Assault on Doomrock Preview

[This post is a preview for a game currently seeking funding on IndieGoGo.]

Assault on Doomrock, designed by Tom Stasiak, is a game currently seeking funding on IndieGoGo. It is a fantasy themed cooperative game that combines a ton of great features and mechanisms. It has players assuming the roles of heroes (that have some rather interesting and comedic traits) who are traveling to the titular Doomrock to fight and defeat the big bad. It does a lot of neat things and really aggressively trims the "fat" from what has become the prevailing model for these types of "dungeon crawl-y" games.

Ready for adventure! Initial set-up for the myriad decks of cards.

Gameplay in Assault on Doomrock is split up into two distinct parts. First, heroes will have to make choices about how best to spend their time exploring and encountering the randomly generated locations of adventure mode in order to visit shops, gather gear, and level up. There will always be three areas available for the players to travel to.



Each area card will have several locations the players can encounter for a variety of effects, some positive and some negative. Most actions players take during this phase of the game will cost a certain number of time units, which the players need to spend wisely - because once these are depleted, the heroes will have to enter combat with enemies.

Combat in Doomrock is done with dice, but not in the traditional way. Each hero will have ability cards which can be activated with specific dice. Before each combat round begins, each player will roll their dice and assign them to corresponding ability cards. Once combat proper begins, each hero will be able to activate each ability once for every die she had previously placed on her hero's ability cards.

If the Rogue had two 6's on her Poisonous Stab ability card, she would be able to activate that ability twice this combat round.

Combat in Doomrock is different from what one might expect from a fantasy game in another way - tactical positioning and movement is very abstracted. Heroes and monsters are represented on the field of battle by cardboard discs. These discs are either adjacent to each other or they aren't (distant). Heroes and monsters can use melee attacks on enemies adjacent to them, and ranged attacks on enemies who are distant from them. 

I had a lot of fun playing Assault on Doomrock. The art is fantastic and beautiful, and I really like how it is set in a fantasy world with the familiar structure that provides, but Tom has put a very funny twist on everything in his take on traditional fantasy that I find delightful.

I also really like how Tom has separated the two parts of the game, the adventure phase and the battle phase. The adventure phase feels much more like a traditional "euro" co-op game, where players are working against the clock to try to find all the benefits they can while avoiding the unavoidable negative events. 

Combat in Doomrock is much more simplified than in similar games, but no less interesting. The fun part in pretty much any tactical combat game of this kind is gaining new abilities, and then getting to use those abilities in unique ways. Rarely is the "OK I have 5 movement, and I can go here, or here...or here..." part where very much of the fun lies. Doomrock cuts all of that out, and lets players focus on collaborating to assign and use their dice most effectively. 

One thing I didn't mention about the game is that there is no board. In fact, everything that isn't a token in this game is a card, so while set-up does take a little bit of time, the game has plenty of randomized elements involved in set-up, so there are likely millions of possible variations this game could take each time it is played.

Doomrock is a really fun game, and while I mentioned it does abstract out a lot, it remains a very solid, very engaging and involved cooperative game that will take a lot of teamwork and careful planning in order to succeed. 

If you think Assault on Doomrock sounds like a game you would like to play, head on over to the IndieGoGo page now to pledge your support to receive a copy when it releases this fall. The campaign is currently funded at nearly 200%, so now we're just looking towards stretch goals!


Istanbul Review


Istanbul is the Kennerspiel des Jahres nominated (2014) game from famed and accomplished designer Rudiger Dorn. It has players assuming the role of a merchant and his assistants moving through a bazaar, interacting with the various vendors and meeting up with other merchants, family members, and even the governor!



Istanbul's "board" is made up of several separate tiles, which are laid out in a 4x4 grid. This can be done randomly, but the rules do suggest specific layouts for beginner and advanced games. The goal of the game is to gather goods and money in order to acquire gems. The first player to acquire 5 gems (6 in a two player game) will be the winner!

On a player's turn, she must move her merchant and her stack of assistants either 1 or 2 spaces (not diagonally) and do 1 of 3 things:


  1. If none of her assistants are already on the tile, she drops one off, and performs the tile's action.
  2. If one of her assistants is on the tile already, she picks that assistant up (places it on the bottom of her stack) and performs the tile's action.
  3. If none of her assistants are already on the tile and she also has none in her stack, her turn ends. 
Here, the yellow player need to decide if she will go back to a tile where she had previously dropped off an assistant, or go to the fountain (the only tile that can be used without an assistant) to call back all of her assistants.

A lot of the strategy of Istanbul is planning out a couples turns ahead, so that you don't have to deal with option 3, and do basically nothing on your turn. 

The tiles that make up the board allow players to do a variety of things. Some are Warehouses that allow players to load as many of a certain kind of good as they can carry in their carts. Some are Markets that allow players to sell sets of goods for money. Others are Mosques that reward players with upgrade tiles for having a certain number of goods.

Two of the more important tiles are the Sultan's Palace and the Gem Market. These are the two main ways to acquire gems. At the Sultan's Palace, players can trade in goods for a gem, which makes the next gem more expensive for the next player. The Gem Market lets players buy gems, with each successive gem purchased more expensive than the last, just like the Sultan's Palace. 

The first available gem at the Sultan's Palace (in a 2 player game) costs 1 jewelry,  1 fabric, 1 spice, and 1 fruit. Once that gem is taken, the space it was previously covering is added to the next gem's cost.

Istanbul is a game that hit me right in my wheelhouse. It has a lot things that I love about board games, like variable setup, player powers (though you don't start with them), advanced planning, upgrades/engine building, and even some dice rolling! 

From left to right: The blue upgrade tile adds another assistant to a player's stack, the yellow upgrade tile (my favorite) allows a player to pay $2 to retrieve an assistant from anywhere on the board and place it in her stack, the red upgrade tile allows a player to set a die to a 4 or reroll whenever rolling dice, and the green upgrade tile allows a player to purchase 1 of any good when visiting a warehouse.

Speaking of upgrades and dice rolling, let me talk about the upgrade tiles. There are four total, and just like the Sultan's Palace and Gem Market, they become more expensive as they become purchased. They are also pretty important to doing well in Istanbul. Once players are more familiar with the game, an interesting race happens in the beginning of the game where the players will rush to grab either their favorite upgrade tiles or a cart expansion.

(Left) At the beginning of the game, each player can only have 2 of each good. 
(Right) By visiting the Wainwright tile, players can purchase cart upgrades for $7. 

Players have to visit the Wainwright during the game as early as possible, because the additional capacity will allow them to purchase upgrade tiles they may have been priced out of, it makes it easier to make money at the market tiles, and it makes it much easier to acquire gems from the Sultan's Palace. 

There is so much to like about Istanbul. Mr. Dorn has not only reimplemented a version of his Goa auction mechanism, but he has finely crafted a fantastic medium weight strategy game. Istanbul has so many options for players to explore, with many interesting decisions to be made each turn, and planning ahead is very much rewarded. The act of planning out your actions in just the right order so that you can not only do everything you need to do, in the order that you need to do it in, and also end up with all of your assistants back in your stack is just so satisfying. 
One thing I don't always love about the game is the luck of the cards and the dice. Some of the cards are just better than others, especially if they are drawn at exactly the right/wrong time. The dice can really hurt a player who doesn't have the applicable upgrade tile, and can result in several wasted actions. The interesting aspect that arises from the randomness of the dice, however, is that the value of the dice manipulation upgrade tile is a bit more fuzzy than the values of the other 3 upgrade tiles.

After I got Istanbul, I played it 5 times in 4 days. It is absolutely one of my favorite games from this year. It plays well with all player counts, does not overstay its welcome, and despite having a fair amount of complexity, I feel like I could teach this game to almost anyone. Istanbul deserves all the hype around it, and despite being up against two very strong contenders for this year's Kennerspiel des Jahres (Concordia and Rococo), I believe it should (and will) win the very prestigious German "expert game of the year" award. I give Istanbul a 9.0/10.

Scrapyard Empire Preview

This post is a preview for a game currently seeking funding on Kickstarter. Art and rules may change.

In Scrapyard Empire, players are managing their hands of steam-powered parts cards and using them to build small machines, with the ultimate goal of combining those small machines into game-winning inventions!


To set up the game, each play is dealt 8 parts cards, 5 small machine cards, 1 invention card, and 1 character card.

On a player's turn, she will have 2 actions to spend from among 4 choices:
  1. Draw 1 card from either the parts or small machines deck.
  2. Attempt a dig from any scrap pile.
  3. Attempt to steal a part or small machine card from another player.
  4. Initiate a trade with any other player.
  5. Activate a small machine ability.
Look at that art!!!

Digging is an interested mechanism because it allows players to get cards from the discard pile - but players are not allowed to look through the deck before choosing to dig. First, they have to roll a six sided die. On a 4, 5, or 6, the player is allowed to deal the scrapped (discarded) cards in a pile in front of everyone until the player sees the card she would like. The remaining cards are put on top of the dealt cards. So digging requires players to have some memory of what is in the scrap pile. 

Stealing is similar in that a player who would like to steal a card needs to pass a die roll (4, 5, or 6 is a success). After a successful roll, the thieving player can choose any parts card from another player (which are always face up), or take two small machine cards from another player's hand, steal one, and give the other back.

When rolling the die in Scrapyard Empire, players have the option of scrapping any cards they have in order to get a +1 on their roll - which is a pretty neat mechanism. 

In addition to needing the Navigatrix in order to build the Time Machine invention, its in-game ability is pretty nifty!

After a player has used all of her actions, she can build any small machines she has in her hand as long as she has the required parts for it in front of her. She scraps the parts, and lays the small machine card in front of her. These are safe from being stolen. The same then goes for any invention cards she can build with the small machine cards in front of her. They are scrapped, and she puts the built invention in front of her. 

The final phase of a player turn is the discard phase. If a player is over the hand limit - 8 parts, 5 unbuilt small machines, and 1 unbuilt invention - she has to discard down until she is below those thresholds. 

Gameplay continues like this until 1 player has built 2 inventions! 

"I say, that giant lizard does like a mite peckish. Hate to be rude, but must be off!"

Scrapyard Empire is a fun card game that puts some neat twists on familiar game mechanisms that fit quite well into a well-themed package. What I really like about Scrapyard Empire is the feeling of building up an engine. First, you need parts to build small machines, with the ultimate goal of building an invention, but the abilities the small machines give you are so good...maybe I'll just build a few extra small machines here..."

I think the best comparison I can make for Scrapyard Empire is that it reminded me of a slightly more complicated (with  player powers, more options, and more interaction) version of the Spiel des Jahres nominated game, Splendor. Obviously Scrapyard Empire's theme is a bit more exciting, and the mechanisms of this game really do make for more interaction - especially with the ability to steal cards from opponents. 

I think Scrapyard Empire is a fun game that will fit very nicely into many people's collections. It has an appealing theme coupled with easy to explain and learn ruleset - and a very reasonable playing time (30 minutes). If you think Scrapyard Empire looks like a winner, go back it on Kickstarter! There are options on there for a deluxe version of the game that looks simply fantastic.

posted 6/18/2014

Wanted: The Outlaws Kickstarter Preview


Wanted: The Outlaws is a game currently funding on Kickstarter from publisher Bibelot Games. It is a light, family style game of cards and dice set in the old West.

In Wanted, players use Loot to recruit to hire characters and build their posses. They then use these posses to go on jobs and earn Reputation. After all of the cards have been used, the game is over and the player with the most Reputation wins!


To set up, the deck of cards is shuffled, and dealt out into 6 piles which are turned face-up. Each player starts the game with 12 Loot. On her turn, a player can do 1 of 3 actions. She can recruit a face-up character by paying Loot, she can use the characters she already has to go on a face-up Job, or she can Report a Tip. Reporting a Tip will gain the player 1 Loot, and the ability to place any of the top cards in the middle of the table on the bottom of its respective deck. 

The action that drives the game is going on Jobs. These are the horizontal cards that describe something to be done in town. A player can use her posse to go on a job as long as her characters' cumulative stats for Smarts, Power, and Will either equal or exceed those stats on the job card. If a player decides to go on the job, she rolls the number of dice pictured in the upper left hand corner of the job card, and gains the benefits (and suffers the penalties) from that roll. Players can gain either 1 or 2 Loot or Reputation or suffer either 1 or 2 wounds.

Wounds are placed on characters that went on jobs, and if a character takes wounds equal to their hearts, that character dies and is discarded.

Uh-oh! Looks like some of these Outlaws are going to make it home for dinner!!

That is pretty much the game! Play continues in this way, each player getting 1 action per turn, until all of the cards in Town are gone. At this point, whoever has the most Reputation is the Outlawiest Outlaw of the All!!

The theme is a lot of fun, too. There are a good number of games set in the Wild West, but I can't think of many that fall into the light, family category. For that, I can't recommend The Outlaws enough!

The game is definitely light, but doesn't overstay its welcome, and gameplay is smooth since each turn is so short. This is certainly a game that I would pull out with my family, or with my younger niece and nephew for a short, rootin' tootin' dice filled romp. It would be even better suited to playing with grade schoolers because players would need to practice adding their character's stats to see what jobs they can do.

If you think Wanted: The Outlaws would be a good fit for you, then go check out their Kickstarter campaign!!!