnhem-bridge-a-review.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/1/18/paul-koenigs-market-garden-arnhem-bridge-a-review.html"/><author><name>William McCarroll</name></author><published>2012-01-18T16:06:33Z</published><updated>2012-01-18T16:06:33Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-block ssNonEditable"><span>&nbsp;</span></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/PKMG-Arnhem_coverLARGE.jpg?__SQUARESPACE_CACHEVERSION=1326839501201" alt="" /></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: justify;">Over the past few months I have been taking a journey into the world of hex and counter wargames. Facilitated by <a href="http://www.victorypointgames.com">Victory Point Games</a>' varied and beginner friendly catalog, I have been learning to enjoy a genre that, to me, was shrouded in complex rules and drenched in history that I regret to say, I didn&rsquo;t really pay attention to in high school. As I grow older, however, my interest in learning and understanding this history grows, and I am finding these games to be both fun and interesting. I am bringing my two teenaged kids along for the ride, and I have enjoyed witnessing their reactions to these games.</p>
<p style="text-align: justify;">Today we take on a Paul Koenig designed game about the 1944 World War II conflict &ldquo;Operation Market Garden&rdquo;. Aptly named: <em>Paul Koenig&rsquo;s Market Garden: Arnhem Bridge</em>. This Koenig designed game has players experiencing part of the Allied operation that sought to utilize paratroopers to gain control of several strategically important bridges in Germany; an operation that, had it succeeded, would have opened the way for an armored attack on Northern Germany.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Components:</strong></p>
<p style="text-align: justify;">The components are typical Victory Point Games quality. They are printed using Desktop Publishing equipment, but are clean, and serve their purpose well. The maps are supplied on thick card-stock, with vivid colors that do not bleed or smear, and the chits are double-sided in full color, with <span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-16102242-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326908969766',199,300);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102303-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326908969767" alt="" /></a></span></span>a matte finish.</p>
<p style="text-align: justify;">The map itself is clear and colorful, and the graphic design allows enough detail in the terrain to be interesting, but not so much that it becomes overwhelming. Player aids are printed at the top of the map, allowing for clean, easy access to the most commonly referenced information.</p>
<p style="text-align: justify;">There are three parts to the full-color rulebook: The general rules that are to be shared by all of the games in Koenig's <em>Market Garden</em> series; the exclusive rules that apply only to the <em>Arnhem Bridge</em> game, and optional rules that allow players to add some extra flavor to their games. I had to read through the rules a couple of times to understand how everything worked, and the separation of rules across two sections made that process a bit more difficult than it could have been.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Gameplay:</strong></p>
<p style="text-align: justify;">Like the previous games that I have reviewed in my beginning wargame series, <em>Paul Koenig&rsquo;s Market Garden: Arnhem Bridge</em> <em>(PKMG:AB</em>), is a hex and counter based game. But, though it has many of the same cosmetic underpinnings as others I have explored, it plays very differently.</p>
<p style="text-align: justify;">The most notable difference is that <em>Arnhem Bridge</em> does not utilize zone of control as a game mechanism. Units can freely pass adjacent enemy units, and even enter the same hex as an enemy unit to perform close combat. This lack of ZOC gives the game a very claustrophobic feel, which works well in the close urban spaces that are being simulated. Hexes are restricted to containing two units - a mechanism called &ldquo;stacking-limit&rdquo;, which opens up some interesting strategies. Simply occupying a hex<span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpaul-koenigs-market-garden-game-chits2.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326901929427',533,800);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102364-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326901931290" alt="" /></a></span></span> does not limit an opponent&rsquo;s movement into the hex; only by doubling up on defense in a given hex, can movement into that hex be truly blocked. Since the Arnhem Bridge itself acts as a bottleneck between the north and south portions of the map, taking advantage of the stacking limit is critical.</p>
<p style="text-align: justify;">Koenig&rsquo;s design also steps away from a structured, predictable turn sequence, opting instead for a &ldquo;chit-pull&rdquo; mechanism. When determining the units that can be activated, a representative &ldquo;HQ&rdquo; chit for each color-coded group of units is placed into a cup. During play, these chits are are randomly drawn, allowing the corresponding units to take their actions. Due to the random nature of activation, players never know the order that the units will move, which makes it somewhat difficult to coordinate tactical maneuvers between the different units. Since disorganization and loss of communication were some of the major hurdles that the Allied soldiers faced during Operation Market Garden, the chit-pull mechanism makes strong thematic sense.</p>
<p style="text-align: justify;">Combat in <em>Arnhem Bridge</em> is interesting as well. The design does a lot to simplify combat calculations and forgoes lookup tables by calculating success through the comparison of a die roll against the strength of the attacking units. That&rsquo;s not to say combat is simple, though. In fact, <em>PKMG:AB</em> allows for 4 different types of unit actions, three of which are combat related: Full fire, mobile fire, and close combat. All of these combat types can result in damage to the attacking or defending unit; or an exchange, causing damage to both units. Units in <em>Arnhem Bridge</em> are fairly resilient, and can withstand multiple hits before being completely destroyed, using small double sided &ldquo;Hit&rdquo; counters that slide under the chits to show how much damage they have taken. A unit can sustain a single hit without any negative impact, but the second hit causes a loss of attack power, and a third hit destroys the unit entirely.</p>
<p style="text-align: justify;">Of the three combat types, full fire is the one that is the most familiar; a unit in an adjacent hex can use his entire action to roll against his strength and see if he hits the enemy. &nbsp;Mobile fire is the second <span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpaul-koenigs-market-garden-game-hitcounter.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326901985818',526,800);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102370-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326901987607" alt="" /></a></span></span>type, and acts as a movement/combat hybrid; while only half as effective as full fire, a unit engaging in mobile fire can move using half of his movement, and then perform a half strength fire, or vice versa. Both Full fire and mobile fire only take the attacking units' strength into consideration when calculating the outcome of a battle. As long as the number rolled on a 6 sided die is less than the combined strength of the attacking units, the defending unit takes a hit.</p>
<p style="text-align: justify;">Close combat however, is a bit different that the previous types and gives an advantage to the defender. In close combat, the attacking player enters the same hex as the defending player, and combat commences, with each player rolling against his unit strength until a player takes a hit or chooses to retreat. In this scenario, however, the defender gets the first attack. This is a very important rule that has some very dramatic implications. I overlooked this rule for my first couple of plays, and it resulted in a shockingly unbalanced experience that allowed the attacking player to steamroll the competition. When played correctly, however, close combat is quite a gamble for the attacker. But, with the density of units in the close quarters of the urban landscape, it is often critical to take a gamble with close combat in order to move forward in the greater strategy.</p>
<p style="text-align: justify;">One of the most interesting aspects of wargames is the use of terrain, and <em>Paul Koenig&rsquo;s Market Garden: Arnhem Bridge</em> uses terrain effects quite effectively. Different types of terrain can affect movement, as well as the effectiveness of full and mobile attacks. In addition to terrain in a given hex, features of a given hex side can affect gameplay as well. For example, a hex side that borders a river cannot be crossed, and there are several sloped hills on the map that can affect combat accuracy. I really enjoyed the diversity of terrain on the map, and the different tactical options that could be considered. Unfortunately, most likely due to my general inexperience with wargames, I found that there was not a whole lot of opportunity to utilize the terrain on the outskirts of the map, as it was often a mad rush to get to Arnhem Bridge before it was completely barricaded by the enemy. While I wanted to sit on a hill, and rain death upon my enemy, more often than not, without zone of control to slow my enemy down, I would simply watch as they zipped past me and out of range.</p>
<p style="text-align: justify;">Scoring in <em>PKMG:AB</em> was surprising to me as well. Where most of the beginning wargames I have played had very strongly defined win conditions, success in <em>Arnhem Bridge</em> was much harder to easily<span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpaul-koenigs-market-garden-game-chitstack.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326902030371',613,800);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102387-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326902032887" alt="" /></a></span></span> quantify. Similar to many Euro style games that I have played, certain objectives scored differing numbers of victory points, and the player with the most is declared the victor.</p>
<p style="text-align: justify;">Destroying an enemy unit, occupying city hexes, and securing Arnhem  Bridge itself are all worth differing points. These objectives aren't arbitrary though, as the scoring system takes  into account the important factors that would influence the likelihood  of success in the conflict after the events of the game. One of these factors is the positioning of the German 16th SS infantry batallion. This unit is introduced during gameplay, and must be successfully exited from the bottom of the board by the German player. Failure to accomplish this gives the Allied player a giant point bonus, because this unit plays a pivotal role for the Germans later in history. The introduction of this special unit adds an interesting twist to gameplay, and turns what could have been a strictly area control game, into a bit of a cat and mouse game.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Conclusion:</strong></p>
<p style="text-align: justify;"><em>Paul Koenig's Market Garden: Arnhem Bridge</em> intrigues me with smart design choices that closely fit the theme of the game. There was obviously a lot of thought put into the design to exemplify the feeling of loss of communication and cramped urban combat. The scoring system rewards actions that would have a meaningful impact on the larger conflict, confronting the players with some hard decisions about where to focus their manpower.</p>
<p style="text-align: justify;">While I enjoyed the game and appreciate all of the thematic nuance, it's gameplay didn't really resonate with me. Much of this may be due to the nature of the conflict; in simulating communication breakdown and organizational chaos, <em>Arnhem Bridge</em> is inherently chaotic. Players do not know how much support they will receive in any given round, nor how many of their units will be wounded or killed as they parachute into the battlefield. The order that units are activated is completely <span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-16102403-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326908998966',200,300);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102412-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326908998967" alt="" /></a></span></span>random, due to the chit-pull mechanism, which can drastically affect the ability to build a strategy, as unit locations can change a lot during play.</p>
<p style="text-align: justify;">Determining success during game was difficult too, as the myriad of conditions that generate victory points need to be analyzed, opening up the potential for analysis paralysis. Personally, I like to have a concrete goal in 2 player games, and feel that victory points can often kill the tension of the end-game when players move to tally their points to see who won. There is something viscerally rewarding about a game that slowly converges to the ultimate end where the point of success is inherently known by all players.</p>
<p style="text-align: justify;">Playing <em>Arnhem Bridge</em> got me thinking about wargames as simulations. It seems that wargames can be very different things to different people; one could almost say that some titles may have a bit of an identity crisis. They work to both simulate historical events, but also provide a fun, competitive gaming experience. Some gamers take the "game" out of wargames entirely by calling them "Conflict Simulations" - and I can certainly see how this distinction rings true in some games. <em>Paul Koenig's Market-Garden: Arnhem Bridge</em> succeeds wonderfully as a conflict simulation. Its mechanics and rule choices really drive a rich, emotional, thematic experience. In order to effectively portray this historical conflict, a feeling of hopelessness and chaos was necessary. Unfortunately, that chaos did<span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpaul-koenigs-market-garden-game-lonechit.jpg%3F__SQUARESPACE_CACHEVERSION%3D1326902125013',569,800);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16102421-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326902128344" alt="" /></a></span></span> not personally make for a great gaming experience. During some of my games, I would get frustrated as I lost units due to  combat or being shot down before I had a chance to utilize them. I felt  that I had no control over this, and things often felt very unfair. I want to say that the game would have been made better by decreasing  the amount of randomness, but in that conversion it would lose a  lot of it's thematic flavor.</p>
<p style="text-align: justify;">So I'm torn. <em>Arnhem Bridge</em> succeeds in one area, but leaves me wanting in another. It's success is largely determined by what you are looking for in a game. If you are looking for an unrelenting, chaotic, and often cruel simulation that puts you in the shoes of the brave soldiers who fought in Operation Market Garden, then <em>Arnhem Bridge</em> is a definite success. If you are looking for a balanced game as a military themed contest of wits between two players, then <em>Arnhem Bridge</em> may not be your cup of tea. I find myself somewhere in the middle - <em>Arnhem Bridge</em> is a great place to visit, but I wouldn't want to live there.</p>]]></content></entry><entry><title>Guest Blogging Super Dungeon Explore</title><category term="Board Game"/><category term="Board Games"/><category term="RpgFan"/><category term="Super Dungeon Explore"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2012/1/16/guest-blogging-super-dungeon-explore.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2012/1/16/guest-blogging-super-dungeon-explore.html"/><author><name>William McCarroll</name></author><published>2012-01-16T22:14:19Z</published><updated>2012-01-16T22:14:19Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2FCapture_BoxlidSDE.PNG%3F__SQUARESPACE_CACHEVERSION%3D1326752872097',480,467);"></a></span></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-16070838-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1326752872103" alt="" /></p>
<p>I recently had the opportunity to do a <a href="http://www.rpgfan.com/features/Super_Dungeon_Explore_Spotlight/index.html">guest review of the board/miniature game hybrid <em>Super Dungeon Explore </em>at the video game RPG website www.rpgfan.com</a>. I had a great time writing about a fun and interesting game that took my love of board games and 80's video games and mashed them together into a truly fun and entertaining gaming experience!</p>
<p>Link: <a href="http://www.rpgfan.com/features/Super_Dungeon_Explore_Spotlight/index.html">http://www.rpgfan.com/features/Super_Dungeon_Explore_Spotlight/index.html</a></p>]]></content></entry><entry><title>Eminent Domain - A Review</title><category term="Board Game"/><category term="Board Games"/><category term="Eminent Domain"/><category term="Seth Jaffee"/><category term="Tasty Minstrel Games"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2011/12/16/eminent-domain-a-review.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2011/12/16/eminent-domain-a-review.html"/><author><name>William McCarroll</name></author><published>2011-12-16T20:33:53Z</published><updated>2011-12-16T20:33:53Z</updated><summary type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Feminent-domain-boxfront.jpg%3F__SQUARESPACE_CACHEVERSION%3D1324007262291',803,600);"></a></span></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-15624527-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1324007262292" alt="" /></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: justify;">Tasty Minstrel Games has taken their games to new heights with the space themed, Seth Jaffee designed board game <em>Eminent Domain</em>.&nbsp; While the title of the game may sound like the sort of legalese a cheap polyester attorney would feed you right before demolishing your house to make way for an interstellar bypass, in execution <em>Eminent Domain</em> forgoes any legal wrangling and instead tasks players with discovering and settling planets to score influence points. Any sleazy space attorneys that may be part of these proceedings have, thankfully, been abstracted out of gameplay.</p>
<p style="text-align: justify;">In <em>Eminent Domain</em>, players attempt to score influence points by  discovering planets, colonizing or attacking them, and researching  technologies. Each planet gives different benefits to the player,  allowing him to excel at certain actions or trade resources for  points. Players take turns selecting a role card from the center of the  table, and performing any instructions on the card before adding the card to their personal deck.  By using cards in their hand, and special features of planets on the  table, players can enhance the effect of certain roles. Whoever can best  manage their deck, and make the best role choices will ultimately gain  the most influence, and win the game.</p>
<p style="text-align: justify;"><em>Eminent Domain</em> is reminiscent of several different modern games. The role selection mechanism that was popularized by <em>San Juan</em> and <em>Race for the Galaxy</em> is featured prominently in <em>Eminent Domain&rsquo;s</em> gameplay, as is the deck building paradigm that <em>Dominion</em> pioneered. Despite this obvious influence, <em>Eminent Domain</em> <span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-15624547-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1324008206836',208,300);"><img src="../../storage/thumbnails/4418968-15624552-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1324008206837" alt="" /></a></span></span>manages to take these two disparate ideas of role selection and deck building and merge them together into a unique mash-up that has a flavor and strategy that stands on its own.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Components:</strong></p>
<p style="text-align: justify;">Right out of the gate, the components in <em>Eminent Domain</em> scream high quality. The artwork is colorful and pleasing, and the components are rugged and well made. This is especially redeeming, as Tasty Minstrel Games suffered some production issues during their freshman attempt at publishing games a few years ago, when a large majority of the first print run of the game <em>Homesteaders</em> was shipped from the factory with critical manufacturing flaws. Not willing to be knocked out so easily, Tasty Minstrel Games has shifted production of their games to a different, highly respected manufacturer, with absolutely stellar results.</p>
<p style="text-align: justify;"><em>Board &ndash;</em> Although <em>Eminent Domain</em> is more of a card game than a board game, it includes a glossy board to hold the various cards that players will collect through the game. This is not only nice because it helps organize the play space, but it is also functional in imparting rules information to the players when all of the cards of a certain type have been collected.</p>
<p style="text-align: justify;"><em>Cards &ndash;</em> Gameplay in <em>Eminent Domain</em> centers on the manipulation of its various cards. These cards are printed on linen stock and display vivid, colorful artwork. The cards are good quality, but they have black edges, and even after a single play the edges of my cards started to show some whitening. Because the cards will be constantly shuffled during play, <em>Eminent Domain</em> (like most deck builders), is a candidate for card sleeves.</p>
<p style="text-align: justify;"><em>Cardboard Bits &ndash;</em> The few cardboard bits found in <em>Eminent Domain</em> are thick and sturdy. The Influence Point tokens, starting planets, and player reference cards were a joy to punch from their cardboard sheet; some even fell out out on their own, impatient to play. This may seem <span class="thumbnail-image-float-right ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F4418968-15624564-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1324008147973',161,300);"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-15624567-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1324008147974" alt="" /></a></span></span>like a small detail, but it's actually very important to me. When I first open up a brand new game and find that the cardboard pieces are difficult to punch, causing them to split or tear, it makes me anxious and affects my enjoyment of the game. I plan to keep my games around for many years, and knowing that pieces aren&rsquo;t going to be defaced before the first game has seen it's first play is greatly appreciated.</p>
<p style="text-align: justify;"><em>Spaceships &ndash;</em> When first opening <em>Eminent Domain</em>, one finds carefully packaged in a baggie, inside of a small box, a set of small, black, plastic spaceships. The spaceships come in three different shapes, with each shape a differing size. The spaceships serve as simple counters to denote a player&rsquo;s current military might, but they look really neat, and are a lot of fun to handle. It could be argued that wooden cubes or cardboard tokens would serve the purpose just as effectively as these little plastic fighters, but during play, little touches like this really help reinforce the theme. It is a bid odd though that the ships come in three sizes, because the size of the ship has no relevance in gameplay. Seth Jaffee was kind enough to talk to me about these interesting components, and I came out of the exchange with much more information about the ship tokens came to be, and what the future holds for them - You will have to wait till the conclusion of this review for that juicy info though!</p>]]></summary></entry><entry><title>Sentinels of the Multiverse: Rook City - How to Kick More Ass in 10 Easy Questions!</title><category term="Board Games"/><category term="Board Games"/><category term="Greater Than Games"/><category term="christopher badell"/><category term="interview"/><category term="rook city"/><id>http://www.nerdbloggers.com/nerdbloggers/2011/11/22/sentinels-of-the-multiverse-rook-city-how-to-kick-more-ass-i.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2011/11/22/sentinels-of-the-multiverse-rook-city-how-to-kick-more-ass-i.html"/><author><name>William McCarroll</name></author><published>2011-11-22T16:13:04Z</published><updated>2011-11-22T16:13:04Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpic1117014_md.jpg%3F__SQUARESPACE_CACHEVERSION%3D1321981117514',375,500);"></a></span></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-15245347-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1321981117517" alt="" /></p>
<p>Last August, I had the exciting opportunity to play and <a href="http://www.nerdbloggers.com/nerdbloggers/2011/8/10/sentinels-of-the-multiverse-a-review.html">review Greater Than Game's first published card game: <em>Sentinels of the Multiverse</em></a>, a non-collectible, cooperative card game based in a vibrant comic book universe. Sentinels of the Multiverse is fun, has awesome pacing, and really captures the feel of the superhero genre.</p>
<p>Now, hot on the heels of the Sentinels release, Greater Than Games is offering the next installment in the <em>Sentinels</em>' story: <em>Sentinels of the Multiverse: Rook City</em>. <em>Rook City</em> comes packaged with new villains, new heroes, and new locations themed around the gritty, urban, Rook City.</p>
<p>As <em>Rook City</em> is entering the last week of its <a href="http://www.kickstarter.com/projects/1787899968/sentinels-of-the-multiverse-rook-city-expansion">Kickstarter Campaign</a>, Design Director Christopher Badell agreed to an interview with www.nerdbloggers.com about his project - and dispatches our crafty questions with true superhuman skill.</p>
<p>What is <em>Rook City</em>? What secrets are hiding under its urban exterior? And what happens when we play a game of "What If"? Stay tuned for the answers to these, and more exiting questions, starting NOW!</p>
<p>&nbsp;</p>
<p><span id="__end"><span style="color: maroon;"><strong>Nerdbloggers:</strong> First of all, can you tell me a little about yourself, and your background? I'm always interested to learn about the people who make the games we play.</span></span></p>
<p><em><strong>Christopher Badell:</strong> Christopher was born on a dark and stormy night in a dingy hospital in Venezuela . . . oh, that's probably not the sort of information you're looking for.&nbsp; Well, I have a pretty lengthy background in all the things that led to this game working.&nbsp; I'm a writer with a history of teaching and tutoring, a game player with a love for cooperative games (obviously), a teacher and storyteller (which is why a strong narrative is so important to Sentinels of the Multiverse), and a fan of comic books.&nbsp; Now, to be fair, our primary comic guru is Adam Rebottaro, the artist of Sentinels of the Multiverse.&nbsp; He knows more about comic books than anyone I've ever met, and his knowledge of and love for the medium really led right into this being possible.&nbsp; Greater Than Games, LLC, is just the three of us, Adam, Paul, and myself, and we're all well suited to making this happen.&nbsp; I mean, this would never have been a company at all if it wasn't for Paul's business smarts and ability to make things happen.&nbsp; I'm lucky to be working with such talented people.&nbsp; </em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers: </strong>I reviewed <em>Sentinels of the Multiverse</em> during it's initial release, and I was really impressed by the detail and care put into the characters, environment, and gameplay. <em>Sentinels</em> was very successful at portraying unique characters that each played very differently, and it also delivered &nbsp;a roller coaster ride of interaction between the heroes and the villains. With Sentinels' first expansion, Rook City, how is Greater Than Games planning on enhancing this cinema-like experience?</span></p>
<p><em><strong>Christopher Badell:</strong> A big part of the way </em><em>Rook City fits in with the world of Sentinels of the Multiverse is the theme.&nbsp; Every expansion we have planned has a very specific theme, so we're not just adding more characters and challenges to the game; we're expanding the &ldquo;Multiverse&rdquo; experience, as well.&nbsp; </em><em>Rook City's gritty, urban theme shows up in all of the characters and settings, and really sets a definite feel to new games.</em></p>
<p><em>The two new Heroes, Mr. Fixer and Expatriette, have some exciting new mechanics and card interactions, and there's a lot to discover there, both in terms of how their decks work and how they interact with other heroes.&nbsp;</em></p>
<p><em> </em></p>
<p><em>The villains are just awful.&nbsp; They don't have the vast &ldquo;world domination&rdquo; plans that the villains from </em><em>Sentinels of the Multiverse do, but they are very powerful and have terrible goals.&nbsp; Also, they bring lots of new villain mechanics and flip abilities to the table, so each of the four new villains is an entirely new game.</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> I noticed in the original games, there were villains who had a hero nemeses that was not included with the base game. In <em>Rook City</em>, are we going to meet some of these heroes?</span></p>
<p><em><strong>Christopher Badell:</strong> Absolutely!&nbsp; We've been keeping that information secret, but I'll go ahead and lay it all out now.&nbsp; Citizen Dawn's nemesis is in this set &ndash; it's her daughter, in fact!&nbsp; Expatriette!&nbsp; Several clever fans already picked up on that, so it's good to finally officially reveal that.&nbsp; Additionally, the </em><em>Rook City villain The Matriarch is the nemesis of Tachyon, and Spite is The Wraith's nemesis.&nbsp; The Chairman and Mr. Fixer are nemeses, so that just leaves Plague Rat from </em><em>Rook City and Omnitron from the </em><em>Sentinels of the Multiverse Core game.&nbsp; Their nemeses will certainly be in a future expansion.&nbsp; In fact, we have many exciting plans for both of them!</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> Can you divulge some details about the backstory, and abilities of the new cards, and do you have any personal favorites?</span></p>
<p><em><strong>Christopher Badell: </strong>Hmmm, there is a lot that we still have yet to release, so I don't want to say too much.&nbsp; However, I will say there is a ton of background information on the updates to the </em><em>Rook City Kickstarter here: <a href="http://www.kickstarter.com/projects/1787899968/sentinels-of-the-multiverse-rook-city-expansion/posts">http://www.kickstarter.com/projects/1787899968/sentinels-of-the-multiverse-rook-city-expansion/posts</a></em></p>
<p><em>Also, in terms of new card abilities, look forward to being able to deal irreducible damage, and for certain villain cards which cannot be destroyed, changing game play permanently when they are played.&nbsp; Also, there is one villain in particular who can play through their entire villain deck in just a few rounds.&nbsp; It's terrifying.&nbsp;</em></p>
<p><em>As for favorites?&nbsp; That's tough.&nbsp; It's like trying to pick a favorite child!&nbsp; So, don't tell the others, but Spite's deck is probably my favorite of the new villains.&nbsp; Shhh!</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> In my review of <em>Sentinels of the Multiverse</em>, I had erroneously mentioned that the different environments and villains didn't appear to share a common "universe". Since the release of <em>Sentinels</em>, I've come to understand that there is actually a very rich backstory behind Sentinels of the Multiverse. Would you mind giving a general overview of the sentinels universe, and how rook city fits into the bigger story?</span></p>
<p><em><strong>Christopher Badell: </strong>Yikes!&nbsp; That's a tall order!&nbsp; Well,&nbsp; The primary hero team that drives the Sentinels of the Multiverse story is the Freedom Five, made up of Legacy, Bunker, Tachyon, The Wraith, and Absolute Zero.&nbsp; They fight crime!&nbsp; Baron Blade and Legacy have been nemesis forever, really, as Baron Blade's father and Legacy's father (who was also Legacy!) were nemesis back around World War II.&nbsp; So Baron Blade is the primary Freedom Five villain.&nbsp; However, Citizen Dawn's &ldquo;Citizens of the Sun&rdquo; cause a lot of problems for the heroes as well.&nbsp; So much that they have to occasionally recruit help from outside the Freedom Five, which is where you start seeing appearances of other heroes like Ra, Fanatic, and Haka.&nbsp; Tempest first shows up as a precursor to Grand Warlord Voss's troops assaulting the planet, and it's only with Tempest's help that the Freedom Five are able to save the world from Voss's alien hordes.&nbsp; Baron Blade constantly shows up, regardless of how many times he is &ldquo;defeated&rdquo;, and his big story arc, called &ldquo;Moonfall&rdquo;, is where he attempts to pull the Moon into the Earth using his TerraLunar Impulsion Beam.&nbsp; Right after that story arc is Citizen Dawn's big push to take over the world, and that arc is named &ldquo;Sunrise&rdquo;.&nbsp; See what I did there?&nbsp; At some point in all this, Omnitron gains sentience and decides to stomp all the humans, and The Visionary shows up from her future to attempt to stop the current timeline from becoming the world she lived through in her book &ldquo;New Memories&rdquo;.&nbsp; And that's just a brief look at the stories of these characters!&nbsp; Whew!<br /> As for Rook City, it's the hometown of The Wraith, so much of her solo crime fighting takes place there.&nbsp; Unfortunately, crime seems to just attract more crime, and sometimes the villains in </em><em>Rook City become a large enough problem that The Wraith calls in her teammates, or possibly other heroes she's met in her adventures.&nbsp; As mentioned before, the villains in </em><em>Rook City aren't trying to take over the world, but their plans are no less terrible, and they must be stopped!</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> The basic rules for <em>Sentinels</em> were very simple, with the interesting game interactions delivered through the text on the cards themselves. Will <em>Rook City</em> see any changes to the basic rules?</span></p>
<p><em><strong>Christopher Badell: </strong>Nope!&nbsp; The basic rules will stay the same, because that's the core of Sentinels of the Multiverse!&nbsp; As a player, you play a card, use a power, and draw a card.&nbsp; On the villain turns and the environment turns, you put the top card of the appropriate deck into play.&nbsp; Follow all instructions.&nbsp; However!&nbsp; </em><em>Rook City does introduce some new interactions, and all of the villains have unique flip abilities, so there is still plenty of new stuff to keep the game interesting.</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers: </strong>Greater Than Games self funded <em>Sentinels of the Multiverse</em>, but <em>Rook City</em> is being offered as a Kickstarter project. Now that you have gone down both routes, what benefits does Kickstarter give you as a developer, and a publisher.</span></p>
<p><em><strong>Christopher Badell:</strong> The most useful part about Kickstarter for us was finding out what sort of demand there was for a </em><em>Sentinels of the Multiverse expansion.&nbsp; And with the fast and overwhelming response we had, we know &ndash; there is absolutely a demand.&nbsp; So, that was probably the best part.&nbsp; People are excited that we've raised so much money, and we are as well, but the thing to keep in mind is that the vast majority of that money is presales of the expansion, so while Kickstarter does give us the ability to offset the costs of printing the game due to those presales, Rook City will need to be strong enough to continue making sales in order to keep generating revenue for future expansions and other games we're also working on.</em></p>
<p><em>We have had such a great response from the gaming community with the </em><em>Rook City Kickstarter that it is likely we will use Kickstarter again in the future to fund the printing of future projects.</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> <em>Rook City</em> has already met it's funding goals, so it's definitely being published, but there are some pretty interesting stretch goals that have been announced (and some intriguing teases for some that haven't been). Could you tell us a bit about the rewards for these goals?</span></p>
<p><em><strong>Christopher Badell:</strong> At the time of this interview, we are VERY CLOSE to the $25k reward level, which will send every backer some exciting </em><em>Rook City art prints.&nbsp; We love art prints, because it gives us a chance to showcase Adam's fantastic art in a size larger than a couple inches on a card.&nbsp; We already broke the 20k level, which was the big one for most fans, as it means we'll be sending out HP and Damage-Modifier Tracking Cards to all our backers.&nbsp; That was a big deal for us, because it was asked for by the Sentinels community, and we love having the opportunity to make something that people want.&nbsp; Moving forward, there are three big levels left: 30k, 40k, and 50k.&nbsp; The 30k levels is possible, but I'm not holding my breath.&nbsp; We've already come so far, and we've certainly seen a decline in pledges since hitting 20k.&nbsp; However, at the 30k level, we print up some awesome Rook City t-shirts and send those to all the backers who are getting the game.&nbsp; At the 40k level, we have an awesome alternate version of Baron Blade, though it looks like we probably won't hit that level.&nbsp; But we still have exciting plans for him!</em></p>
<p>&nbsp;</p>
<p><span style="color: maroon;"><strong>Nerdbloggers: </strong>Okay, Last Question! The Wraith and Legacy get into a fight. Who would win?</span></p>
<p><em><strong>Christopher Badell: </strong>Ooh, that's tough.&nbsp; First off, which Legacy?&nbsp; I'm assuming standard Legacy, not his daughter (or his father!) so we have to get past the point of him being unwilling to attack The Wraith, due to their camaraderie and that she's a fellow hero.&nbsp; Hmmm, so, Legacy believes, due to a mind-affecting beam deployed by Baron Blade, that The Wraith is in fact an imposter who has taken her place!&nbsp; He fights with all of his power to defeat her, knowing that only in defeating this vile doppelganger can he save his friend, The Wraith, from her imprisonment!&nbsp; The Wraith has been affected by the same mind-beam and believe that killing this false-Legacy before her will save the world!&nbsp; Their fight goes for hours, Legacy flying through stone walls in his hunt for the evil Wraith, while she uses all her skills and gadget to not only evade him, but set up a devious trap for her super-powered foe.&nbsp; However!&nbsp; Just as Legacy tears through a steel plated floor to find The Wraith, moments before she is able to spring the trap, which would drop Legacy into a vat of flesh dissolving nerve-agent, Tachyon appears between the two heroes holding some odd device.&nbsp; In half the blink of an eye, Tachyon dons dark sunglasses and quips, &ldquo;Deal with it&rdquo; as the device she carries emits a blinding flash.&nbsp; Both Legacy and The Wraith are stunned momentarily, then realize their error!&nbsp; This was Baron Blade's dastardly plan the entire time!&nbsp; Resolved, the three heroes turn their attentions to the now fleeing mad scientist, once again united to defeat evil and stand for justice! </em></p>
<p><em><br /></em></p>
<p><span style="color: maroon;"><strong>Nerdbloggers:</strong> Thanks so much for taking the time out to answer our questions!</span><em><strong>&nbsp;</strong></em></p>
<p><em><strong>Christopher Badell:</strong> <span style="color: #222222;">Thanks for asking them!&nbsp; Keep on saving the Multiverse!</span></em></p>
<p>&nbsp;</p>
<p><span style="color: #222222;"><a href="http://www.kickstarter.com/projects/1787899968/sentinels-of-the-multiverse-rook-city-expansion">Check out the <em>Sentinels of the Multiverse: Rook City</em> Kickstarter page</a> to support Greater Than Games, and pick up a copy of Rook City for yourself. If you haven't already picked up the base game, there are plenty of great packages in the Kickstarter page that include both the base game and the expansion, and an awful lot of really cool kickstarter rewards. <br /></span></p>]]></content></entry><entry><title>Nightfall: Blood Country - A Board Game Review</title><category term="AEG"/><category term="Board Game"/><category term="Board Games"/><category term="David Gregg"/><category term="Nightfall"/><category term="review"/><id>http://www.nerdbloggers.com/nerdbloggers/2011/11/16/nightfall-blood-country-a-board-game-review.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2011/11/16/nightfall-blood-country-a-board-game-review.html"/><author><name>William McCarroll</name></author><published>2011-11-16T17:34:49Z</published><updated>2011-11-16T17:34:49Z</updated><summary type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fnfbc-boxfront-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1321459109731',399,600);"></a></span></p>
<p style="text-align: center;"><img src="http://www.nerdbloggers.com/storage/thumbnails/4418968-15153786-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1321459109733" alt="" /></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: justify;"><em>Nightfall: Blood Country</em> is an expansion to the supernatural themed deck building game <em>Nightfall</em>. Designed by David Gregg, and published by <a href="http://www.alderac.com">Alderac Entertainment Group</a>, <em>Nightfall</em> is a deck building game that encourages direct confrontation between players, and rewards the building of card combos through the use of its unique &ldquo;chaining&rdquo; mechanism which uses color matching to bring new cards into play. I really enjoyed <em>Nightfall</em>, and its stand-alone expansion <em>Nightfall: Martial Law</em>, and I was very excited to give <em>Nightfall: Blood Country</em> some table time.</p>
<p style="text-align: justify;">While the previous expansion, <em>Nightfall: Martial Law</em> had all of the components to play as a stand-alone game, <em>Nightfall: Blood Country</em> is an expansion in the strictest sense, and requires one of the previous <em>Nightfall</em> incarnations to play. Since I have previously reviewed both <a title="Nightfall board game review" href="http://www.nerdbloggers.com/nerdbloggers/2011/4/10/nightfall-a-review.html" target="_blank"><em>Nightfall</em></a> and <a title="Nightfall: Martial Law board game review" href="http://www.nerdbloggers.com/nerdbloggers/2011/6/6/the-devil-went-down-to-georgia-a-review-of-nightfall-martial.html" target="_blank"><em>Nightfall: Martial Law</em></a>, I am not going to write an in-depth description of gameplay. If you aren&rsquo;t familiar with <em>Nightfall</em>, my review of the base game gives an introduction to gameplay.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">Components:</strong></p>
<p style="text-align: justify;">The biggest difference between the components in <em>Nightfall: Blood Country</em> and the other <em>Nightfall</em> games is the box. The colorfully illustrated box has a small footprint, at around 6&rdquo; x 4&rdquo; x 3&rdquo;, much smaller than the full-sized boxes of its predecessors. The previous games in the series are already built to hold expansions in them, so <em>Nightfall: Blood Country's</em> small footprint is very economical. Some people may be tempted to put the cards <span class="thumbnail-image-float-left ssNonEditable"><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fnfbc-cardpiles-small.jpg%3F__SQUARESPACE_CACHEVERSION%3D1321459265428',367,600);"><img src="../../storage/thumbnails/4418968-15153843-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1321459265429" alt="" /></a></span>from this new expansion into the original Nightfall box, and simply discard the expansion box, but there is a compelling reason to keep the smaller box around. Even with its diminutive dimensions, the expansion box still has plenty of room for more cards, and it comes with the same foam spacers and divider cards as the original game. In fact, <em>Nightfall: Blood Country</em> even comes with dividers for wound cards, and the starting player decks, making it an excellent portable solution for when you want to take <em>Nightfall</em> with you without the hassle of lugging around a big box.&nbsp; I haven&rsquo;t yet checked to see if all of the original <em>Nightfall</em> cards and <em>Nightfall: Blood Country</em> cards will fit into the expansion box together, but there is definitely enough room in there to pack a wide variety of cards, making it perfect for travel.</p>
<p style="text-align: justify;">The expansion also forgoes a full-fledged rulebook, opting instead for a single folded sheet that describes new rules, presents a small FAQ, and adds some new game fiction. The majority of the text is devoted to game fiction; a fiction that moves the action to Canute, Oklahoma.</p>
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><strong style="font-size: 120%;">The Game:</strong></p>
<p style="text-align: justify;"><em>Nightfall: Blood Country</em> doesn&rsquo;t really add much to the core game mechanics; there has been a change to the original drafting rules that call for the random public archives to be selected and revealed before drafting starts. This small change is actually very effective in making the drafting process much more strategic, due to the fact that players now have a frame of reference when drafting cards. In the older drafting rules, the random cards were just that: random. Now, the random cards can better mesh with the rest of the selections.</p>]]></summary></entry><entry><title>Doctor Who: The Movie--let the gnashing of teeth begin</title><category term="Movies"/><category term="doctor who"/><id>http://www.nerdbloggers.com/nerdbloggers/2011/11/15/doctor-who-the-movie-let-the-gnashing-of-teeth-begin.html</id><link rel="alternate" type="text/html" href="http://www.nerdbloggers.com/nerdbloggers/2011/11/15/doctor-who-the-movie-let-the-gnashing-of-teeth-begin.html"/><author><name>Danny Webb</name></author><published>2011-11-15T14:14:22Z</published><updated>2011-11-15T14:14:22Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img style="width: 250px;" src="http://www.nerdbloggers.com/storage/doctorwho.png?__SQUARESPACE_CACHEVERSION=1321369540570" alt="" /></span></span>The first thing I saw when I got up this moring was an exchange of fearful messages from some online friends based on the news that "Hollywood" would be tackling a Doctor Who film franchise led by director David Yates. &nbsp;If you haven't seen the original article from <em>Variety</em>, click <a class="offsite-link-inline" href="http://www.variety.com/article/VR1118046098" target="_blank">here</a> (it pops) to get caught up. &nbsp;A good deal of the fear about the film will come from the fact that it isn't being made in Britain, but given that everyone involved at the moment from Yates to BBC Worldwide are British, I doubt we are going to get an Americanized version of the Who story. &nbsp;Nobody wants that. &nbsp;Of course, I reserve the right to change my opinion when they cast Will Smith as The Doctor. &nbsp;</p>
<p>That said, I'll be watching the production closely as it moves forward. &nbsp;My big fear is that the franchise is due for a failure. &nbsp;Russel T. Davies did such a brilliant job re-imagining the mythology and Moffat has followed up with darker and even more brilliant stories that hearing Yates say that the film would be a whole new re-imagining of the property doesn't feel me with confidence. &nbsp;It is hard to imagine that Yates has the passion for the character that Davies and Moffat have exhibited. &nbsp;Throughout the run of the current show, fans have been able to remain confident that The Doctor was in good hands. &nbsp;Now, we have to wait and see. &nbsp;</p>
<p>What really interests me, being the nerd I am, is whether the Doctor from the film franchise will count as one of The Doctor's twelve regenerations or, like Peter Cushing, he will be relegated to an alternate reality separate from the television series. &nbsp;I'm sure it will be the latter but one could hope for further exploration of the Time Lord mythology.</p>
<p>So, what do you think about the proposed film series? &nbsp;</p>]]></content></entry></feed>
