FlickFleet Preview


Well.  Let's see if I can remember how to do this.  It's been two years since I've written anything here, but when Jackson Pope, the nice designer of FlickFleet reached out to the wider community asking for reviewers that like dexterity games, my name came up.  (Apparently I haven't done a good enough job convincing everyone else in the world, and thus new reviewers, that dexterity games are truly the greatest kind of game there is.  (Well.  I mean, I guess if you consider sports to be dexterity games, then I'm in the vast majority of the population as a whole in thinking that dexterity games are the best.))  And then I started hearing things like "new dexterity game" and "flick pieces for movement" and all of the normal things that immediately gather my attention.  So here I am.  Wow, that was a long winded way to say, "Hi, I'm back for now, but don't expect this to be a regular thing."

So, what is FlickFleet?  It's a game.  There's flicking and stuff.  The end.  Free game acquired.  Obligation fulfilled.  *Boom*

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A tricked out Destroyer lives up to its name
Ok, fine.  FlickFleet is a new dexterity game about sci-fi spaceship combat.  There are several kinds of ships, but they basically take 2 forms - the ones that have a board where you have to track stuff on the side, and the ones that don't.  The ones that don't have a board associated with them are called fighters, and they start off with three pieces that fit together, and you track everything about them based on how many pieces remain.  When they get to activate, you can move them by flicking them, and then you can attack by setting a die on top of them and flicking it towards your opponent's ships.  You get to shoot once per remaining section, and one type rolls a ten-sided die, the other rolls a six-sided die.  The second kind of ship is a capital ship, and there are a few different types of them.  Each of them has a board to track actions, and they can fire (some of them can do this in two ways and thus can use two actions for it), some can launch fighters, they can repair hull damage and/or shields, and they can move.  They also don't always get hit when you hit them with a die, because what face the die ends up on determines if they're hit.  A six-sided die always hits, but the ten-sided one only hits on 1-6 (unless you had shields, in which case you're also hit on 7-10, because apparently shields are easier to hit).  Players alternate taking turns activating ships until all of them have activated, then they start over.  And they keep doing this until everyone dies.  Wait, that's not right.  Only your opponent has to die.  If you died too, then you played too long.  Sometimes there's a different ending based on the scenario, but for the most part, it's a 'til death kind of situation.

Okay, so I've said there's flicking of ships and dice.  Is there anything different about this one, or is it basically just a clone of all the other flicking games?  Well, there are a few differences that I can point out compared to your standard flicking game.  First, there is the dice flicking element.  The only other game I know of that has dice flicking is Tumblin Dice, but that one is (at least pretends to be) a bit more strategic about it.  In FlickFleet, the dice flicking is meant to be a bit more random; basically, it's meant to be a combination of flicking and die rolling in a single element, where the die roll affects the outcome of the attack.  (That's at least my opinion on it.)  Another difference between FlickFleet and other dexterity games is that there is a strategic component to it in action selection for your (capital) ships.  Deploying fighters at the right time, and balancing when to move, attack, and heal can affect the outcome of the game (though this element isn't as crucial as being good at the dexterity element of it, as you probably would have assumed).

A heated battle in the works.
There are a couple other things I also want to point out before I get into the "who would enjoy it" part of the post.  First, you actually have to have some control with your flicking in this game, which I find as a pleasant added challenge.  Specifically, if you flick your ship off the edge of the board, it just flat out dies.  So, don't do that.  But, when you are flicking a die at a ship, if the die goes off the edge of the board, then it's a "wild shot" and misses completely.  So, you shouldn't just blast it as hard as you can, like you might be tempted to do in some other games like PitchCar or Catacombs.  Second, FlickFleet has a handful of scenarios (four in the prototype that was sent to me, but I think they're planning to expand that online after launch).  The scenarios let you have a little bit of variety in how you play.  They don't really change the crux of the game, but they add enough variance that it doesn't feel like you're doing the exact same thing each time, and they can also affect how you approach the strategic element of the game, which is nice.

So, for the part you actually care about.  Who would enjoy FlickFleet?
  • Flicking fans that want to add a random factor into the game.  Specifically, if you enjoy dexterity, but want the ability to blame the game if you lose, then this game gives you that scapegoat option by blaming the die flicks.  ("Well, if I hadn't kept hitting you with 9's, I would have clearly won!")
  • Dexterity fans that like to be able to customize their game from play to play.  You can customize the setup with scenarios and with building custom fleets (there is a costing system provided for figuring out how to balance the number of ships in each fleet).
  • People who want decision flexibility in their turns beyond only moving and/or attacking.  (I've played a game where I decided to never spend an action on movement, because I just fired my weapons the entire game.  And I won.  Take that however you would like.  For added clarity, it was during a scenario where there was a black hole pulling the ships towards the center of the board after each turn, so I was slowly moving - just not using actions for it.)
  • Dexterity fans in general.  Let's be honest.  This is who the game is meant for.
Getting ready to shoot.  This "should" be an easy shot.
Who should avoid it?
  • People who hate dexterity games.  But, if you hate dexterity games (the best genre of games as we've discussed earlier), did you really get this far in the post?
  • People who want instant setup of their dexterity games.  This one takes a couple minutes to find the pieces and get the fleets prepared.  That's the cost of the customizability.  (Basically, the setup is more like Catacombs, where you have to grab all the pieces you'll need for the scenario you're playing, and not like Crokinole, where you put the board on the table and immediately start playing.)
  • People who want the person who is better at dexterity games to win every time.  If you are just plain better at flicking than your opponent, then yeah, you'll win most of your games of FlickFleet.  But if you hit them with a 7-10 every time you flick the die, you'll lose.  
  • People who believe "when it's dead, it's dead" about destroying their opponent.  Since I only briefly mentioned this earlier, I should elaborate now.  The capital ships have shields.  One of the actions you can take with them is to repair your shields.  This can lead to situations where a ship keeps healing all of it's damage, and their opponent feels like they can't finish it off.  More specifically, it can also lead to situations where their opponent can't finish it off (if they are only firing a single shot each round; just concede, my friend).  Not everyone will love the ability to repair the shields.  Though, frankly, its easy enough to create a scenario where there's some kind of "spatial anomaly" that prevents shields from being repaired, if you really hate shields coming back.
Overall, I enjoyed my plays of FlickFleet.  That shouldn't surprise anyone.  If I find a lot of dexterity gamers in my gaming group, then I could see it continuing to hit the table, but for people that aren't partial to dexterity games, I typically go with goofier ones like Coconuts when I occasionally convince them to dip their toe in the beautiful waters of dexterity.  So my continued play of it will depend pretty heavily on who I am playing with.

If FlickFleet sounds like something you'd like, then check it out on Kickstarter.

I would like to thank Jackson Pope of Eurydice Games for sending me a preview copy of FlickFleet.

Ice Cool Review

Ice Cool board game

Every now and again, a new game comes along that looks a bit different and draws me back in to say a few words about it.  Most recently, that game was Ice Cool.

In Ice Cool, players take charge of a penguin in a game of tag.  Each round, one player plays the role of "catcher" and the other players are "runners."  The catcher's goal is to hit each of the other players' penguins.  The runners, meanwhile, are trying to successfully collect 3 fish by going through 3 doorframes on the board (and they collect a fish card every time they successfully go through a doorframe with one of their fish on it).  Once the catcher has hit all of his opponents' penguins, or a runner has caught all 3 of their own fish, the round is over.  At this point, the catcher takes a fish card for every runner that he successfully ran in to, plus one for being the catcher.  Then, a new round is started with another player taking the role of catcher.  Whoever has the most points worth of fish cards (each card ranges from one to three) at the end of the game wins.

closeup of Ice Cool game
The penguins are weighted on the bottom
Clearly, the best part of Ice Cool is the wonky penguins.  The penguins aren't weighted like a "normal" flicking thing.  I've played PitchCar, Catacombs, Crokinole, Bisikle, and basically every other flicking game that I can get my hands on, and this is the biggest difference between Ice Cool and those games - the penguins are not symmetrical.  What this means is that you can (try to) intentionally make the penguin do odd things - like jump over a part of the board, or make an arced shot to go around obstacles.  Now, I am not very good at this, but I have done it often enough to envision someone getting very good with these trick shots.

The next pro that I have for Ice Cool (aside from it being a dexterity game, and thus great fun by default) is that the one-point fish cards aren't complete disappointments.  In most games where you get a random score card for doing well, the lowest card sucks, and you just stare at it in irritation when you collect it.  In Ice Cool, there's a minor bonus prize for collecting ones - at the end of your turn, you can flip over two cards of value one to get another flick.  (You don't lose the points, either.)  I'd still rather collect three point cards, but the extra flick can definitely be very valuable.  (Though, it's still annoying when you collect them as the catcher at the end of the final round.)

Box in a Box picture
I would have to say that my biggest complaint with Ice Cool is something that only ever existed in my mind.  When I heard about the game, and saw pictures of it, one of the pictures I saw was the "Box in a Box" picture.  Now, what this picture is trying to communicate is that inside the box, there are several sub-pieces that fit together.  (In fact, you take these out and form the playing area, with walls and such.)  However, in my mind, I saw the picture and thought, "oh my gosh - how awesome is that!  A flicking game where the playing surface isn't completely flat, but has different angles and stuff!"  That's not a thing - the playing surface is flat.  So, whereas I was horribly disappointed with this, it's not likely something that will bother anyone else!

Does my personally being very bad at making jump shots land where I want count as a con?  No?  Oh.

Overall, I give Ice Cool a 8.0/10.  It's not going to replace PitchCar for me, but it does have enough of a difference to it that I can see myself coming back to it (not to mention that it's much lighter and faster to set up).

I would like to thank Brain Games for providing me with a review copy of Ice Cool.

Imperial Settlers Solo Campaign Review

Imperial Settlers with expansions and campaign mode


I've started playing solo games a bit more regularly lately.  So, when I first heard people talking about Imperial Settlers, I heard that it had a solo mode - but also a solo campaign mode (note that the link is to Portal Games' dropbox where they uploaded the rules for the campaign).  I was intrigued, so I went to check it out.  This review will focus on that mode of play, and is going to completely ignore the multiplayer (normal) mode.

(If you've never played Imperial Settlers, read this paragraph, otherwise, you can skip to the next one.)  In Imperial Settlers, you play over a series of rounds in order to get the most victory points.  You gain these in a few different ways - but typically by building buildings.  You start the game with a few cards - some specific to your faction, and some common.  Each round, you gain more cards in the Lookout phase, you collect resources in the Production phase, you "do stuff" in the Action phase, and then you discard any excess resources and reset your buildings in the Cleanup Phase.  Most of the "doing stuff" consists of playing or activating cards.  With most cards, you can play them in a few different ways - as buildings, as "Deals," or you can "Raze" them.  There are good and bad aspects, strategically, of each way to play a card, and you balance this as you play the game.  That's really where the strategy lies.  After a few rounds, if you have enough victory points, you win the game!

Imperial Settlers solo campaign tracking
Tracking the solo campaign
So, the solo game of Imperial Settlers adds a "Virtual Player Attack" after the Cleanup Phase.  This is done by flipping cards from a special deck, and matching the Raze icons on your buildings - if a building matches, then it is destroyed.  At the end of the set number of rounds, if you have built more buildings than the Virtual Player (who gets everything they Raze, along with some in the Lookout Phase), then you win.  The campaign strings together several of these games (and makes them shorter - you play 4 rounds in the campaign instead of 5).  To start each game (after the first), you have an Event occur.  The Events typically shift some of the rules of the game - emphasizing Production buildings, making Food more scarce, punishing you for using Raze tokens, etc.  If you win a game, you add a Province to your kingdom.  This Province typically gives you a bonus, but also requires you to pay for it in goods during the game, as well as with victory points after the game.  Finally, the solo campaign mode adds Achievements - these allow you to get permanent bonuses to help offset the Events and the cost of your Provinces.  There is no "end goal" for the campaign - you simply build your empire and see how well you can do.

The first thing that I like about the solo campaign is that it makes your victory points matter.  In most solo games that I play, typically once I beat it, there's no real reason to play again.  And, for that matter, if I just played the basic solo rules for Imperial Settlers, it would fall into this same category (well, you might play solo with each faction, but that's about it).  However, with the campaign, it suddenly is different if I win with 10 VPs instead of winning with 95.  With 95 VPs, I can buy some nice Achievements - whereas with 10 VPs, I might not even be able to pay the Control Cost of my Provinces.  This has changed the game for me - instead of "phoning it in" late in the game, since I know I've already won, I am trying to maximize my VP output until the very last play.

The next pro that I have for the solo campaign can probably be said for Imperial Settlers as a whole - the factions play very differently.  As an example, the first campaign I started was with the Barbarians.  They are very straightforward - they get VPs primarily by building tons of buildings, but they can also activate some buildings to trade goods for points.  The next campaign I played was with the Atlanteans.  The Atlanteans don't get VPs from their faction specific buildings (other factions get 2 VP per faction specific building), but they get a lot of "technology" tokens, which improve common buildings.  This meant that I had to build a ton of common buildings (they also only win if they have more common buildings than the virtual player - instead of buildings of any type).  Building all of these buildings meant that I got buildings Razed by the virtual player almost every turn - but the technology tokens caused me to generate huge piles of resources to help offset those losses (and to feed into buildings to generate VPs).

Imperial Settlers Japanese faction in play
A growing Japanese empire
Though I've really been enjoying the solo campaign, there are a few points that I have been annoyed with while playing it.  First, I feel like the "hard games" I've played have been due to the (poor) luck of the draw.  With some of the Provinces, you have to pay an upkeep cost every round.  So, for instance, if you've won 5 games, you may have to pay 1 Worker, 2 Stone, and 2 Wood at the end of each round to pay for your Provinces.  However, if you start a game by not drawing any Production buildings, then there's a good chance that you won't be able to pay this cost - and there's nothing that you could do about it.  (This is worse with the Atlanteans, as many of their faction cards provide technology tokens instead of normal goods, so it reduces the chance that you will be able to get the goods a Province needs by making a Deal.)  Granted, the Achievements should help you offset the costs of your Provinces, but regardless of what Achievements you have, there will be some times that a bad draw can derail your empire.

The next con that I had for the solo campaign is that there is a lot of upkeep in different places, and so it is very easy to "cheat" without realizing it.  It's one thing to inadvertently cheat in a multiplayer game - when you realize it, you point it out to your opponents, and you collectively decide how to handle it.  But, when you inadvertently cheat in a solo game, it's much more frustrating (in my opinion), because you don't know if you "really" would have won the game.  I know that there have been several games where I cheated by forgetting to pay the upkeep, not remembering what the upkeep cost was, or forgetting the event.  At the same time, I've also forgotten things that would help me like abilities that a Province provided.  When you have built a large empire in Imperial Settlers (like 10+ Production buildings, along with Features and Actions), it's hard enough to track what all you produce, without having to also reference other sheets.  As you play, you get better at tracking all of this, but it's still quite a bit.  (I know of some efforts within the player community to try to convert the various aspects of the campaign mode into cards that can be printed off - well designed cards should help with this, but as far as I know, there is nothing official yet in this regard.)

Before the wrap up, you may have noticed in the pictures that I played this with both expansions.  Here's a quick rundown of what the expansions add to the solo campaign, so that you can decide if you want them.

Virtual Player expansion cards
New Virtual Player cards (shown with their faction decks)
Why Can't We Be Friends:
This expansion focuses mostly on the multiplayer game (though you could shuffle in the new buildings if you'd like).  However, for the solo mode, it adds 2 cards that represent the Virtual Player, and this causes your Virtual Player to play a bit differently.  One Virtual Player attacks 3 times instead of 2, and the other gets more locations - so both make the game harder.  These are nice, but I don't consider them critical.

Atlanteans:
The Atlanteans expansion adds... well... the Atlanteans.  They are another playable faction that can be included in solo or multiplayer.  It also adds a corresponding Virtual Player card that you can use for them in games where you're not playing as them.  They play quite differently from the other factions, so if you enjoy going through the campaign with all of the different factions, then you might want to pick this one up so that you can play through with a 5th faction.  However, you are probably safe holding off on this one until you've played the campaign a couple of times to make sure that you enjoy it first.

Overall, I give the solo campaign mode for Imperial Settlers an 8.5.  I really enjoy it, and I think that I'll play through it more in the future.  It hasn't dethroned my favorite solo game, but it is definitely in the upper echelon for me.

I would like to thank Portal Games for providing me with a review copy of Imperial Settlers along with its expansions.

Between Two Cities Review

Between Two Cities board game

So, as you may have noticed, I haven't really written many reviews recently.  Yet, after trying Between Two Cities, I decided that I wanted to explore the game some more - including fleshing out my thoughts in writing.  (So, here we are!)

In Between Two Cities, you create two (4x4) cities - one with the player on your left, and another with the player on your right.  The game is played in three rounds - the first and third round are drafting, and the middle round is simply picking a (larger) tile.  Each time that you select a tile, you select two tiles, and everyone reveals their tiles at the same time.  Once revealed, you can place either of your tiles in either one of your cities (but one tile must go in each city).  Each type of tile has certain ways of maximizing its score, and at the end of the game, your total score is the point value of your lower scoring city.  So, the challenge of the game is to balance your two cities so that they both do well - even if it means preventing one of your cities from becoming amazing, in order to allow them both to be great.

The first thing that I like about Between Two Cities is the partnership element of the game.  It really has a very unique feel in that you are working with other players all game.  (You don't have your own city.)  However, this is a double-edged sword.  Because, though you're working with two people, each of those players is also working with someone else, and there will be times when they will make a decision that hurts your city, because they feel like it is more important to help their other city.  This causes a very strange balance in the game - especially since you are drafting tiles and passing the remaining tiles to one of your partners.  Since you know what they are receiving, you can select and place accordingly.  But, just because they take the tile that you want them to draft does not mean that they'll actually place it in the city that you both share!

Between Two Cities second round of the game
Placement in the second round is a bit more constrained
The next pro that I've found for Between Two Cities is that the simultaneous play keeps the game very engaging.  Many games scale linearly in time with the number of players - which often translates into sitting around waiting while other players take their turns.  However, in Between Two Cities, you are selecting and placing your tiles at the same time.  Yes, there will be times when one player takes longer than the others, but ultimately, there is very little down time in the game.  You truly feel like you're participating the entire time.

The third thing that I really enjoyed about Between Two Cities was eluded to earlier - I like that when drafting, you are passing your unselected tiles to one of your partners.  This knowledge (and foreknowledge) of what tiles are available and can be selected really makes the decision of what to select a bit more intriguing.  Obviously, this is still only limited knowledge, in that you don't know what you will draw in future rounds, or what tiles will be passed to you.  Yet, this small bit of additional knowledge makes the game feel more strategic.

One thing that I will point out about Between Two Cities that's a bit different from other drafting games is that there isn't really any "hate drafting."  What I mean is that there aren't really opportunities to select tiles simply to prevent other people from getting them.  There are a couple reasons for this.  First, everything that you draft has to go in your city; so if you draft something that's not useful, you're hurting yourself more than your opponent.  Secondly, you only select three times in each of the drafting rounds, so the tiles simply don't go that far around the table.  It is drafting, but is a much more abbreviated draft than in a game like 7 Wonders.

Completed city in Between Two Cities
Factories make you want more factories!
The main "con" that I have for Between Two Cities I go back and forth with my feelings on.  What's the con?  It's really annoying when I can't draw what I want!  As an example, one tile type, factories, is worth a lot of points if you have the most of them - and worth far less if you don't have the most.  So, if you're drafting factories, you want to draft a lot of factories.  If you draft a bunch of factories in round one and then don't draw any factories in round three, it can be quite annoying, and make the game feel a bit luck oriented.  Yet, I've never seen a "perfect" city be built (I calculated up that I think 69 is the top possible score).  What instead tends to happen is that each city has one specific type of tile that it scores most of its points with.  And so, what you are able to do with your backup tiles tends to be the difference between winning and losing in the game.  So, with all that said, it is still frustrating to not draw what you want - and there is admittedly an element of luck in the tiles drawn; yet there is still strategy involved in how to handle these situations (as with all drafting games).

Overall, I give Between Two Cities a 9.0/10.  I have enjoyed the games of it that I've played so far, and I expect that I'll be playing it many more times.  With the speed of setup, explanation, and play - along with the nice 3-7 player count - I see it being easy to get to the table.

I would like to thank Stonemaier Games for providing me with a review copy of Between Two Cities.


AquaSphere Review

AquaSphere game board
AquaSphere - mid play

Thanks to my friend Kurt for this guest review of AquaSphere.  If you like Kurt's opinions, check out his new video series on solo games.

First off, let me come clean with this -- I’m not a fan of Stefan Feld games in general. Even if I like a game of his, they don’t leave me thinking about them afterwards in terms of what I learned and want to do next time. But I played AquaSphere at the same convention where I tried a bunch of other new games and was surprised to find myself … thinking about it afterwards. In fact, I ended up getting a copy because my gut told me there were several plays here, and I’m glad I did. I mention this context as emphasis that this review is an endorsement of a Feld game from someone who’s usually not a Feld fan, so take that for what it’s worth.

AquaSphere is mechanically well designed and thematically disconnected, but that’s pretty much par for the course with Feld, isn’t it? The multiple ways to get points but limited actions gives it some heft without being too much of a brain burner. It’s really quite simple once you get past your first learning game as there’s an illusion of abundance of choice due to the two interrelated boards and all the actions, but you can really only program three (or so) actions a turn, so for some people the first play may be a “head wrapper” but the light should go on pretty quickly especially with an adept teacher. And I don’t mind the lame thematic connection to my actions. I know when I’m playing a Feld game it’s about the mechanisms, and I find them engaging enough here to not care why octopods are invading and why I should want to “clean” them.

I’m clearly entertained by games where you chain actions together in ways that pay off relative to what other players are doing. This one reminds me of two other action chaining games I quite like, Kanban and Tzolkin: the Mayan Calendar, for how you coordinate your actions against the pull of not just “what’s good” but “when’s good.” You're working on your own priorities in a shared space with others to beat them to bonus thingies and also time your actions in such a way that you bump their pieces out and end up with your pieces in the right spots at the end of the round. It’s a quintessential action puzzle game.

The thrust of the play is programming versus acting. You have two separate boards (that appear garish to the neophyte) that work interrelatedly. On the Headquarters board, you will move your scientist pawn to program your bots with certain actions from the seven available. Then you move your scientist dude on the Lab board using “time” to get around and poop, er, drop a bot to then instantly take the action it was programmed for. So, 1) program bot, 2) move scientist (or not), 2a) take action with programmed bot. Repeat until you have to pass. It’s actually pretty simple.

AquaSphere headquarters board
Headquarters board
Of course, since this is a Feld game, this aforementioned process is put in a blender. The seven actions available in the game are randomly aligned each turn on the Headquarters board in such a way that you can only move to (and thus program) any three of them, and they’re on sort of a track such that some are on one side or the other and you have to commit to one side at some point meaning you can’t necessarily do what you want in order. You might want to do A-B-C (in that order) but can only get to C-A-D/E (in that order) or some such other suboptimal configuration. What’s the best puzzle you can configure for this turn?

You essentially have a load-then-fire process which provides a surprising amount of player interaction via the signaling of everyone’s motives in the form of their programmed actions. If I can see you have a bot ready to do something that I want to do, I will have to consider my turn carefully. What’s the point of programming something that you’re about to do on your turn anyway? More player interaction happens in the placing of bots on the board in a Highlander, “There can be only one!”, way. When you drop a bot, you displace any previous ones there, which is a way of scoring VPs for yourself and taking them away from others. (Ooh, maybe this should’ve been themed as such with the bots being the heads of other immortals?) Less direct interaction happens in the race to get particular bonus power cards or lab extensions.

And what are these actions that you’re going to all this trouble to program? Without going into a full blown rules explanation, you’re either acquiring bonus power cards or lab extensions that help your ability to do stuff in the game or you’re actually doing that stuff. Bonus power cards are pretty self-evident. Lab extensions serve to increase your capacity for stuff but also may have letters A-F on them.

Collecting lab extensions with letters is worth points in the standard triangular scoring sequence that applies to all collected stuff in the game. Furthermore, the game squeezes you by requiring your scientist pawn to use time markers to get around the undersea lab. You may have the bot programmed the way you want and the opportunity staring you in the face, but not have enough time to get to that side of the board and take the action. So some of your actions are simply spent acquiring more time which always feels suboptimal to me considering you can only program three actions per turn. Part of the challenge then is finding other ways of getting time such as via bonus power cards.

Now, let’s take a look at the depth of strategy in the game. I would say the game is heavily tilted towards tactics but is not without strategy. Your strategy may be to go for the A-F lab extension bonus or the placing submarines bonus or something else in concert with a bonus power card. Between the “action blender” and the interference of other players, you will focus each turn more on what you can do versus what you would like to do, but there is some player agency towards an overall strategy, and the bonus power cards and lab extensions you collect will contribute towards that focus (or you’re not playing well).

AquaSphere player pod
Personal pod after multiple improvements
The more I play the game, the more I find myself able to look above the fog created by the game and more carefully consider my opponents’ actions relative to mine. As I said above, you only get to program three bots a turn and you’d like to place them after other people to knock them out and not vice-versa, but if you’re early in turn order that’s a bit more difficult. Plus, more bots on the game board means more points for you in the end of round scoring, so you look for bonus power cards that give extra programming actions. Being able to place the last bot of the round is a very powerful move, and you can make that happen with some crafty planning. Moreover, once a round you may spend three time markers to program a bot. It sounds expensive, and it is, but after a handful of plays I learned how to make this happen a couple of times in a game and found it to be a very powerful workaround that opens the game up considerably.

And therein lies the fun of the game: cutting off Mr. Feld’s restraints each turn (action blender, time markers) to execute actions that fit into the framework of your strategy while outmaneuvering your opponents to move before (to get stuff before they do) or after (to knock their bot out and place yours).  It’s all a series of mini action puzzles that you’re trying to put together for yourself each turn while cutting off the heads of other immortals as they try to configure theirs. So what’s not to like?

No game is perfect, and what I don’t like about this one is the fiddliness involved, especially setting up and resetting between turns. I probably have felt this more prominently due to the fact I have taught new players in all my plays so far so I’m the one setting up the game and directing how to reset the board between turns. You have to reset the game before you play and then essentially set it up all over again between turns. It grows a little tiresome though it’s certainly manageable.

Also, we seem to forget in every game to give points for placing submarines and taking bonus power cards. Most probably because it’s counter-intuitive to get points for doing things that are already helping you (I take a bonus power card AND I get VPs? Huh?). But it’s Feld after all, and he’s not ashamed to give points willy nilly. He doesn’t care, and to prove it, he gives three points to people who walk by and watch the game for five seconds or more. Don’t believe me? It’s in the rule book. Probably.

All in all, I enjoy this one the more I play it. At first it felt like you could only focus on fighting the action blender but I’ve come to appreciate how you wrangle the game and combat other players at the same time. The variable setups ensure each game plays out differently, and a review of the game forums reveals that more experienced players find the scoring avenues are equal. I find myself thinking about those avenues and how I could’ve managed my bonus power cards in better concert with my actions. I look forward to more time under the sea answering those questions.

Board Game Reviews by Josh would like to thank Tasty Minstrel Games for providing a review copy of AquaSphere.

Coconuts Review

coconuts board game


So, I heard that there was a game where you each have a monkey catapult and you shoot coconuts.  I was sold.  I thought about that being the extent of my review, but since I was given a copy from the publisher, I figured I should say a few more things about the game.

In Coconuts, each player is given two cards, a pile of rubber coconuts, and a plastic monkey catapult.  At the start of any player's turn, someone can play one of the cards from their hand (but once a card is played, it's out of the game).  When it is your turn, you take a coconut and attempt to shoot it into one of the cups on the table.  If you make it in a cup (that you hadn't already claimed), then you get to take that cup and place it in front of you.  If you claim a red cup, you get to take another shot.  Once a player has six cups in front of him, he is the winner.  Alternately, if the players run out of coconuts by shooting them all into cups (after you shoot your initial pile of coconuts, you can use any of the ones still in play), then the player who has the most coconuts in the cups that they control wins.

monkey catapult from Coconuts game
The awesome monkey catapult
So, if this isn't your first one of my reviews to read, you're probably aware that I'm in love with dexterity games.  But, what makes a good dexterity game is generally that it is ridiculous.  Coconuts knocks that criteria out of the park.  Not only do you have monkey catapults (yes, I've legitimately used that phrase twice in this review now), but you also have odd shaped rubber coconuts (that look very similar to peanut M&M's).  The coconuts themselves add a lot to the game, as they are not all the exact same size, and they're also not round.  They are shaped like coconuts, so one side goes to a bit of a point while the other side is round.  This causes them to fly strangely and to bounce oddly.  It also helps balance the playing field between a person who has played several games and a beginning player.  The person who has played a lot will probably be a little bit better, but the new player will still feel like they have a chance to win.

Another necessity for a good dexterity game is that the components are high quality and will last, as these games get a lot more wear than a standard board game would.  (After all, you're hurtling some of the components through the air.)  I can't speak to the longevity of the components, as I haven't stress tested them, but everything in Coconuts seems very well constructed.  The cups are a thick plastic, the coconuts are a high quality rubber (or plastic - but it feels rubbery), and the monkeys also seem sturdy.  The only piece that I can envision breaking is the spring in the monkey (that makes it a catapult).  But even with that, I haven't had any problems whatsoever with my copy of the game, and I think that it would last for quite a long time.

game of Coconuts in play
Those coconuts will be lost... it's just a matter of time.
There are a couple of (incredibly minor) things that I will list as cons for Coconuts.  First, the cards are basically useless.  At least half of the time that I play the game, I don't bother with them.  Since they are each one use, they can basically be used to increase the chances that a player will miss their shot.  But, in my experience, there's a really good chance they were going to miss that shot anyway.  And some of the cards, like the one that lets you blow on their coconut as their shot is in the air, are even more useless.  The cards don't detract from the game, but they seem to be an unnecessary addition just to make the game have "more" to it.

The second "con" is that you're going to lose coconuts.  Be ready to play backstop when you're playing this game, as you'll need to make sure that you catch all of the flying coconuts that your opponents shoot.  Also, they'll wind up rolling under tables, bookshelves, etc.  This is going to happen to you.  It might be better to play at your house if you want to ensure that your game stays complete.  (They did include some extra coconuts in the game, though - apparently at least some play testing went into this!  I think that you can also buy replacement coconuts, as when they sent me a review copy, they sent me a separate bag of extra coconuts right off the bat.)

Overall, I give Coconuts a 9.0/10.  It's a great dexterity game that draws people in to watch it and that everyone who sees it wants to play.  I envision it getting played for years to come.

If you want to read about more awesome dexterity games, check out PitchCarRiff Raff, and Toc Toc Woodman.

I would like to thank Mayday Games for providing a review copy of Coconuts.

Captains of Industry Review

Captains of Industry board game

After really enjoying a different TMG title designed by Michael Keller, I decided that I should check out his other TMG title - Captains of Industry.

In Captains of Industry, the players manipulate the supply, demand, and price of various goods in order to gain the most Market Share (Victory Points).  There are a few actions that you can perform: build a facility, expand a facility, run a facility, perform research, draw Captain cards, and build real estate.  Building, expanding, or running a facility all produce goods of a certain type, and allow you to adjust the price of your goods of that type.  Building real estate adds demand for a couple of types (you get to choose which) and increases your income.  Researching can help in a variety of ways, and any time that you research or buy a Captain card, you can adjust all of your prices in the markets.  At the end of a variable number of rounds, an Age will end, and then the game purchases enough resources to match it's demand (if they are available), and the rest of the resources go to waste.  At the end of the third Age, the person with the most Market Share (from selling goods) is the winner.

The first pro that I have for Captains of Industry is that I think it's very interesting that you are both making the demand and fulfilling it.  (Specifically, you have the option of making demand - you can also focus on manufacturing, and hope that you're able to make the right kind of goods.)  Any time that you build real estate, you get to place a demand card.  These demand cards, and their placement, determine the importance of each resource.  So, in order to play Captains of Industry well, you have to ensure that you are able to produce goods efficiently, but also you have to make sure that you build places to sell them.  After all, if you are able to produce 10 corn on a turn, but there is no demand for corn, then you have not only wasted your current turn, but you've also wasted all of the previous turns that you spent building up your corn factory (or "Farm" if you will).

image of Captains of Industry board in play
An ever changing consumables market

A couple of other pros that I have for the game are that I enjoyed how interactive the game was between the players, and also how different the game can play based on the group that you play with.  It seems like there can be quite a bit of "group think" in this game.  For example, one of the games I played viewed Research as critical.  Because of this, everyone produced a lot of Research, which caused the market to be flooded with very inexpensive Research.  Obviously, this meant that everyone had any of the technologies on the tech tree that they wanted.  In another game, most players didn't produce Research, and it made it so that Research was very scarce, and whenever a player did produce Research, it was purchased immediately at almost any price.  (Which was great for the player producing it, as you get a Market Share (VP) for each of your goods that is purchased by either another player or the bank.)  I enjoyed that the game gave me very different experiences, and I also liked the interactions that can be caused by players being interdependent - you most likely are depending on other players to produce some of the resources you need, so that you can do what you want on your turn.  (After all, even if you are able to produce everything you need, it will take several turns of production to produce everything you want, and other players may buy those goods from you in the meantime.)  As someone who can produce goods, you sometimes have to decide if you want to produce goods that you know will get bought, thus giving you money and victory points but helping another player, or if you want to do something else.


Something interesting that I found for the game, that I'm not sure about my feelings on, is how drastic pricing could be utilized in the game.  Specifically, if certain goods are regularly running out on the board, then you may have a hard time purchasing them.  In this situation, you are allowed to buy goods from the bank, but only if you start your turn with a good that could have been bought by another player.  This causes players to occasionally set their goods at the maximum possible price to dissuade others from buying them - thus ensuring (hopefully) that they can at least buy missing goods from the bank.  Alternately, when an Age is about to end, a player early in turn order may use his turn to adjust his prices to be all 0, to ensure that nobody can undercut his price, thus guaranteeing that at least some of his goods will get bought by the bank - for Market Share, if not for money.   (It can be debated whether this is the best move, but either way, it has been utilized to some extent in the games I've played.)

Captains of Industry components
Very nice components - though you may run out of markers
One thing that I want to point out about Captains of Industry that is neither good nor bad, but something to be aware of, is that the game encourages cut-throat play.  Specifically, if a player has not done the 0 move that I mentioned in the previous paragraph, then a player that goes later in the turn order can adjust prices on their turn to undercut their opponent, causing the game to buy all of their goods before they buy any of their opponent's goods.  And, if their supply is high enough, it will completely shut their opponents out.  This costs your opponents both Market Share and money.  I have seen this move cost a player 6 VP and $42 in one move.  I'm certain that as you play more, players will balance this some by pricing their goods lower to encourage their opponents to undercut someone else, but either way, the drastic nature of taking all of the demand from your opponent can be harsh.

Another thing that I haven't decided my feelings on is the variable Age end.  The game starts with a "Progress Deck" of 6 City cards and 4 Country cards.  At the end of each round, 1-4 of these cards are drawn, depending on how frequently real estate has been purchased.  Any City cards are set aside, and any Country cards are shuffled back in the deck.  Once all 6 City cards have been drawn, the Age ends.  (Yes, theoretically, the game can never end - but all of my games ended, so I can't speak much to that.)  What this can cause is an extra round in which none of the players have a very good move.  Specifically, if at the start of a round, there are 5 cards in the deck, and you're going to draw 4 of them, then there is an 80% chance that the Age will end.  So, you make your best "this is my last move this Age" action.  You don't set up for the next turn in the Age, because you're not going to get one (you assume).  So, if the deck does turn up all Country cards, thus giving you another round in that Age, then it's a round that nobody had really expected, and so it is basically just a duplicate of the previous one.

The only real con that I had for Captains of Industry was the Captain cards.  Specifically, I felt like they weren't balanced very well.  There are some Captain cards that can be worth 6 points - if you have a factory that is the biggest one in the game.  However, there are several of these cards, representing each of the different factory types.  And, if you get multiples of them, then most of them are junk, since you obviously can't have the largest factory in the game in two different types, and in fact, two different types can't be your biggest factory, either.  Yet, there are other Captain cards that might give you 10 points for something you were going to do anyway (like Research).  What's worse, you may draw a Captain card late in the game for something that you've already done (Research, not build Factories, build Real Estate) that can drastically swing the score - of course, you're much more likely to draw one that is completely useless to you.  I like that the Captain cards suggest a strategic path to take, and I like that you have to discard one at the end of each Age, thus sometimes making tough choices, but the overall execution of Captain cards left me disappointed.

Overall, I give Captains of Industry an 8.0/10.  It is a good game, and I enjoyed my plays of it (though they sometimes left me mentally exhausted afterwards).  However, I'm not sure how often I will play it going forward - especially as the cut-throat characteristics of the game will limit the number of people that I can play it with.

If Captains of Industry sounds interesting, you should also check out City HallFurstenfeld, and Power Grid.

I would like to thank Tasty Minstrel Games for providing me with a review copy of Captains of Industry.

Good Cop Bad Cop: Bombers and Traitors Preview

This post is not a review, but a preview for a game currently seeking funding on Kickstarter. Final art, components, and rules are all subject to change.

Good Cop Bad Cop is a social deduction game that pits straight officers against crooked cops in a battle of bluffing and wits.


To begin the game, each player is given 3 Integrity Cards. These cards will be one of 4 things:
  1. An Honest cop
  2. A Crooked cop
  3. The Agent
  4. The Kingpin



If you have a leader card (either the Agent or the Kingpin), you are automatically a member of that faction. If you don't have a leader, then you are a member of the faction that you have two or more of.

Once the Integrity cards have been distributed, the game can begin. One a player's turn, they have a few options.

They can Investigate, by peeking at any one face-down Integrity card.

They can Equip by drawing an Equipment card and also turning one of their own Integrity cards face-up.

They can Arm, by picking up one of the available Gun cards and also flipping one of their Integrity cards face-up.

The last option a player has on her turn is to fire a Gun card she is holding.

Then, after a player takes one of the preceding actions, she can aim her Gun card at another player if she has one.



If a player is shot and she is not the Agent or the Kingpin, they must flip up all of their Integrity cards and they are eliminated from the game. The first time an Agent or Kingpin is shot, they must take a wounded token and draw an equipment card. If an Agent or Kingpin has a Wounded token and are shot, the game ends and the opposing team wins.

Those are the rules for the base game. Good Cop Bad Cop is an eminently simple game, that is one of the best conduits for emergent game play and story telling I have ever seen. The framework is so simple, that it simultaneously stays out of the players' way while also facilitating a supremely fun game experience.


What the Traitors and Bombers expansion adds to the game are...Traitors and Bombers. In the corner of many of the cop cards are either knife icons, bomb icons, or both. If a player ever has a hand made up of all 3 bombs or all 3 knives, they are either a bomber or a traitor, respectively.
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Bombers will win if they either get shot or shoot either the Agent or the Kingpin, while Traitors will win if they survive the death of either the Agent or Kingpin.

The Bombers and Traitors expansion definitely keeps with the base game's philosophy "less is more," and is a fantastic addition to the game.

I strongly recommend backing this campaign, as it is a great way to not only support a small publisher, but also to get your hands on a great game that has been harder to get a hold of!


Paperback Review

Paperback card game box

A little while back, I heard about a new word game that was also a deck builder.  This definitely piqued my interest (though I often don't like word games).  That game is Paperback.

In Paperback, each player starts with a deck of 10 cards.  Five of the cards are wilds (worth Fame points, but no money for buying other cards), and the other five are the letters R, S, T, L, and N.  Each turn, a player uses their cards to form a word.  (There is also a "Common" card that they can include in their word.)  Each card used in the word is worth a certain amount of money, and the active player can use that money to buy more card(s) - like any deck builder.  The more expensive cards tend to be less common letters (like X, Q, B, etc.), but are worth more when played, and often have neat abilities.  Additionally, if the word that you play is long enough, then you will earn the displayed Common card, which is worth five Fame points.  Once two Fame card piles have run out, or the Common card pile is exhausted, the game is over and the player with the most Fame wins.

Paperback setup example
Basic setup - J and K are very expensive
The first pro that I have for Paperback is that I really enjoy the breakdown of the cards that are available for purchase.  The less expensive cards are often double letters - like "ER" (which have to be used together in your word), or common letters that are easy to play but worth a smidge more money than your basic letters.  The more expensive cards generally are much harder to play, but they give you enough money that it is worth including them in a word, even if that word will be much shorter.  And, since they are more expensive, you will have less of them in your deck.  Thus your deck will naturally have a breakdown of a few hard letters and many more common ones.  This makes the game play very smoothly, and keeps you from spending too much time trying to come up with a lot of words that include both a J and an F in them.

The second pro that I have for Paperback is that I really enjoy the double letters.  Whereas this is a very simple addition to the genre (and, for that matter, this might not be the first word game to include this), I think that it's a nice little twist.  These cards are especially good if you're strategy is to make very long words in order to claim the Common cards.  However, they also severely limit your ability to make words, as you will be amazed at how often you will want to split those letters apart - even when they are letters that you initially thought would always go well together, like "NG" and "ER."  Conversely, Fame cards give you a lot more freedom, since they are wilds - which I think is another nice touch.  They don't contribute towards the total value of your word, so in that way you are "cluttering" up your deck with them, but ultimately, your deck will need more vowels, and the Fame cards will save you.

Paperback - card game
Spelling Paperback can be very valuable
The final pro that I will mention for Paperback is that I appreciate how many variants there are.  For example, one of the variant Common cards is a spacebar - thus it lets you play two words instead of one.  There are also variants that are theme based - so whoever plays a card with that theme (such as Pirates) gets to take the theme card, which is a five Fame bonus.  But, if another person plays a themed word after you, then they will steal it.  However, my favorite variant is the co-operative (or solo) mode.  In co-op, the Fame cards are set up in a pyramid, and you can only buy the cards that are showing.  Each turn that you don't buy a Fame card, you put a marker on one of the exposed cards.  If a card ever gets 5 tokens on it, then you all lose.

Assuming that you don't have an aversion to word games, then there is only one real con that I have discovered in Paperback.  The game can really stall as people stare at their cards.  For a long time.  Each time it is their turn.  There are a couple of variants that can help with this - one is the "Bounty" variant, in which you can ask for help, and if you use someone else's help, they get a point towards a future card purchase.  There is also the Timed Bounty, in which each person has a set amount of time, and if they don't come up with a word in that time, they automatically have to offer a Bounty.  The problem I've found with these variants, though, is that you aren't really incentivized to help the other player, as it will likely help them far more than it will help you.  (Aside from making the game move along, which is a bonus in itself.)

Overall, I would give Paperback an 8.5.  I have really enjoyed my plays of it, and I can think of several more people that I plan to introduce it to.  Even if you don't like most word games, this one might be one worth checking out.

If Paperback sounds interesting, you might also check out Train of Thought and Fictionaire.

I would like to thank Tim Fowers for providing me with a review copy of Paperback.

Jim's 10 Favorite Board Games of All Time!!! (and a giveaway!!)


Jim's Top Ten Games of all Time!!!


I love lists AND I love ranking things, so it was only a matter of time until I got to work on this post. One thing I do want to make clear is that these are not what I think are the best games of all time, but rather my personal favorite games of all time. This distinction may be small, but I think worth mentioning.

Without further ado, please enjoy this list of my favorite games! (Followed by a game giveaway!!)

10. London

This was one of the first games I played that involved building up a tableau and I fell in love with it almost immediately. I really enjoy having to balance building up on the board, with building up your tableau, with not taking too many poverty tokens. Knowing how many piles of cards to have in your tableau and when its OK to build over a card are awesome decision points.


This is the newest game on the list by a couple years. If you read my recent review of this game, you'll know already that the original Pandemic has a very special place in my gamer heart, as the first modern game to really captivate me. Pandemic: The Cure has all the fun, puzzlyness, cooperation, and heartache of the original - but it adds dice! If I had to only keep one of the two games, I think I would choose The Cure over original Pandemic. But only if you forced me to choose. =)


One of my favorite designers is definitely Mac Gerdts. I haven't played everything he has put out, but everything I have tried, I have really really enjoyed. Navegador was the first of his that I've played. I really enjoy working within the confines of Mac's evil/glorious rondel - doing what I can to bend its inflexibility to my will better than my opponents. I like that there are several directions for players to go in pursuit of victory, and I like even more that those different paths to victory not only feel different, but are all pretty viable.


Just like many of the games on this list, I don't get to play Lords of Vegas as much as I would like (in fact, I own the expansion, Up!, and haven't gotten to play it yet!). This is even more true for Lords of Vegas, since it really isn't worth playing with only 2 players (which is how I play most of my games). Lords of Vegas has a lot that I really like about board games. I really like the stock market aspect, as well as the acquisition of property. The risk/reward present in Lords of Vegas is so much fun, going for hostile takeovers and paying double to develop properties that might just go to someone else when the card comes up. There are things in Lords of Vegas I don't like, but I always have a great time when playing it.


Stratego was one of those "classic" games that I played when I was younger that I remember really enjoying. The concept of having your units be secret from your opponent was just so great. I really like the Lord of the Rings movies, so The Confrontation is a perfect fit for me. The game is pretty abstract, but still feels pretty thematic. One of my favorite things in games is when the "Vizzini effect" comes into play. I know that you know I  might play this card, but you know that I know that you know that, so maybe I should play this card...etc. Many games can create similar situations, but none do it better than Lord of the Rings: The Confrontation.


This is definitely my favorite "gateway game." I like Ticket to Ride, but I find this one just so much more interesting (and really not nearly as mean as TtR can be). I really like games with stock market mechanisms, and Airlines Europe implements a stock market-ish system really well, and is really simple to play and teach. 


I love Star Wars. When I heard that FFG got the license for Star Wars card and RPG games I immediately got very excited. I love this game. I love how much it feels like Star Wars, I love how gorgeous the art is, and most of all I love how the game plays. The only thing I don't love about this game is that my wife doesn't care for it. I don't get to play this game very often, but that just makes the times when I can play that much more special. This entry in my list also hold the honor of being the most likely to be replaced within the next few weeks - by another FFG game in fact...=P


I love to laugh. I don't think I've ever played a game of Bohnanza that didn't involve me getting out of breath from laughing too much at least once. This is another game that I can bring out with really any group of people who want to play a game, and it is 99% guaranteed to be a great time. I like playing it with close friends the best, but this is a great game for people who don't already know each other to play - its remarkable how quickly you can get to know someone while planting and trading beans.


Uwe Rosenberg is my favorite designer of all time. That, despite the fact that I have acquired, given up on, traded, and reacquired Agricola no less than 3 times. Yes - the copy of Agricola I currently own is my third. It took me a few plays to warm to the game, but I absolutely love it now. I love how the base game is mostly the same from session to session, but the cards you draft can change so much about how you go about pursuing the best farm. Agricola is one of those games that I am always willing to play, no matter what.


War of the Ring is a thematic masterpiece. Middle Earth absolutely comes alive on my table whenever I get to play it. I certainly don't get to play it very often, but whenever I do, the experience is always epic, and always so much fun. I get to experience one of my favorite stories of all time - but I also get to change it and manipulate it in different ways to see what would happen. War of the Ring is my favorite game of all time because it is simultaneously very strategic and solidly story based, but also keeps those exciting moments and randomness and chance with the card draws, die rolls, and chit pulls. Every single game of this leaves me in awe of both the design and of Tolkien's masterpiece itself.



There you have it! My 10 favorite games of all time!

One of the most interesting thing I find about this list is that even though one of my favorite things about games is playing and learning new ones, most of the games on this list are more than 2 years old. That's not much time in the grand scheme of things, but for a cultist of the "new," a lot of games get released in 2 years.

I think what this says is that while I really like exploring brand new game spaces, its takes a lot for a new release to be good enough for it to supplant any of the games on this list. I am always searching for great new experiences in games, and even though I've played many games I've really liked in the past few years, almost none have been fun enough for me to add them to this list.


Now, as I promised, a game giveaway!! One of the best new games I've gotten to play this year is Imperial Settlers, from Portal Games. So, to celebrate my list, the holidays, the end of the year, my awesome readers, and the fact that Imperial Settlers is awesome, I'm going to be giving a new copy of it away to one of you!


The Rafflecopter thingy is down below - I know some people don't like using Rafflecopter, but just know that there is only 1 mandatory entry - please leave a comment on this post that includes both your favorite game on my list above as well as your favorite game that is not on my list.

Remember that leaving a comment on this post is a requirement for entering!! You MUST do so in order to qualify for the prize!!

You can earn extra entries every day from now until the contest is over - Sunday, December 22 at midnight EST!!!

Please note: I will put $15 towards shipping, which will fully cover you if you live in the US. International readers are more than welcome to enter, but know you'll have to help me out with shipping.

a Rafflecopter giveaway

Pandemic: Contagion and Pandemic: The Cure Reviews

Today, dear readers, you are in for a treat! Not one, but TWO reviews for the price of one! (Still free.) I'm going to take a look at two new games in the "Pandemic-verse," - Pandemic: Contagion and Pandemic: The Cure.

Pandemic has a special place in my gamer heart. It is the first modern board game I played (I had already tried Carcassonne and Catan at this point) that really captured my imagination and made me think, "Wow - we can do this with a board game?? What else is out there??"

Pandemic is the game that is responsible for me doing new things with old friends, meeting great new friends, having an owned games list over 200 (and a previously owned game list approaching 1000), and for writing these silly game reviews.

When I heard on the Dice Tower that a Pandemic dice game was in the works, I was definitely interested. I obviously love Pandemic, but I also really enjoy cooperative games and dice games in general. I was also excited when I heard about Pandemic: Contagion - the idea of playing as diseases sounded neat, and I wanted to see what Z-Man would do with that concept.

The first thing I should mention about Pandemic: Contagion is that it is a stand-alone competitive game. It has Pandemic branding, but aesthetics is pretty much where the similarities end. In fact, Contagion is not designed by Pandemic's designer, Matt Leacock. Contagion was designed by Carey Grayson.

As I mentioned, in Pandemic: Contagion, players are diseases, trying to infect and kill off as much of humanity as possible. Countries are represented by cards, which players will be placing their cubes onto - each cube represents that disease infecting 1,000,000 of that location's population.

On a turn, a player will have two actions available. Players can draw cards (Incubate), infect a location card, or mutate their disease. Cards are the currency of the game, and come in 6 suits - one matching each continent in the game. In order to infect a new city, a player must discard two cards matching the color of the city, but to spread an infection where a player already has her disease present only costs 1 matching card.


Mutating your disease means discarding cards in order to move up on 1 of 3 tracks. The first two tracks dictate how many cards a player draws and how many cubes she places each time she takes an Incubate or Infect action, respectively. The last track, the Resistance track, symbolizes how resistant a player's disease is to the effects of humanity's medical and epidemiology communities. Each round, a new event card will be revealed. If the effect is negative, being higher up on the resistance track means a disease will be less affected by the event.


Players will score points by having the most or second most disease cubes in a city when the total number of disease cubes meets or exceeds the total population of the city.

Play continues in this way until either the event deck runs out or when there are only two city cards left. All remaining cities are scored and the player with the most points wins!

Pandemic: Contagion is not a bad game. It is also, unfortunately, not a good game. I really like when games have upgrade tracks that each player can move up to individualize how they will play the game. I was hoping that this is where the interesting decisions in Contagion would be. Unfortunately, Pandemic: Contagion does not have anything interesting here. Not much changes from game to game, and although I haven't played the game over 10 times, I would feel pretty confident in saying players should always upgrade their Incubation ability, then their Infection rate, and then their Resistance level, if they feel like it. In all of the games of this I've played, the first few rounds consisted of everyone taking the same exact turn - Incubation action then grade Incubation track.

The game starts to get interesting once a few players decide to stop upgrading and get infecting the board. But even then, the game doesn't have much to offer. There are some interesting decisions to make when infecting, since the player who places the cube that triggers a scoring gets a one-time special action, but that's about it. Even the once a round global events deck is rather boring.

Pandemic: Contagion is a very simple card game with a neat theme. It is inoffensive enough, but I found myself bored while playing it. I can't recommend it. 5.5/10.

Jim would like to thank Z-Man Games for providing him a review copy of Pandemic: Contagion.


Pandemic: The Cure has a lot more in common with its big sister than Contagion. The Cure is cooperative, and it was also designed by Matt Leacock, the designer or the original Pandemic. In Pandemic: The Cure, players are a team of specialists, working together to cure 4 diseases ravaging humanity worldwide, before either the number of outbreaks or the number of infected become overwhelming.

The world map is represented by 6 tiles, arranged in a circle. Each tiles has a continent on it and is assigned a number from 1-6. Players can move their pawns to adjacent tiles by using a boat die result, or to any tile by using an airplane result.

Much like the original, players will all win if they can cure all 4 diseases. In The Cure, they do this by collecting samples of the disease, and finding a cure by rolling the samples and getting a result of at least a 13 or higher. 

Disease cubes in The Cure are actually 6 sided dice. At the end of each player's turn, a number of cubes are drawn from a bag and rolled. These disease cubes are placed onto the continent tile that has the number matching each cube's die result. Any cross symbols are moved to the CDC tile as resources the players can use whenever they wish.

On a player's turn, she will roll all of her available dice. Any Biohazard results must be kept and will advance the Infection Rate. The player can take actions according to her die results, or she may reroll her dice. In fact, she may continue rerolling as long as she has not used all of her available dice.

Aside from the Biohazard symbol, the player dice also have the basic actions of Fly (move anywhere), Sail (move to an adjacent location), Treat (take a disease cube from your location and place it into the Treatment Center), and Collect Sample (take a disease cube from the Treatment Center and put it onto your role card, with the Collect Sample die on top).

Each player's dice will also have special symbols on them, depending on their role. Some roles are better at moving, some are better at treating and curing, while others have special faces that are unique to their role.

At the end of any turn which a player has enough samples, they can attempt to find a cure for a disease. To do this, they roll all the disease cubes they have collected, and if the result is a 13 or higher, a cure for that disease has been found! If players find a cure for all four diseases, they win! If either the Infection Rate or the Outbreaks markers reach the end of their tracks, or if there are no disease cubes left in the bag and more need to be drawn, the game ends and the players all lose.

I think the biggest gripe I have with Pandemic: The Cure is that depending on how the dice get rolled, the players could either have a cakewalk or have their butts handed to them. This is not too much of a con, since this was also true for the original Pandemic - I've certainly experienced both the "cakewalk" and "butt-handed-to-me" varieties of that game as well. 


One of my favorite parts of this game is (unsurprisingly) the dice. First, the disease dice are not simple D6 dice with a cross on one side. They are weighted very differently - the red dice, for instance, do not have 2, 3, or 5 sides. This means that certain diseases will mostly affect certain continents, which makes outbreaks more common. Another thing I like about the disease dice is that because they all have a cross side, each time a player draws disease dice from the bag, there's always hope that at least a couple of them will come up as crosses, which can be spent by the players during the game to pay for communal event cards (which all have positive effects).

Thirdly, I really like the player dice. It is really neat that the dice for each role have custom sides, but I also really like the press your luck mechanism of players being able to roll as much as they wish, but all bad results must be kept. It really adds a lot of excitement to each turn and to each roll.

While Pandemic: The Cure is a bit shorter than the original, I would say that it retains much of the feel of the "full game." The Cure even simulates the collection of cards in Pandemic by forcing players to temporarily give up dice while they are looking for a cure. 

I really like Pandemic: The Cure, and would be hard pressed if asked which game I would rather keep, original Pandemic or The Cure. Fortunately, I don't have to make such a ridiculous decision. =) I'd rate Pandemic: The Cure 8.5/10.