Glory to Rome (Black Box Edition) Review

Glory to Rome card game in play

One Kickstarter game that has brought forth some very strong opinions is Glory to Rome: Black Box Edition.

In Glory to Rome, each player is attempting to help rebuild Rome after the great fire of 64 AD.  To do this, you will need the assistance of clientele.   Each turn, you will select a role from your hand to play (the roles are Patron, Merchant, Craftsman, Architect, Laborer, and Legionary).  After you select your role, each other player has the option to follow you or to "think" (draw cards).  When performing the action associated with the role, you may boost the action if you have any more "clients" in your clientele.  In order to initially gain these clients, you must perform a Patron action.  However, you are limited to your number of clients based on your influence.  You gain influence by building buildings - with the Craftsman and Architect roles.  Briefly, the Legionary helps steal from your neighbors, the Laborer prepares you for other actions (by putting cards in your stockpile), and the Merchant helps you earn victory points.  The game is played until one of the end game conditions is met - either the deck of cards is exhausted, all of the "in town" building sites have been used, or one of the end of game buildings is built (Forum or Catacombs).  At that point, whoever has the most victory points wins - unless the game ended because of a Forum, in which case, the person who has the Forum wins!

Glory to Rome is designed by Carly Chudyk.  He is also the designer of Innovation.  I like to classify his games as "balanced by being broken."  Essentially, what I mean by this is that there are cards in Glory to Rome (similarly to Innovation) that are ridiculously powerful.  For example, there is a building that doubles the number of clients that you may have, and also lets you add an extra client from your hand during every Patron action.  This card is amazing, as it quickly lets you get exorbitant numbers of clients, which then lets you have large bonuses every time any player performs an action.  However, there are other ridiculous cards that can come back and stop it.  Such as the Colosseum, which allows you to use the Legionary to steal clients from your opponents (instead of cards in their hand) and put them in your vault (this is where you get victory points, and normally putting cards here is a much longer process that requires the Merchant action).  So, you are now hurting your opponents and gaining victory points!  There are other cards that suddenly allow all of your clients to count twice.  Others allow you to take all Jacks (wild cards that you normally get in the "think" action) that your opponents play into your hand.  So, there are amazing combinations in the game.  But, building one certain building generally doesn't guarantee anyone the victory.  Especially (and this is the final one I'll mention) because there is a card that allows you to steal any of your opponent's constructed buildings!

playmat for Glory to Rome Black Box
Typical player board with clients, stockpile and vault
One of the other things that I think is really interesting about Glory to Rome is that you can both think and follow in the same turn.  I initially did not believe the people that taught the game to me.  In fact, when teaching other player later, I verified this rule.  If the active player decides to perform an action - Craftsman, for example - you may think and draw cards.  Yet, if you have the corresponding client(s) in your clientele, when the action comes to you, you may still use your clients to follow the chosen role.  This is a really interesting and powerful dynamic.  And it also makes clients significantly more useful.  Instead of having to have the correct card in your hand in order to follow (thus causing your clients to only be helpful if you have drawn well), they are always available.  And, what's more, you can wind up doing quite a bit more on an opponent's turn than on your own.  Thinking to draw cards and then also getting the benefit of the actions is, simply, amazing.

The next thing that I like about Glory to Rome is that there are meaningful (and tough) choices to make.  Every card that you play can be used as an action, as a building, or as material for a building.  But, it is very important to decide which way you are going to use any given card.  Is it more important to start building a building that gives you an amazing bonus, but that you know you won't complete this turn, or is it more valuable to follow the action being performed by the active player?  Would you be better off using that incredibly powerful building to complete the "under construction" structure that you have, or should you keep it so that you can build it next?  What makes some of these choices even harder is that keeping a card for later clutters up your hand.  When performing a "think" action, you are allowed to draw cards back up to your hand size (generally five), draw a jack, or draw a single card.  If you are keeping a card in your hand, then that is one less card that you will be drawing whenever drawing back up to your hand size.

Glory to Rome artwork
Very bland artwork
The final pro that I will mention for Glory to Rome is that I enjoy how the different elements of the game work together and keep each other in balance.  For example, you are limited in your clientele and your vault by the amount of influence you have.  You gain influence by completing buildings.  Yet, it would be really helpful to have a lot of Craftsman and Architects in your clientele to help build these buildings.  Also, in order to utilize your Architects and Merchants, you have to have cards in your "stockpile."  To get cards in your stockpile, you have to use Laborers and Legionaries.  But, you often don't see the immediate benefit by playing these two roles.  However, ignoring them winds up making your other roles useless.  The different elements of the game really flow together well to make a beautiful experience.

My only real con for Glory to Rome is that I dislike the artwork.  Really, I've played (and owned) both this version of Glory to Rome and the previous IV version, and my complaint has been related to production both times.  In the old version, I disliked the box - it was a plastic clamshell container.  The art was very cartoonish, and many people disliked it.  I really had no problems with it.  However, in the Black Box, I felt like the art was all very cheap Clip Art styled images.  This con obviously doesn't affect gameplay, but it makes the overall experience of Glory to Rome a bit worse.

Overall, I give Glory to Rome a 9.0/10 (in either edition).  I think that the gameplay is wonderful, and I look forward to playing it more and more!

If you want another opinion, check out this Glory to Rome Review on I Slay the Dragon. Some other games somewhat like Glory to Rome, also include Eminent Domain, Puerto Rico, and Race for the Galaxy.

I would like to thank Cambridge Games Factory for providing me with a review copy of Glory to Rome: Black Box Edition.

Smash Up Review

Smash Up what's in the box

One of the games that I've been eagerly wanting to get my hands on this year is Smash Up.

Smash Up is a "shufflebuilding"game.  What this means is that you select two factions at the start of the game, and then you build your deck by shuffling them together.  During the game, you will be using the minions and actions of your new deck to attempt to break different "bases".  Each turn, you are allowed to play one action and one minion (in either order).  The minions are played on bases, and at the end of a turn, if a base has a certain amount of power (from minions) around it, the base "breaks", and players score points based on if they were first, second, or third in power.  Then, all of these minions and the base are discarded, a new base is drawn, and the next player takes their turn.  Oh - you also draw two cards at the end of your turn.  That's basically all of the rules.  You play until someone gets 15 points.

The first, and most obvious, pro for Smash Up is the theme.  This is a game about Aliens, Dinosaurs, Ninjas, Pirates, Robots, Wizards, Tricksters (Fairies and such), and Zombies.  When you play this game in public, people want to play it without knowing anything about the game.  The theme is cool.  The only thing that instantly comes to mind that is missing is Dragons.  (I consider them different from Dinosaurs - after all, everyone knows that Dragons breathe fire, and Dinosaurs don't.  Maybe if Dinosaurs could breathe fire, they would still be around.  And really, stinkin' scary!)  I also think it would be amusing if Chuck Norris was given his own faction.  But that would probably cost a lot of licensing fees.  You could also do a professional wrestlers faction (and probably use made up people).  Either way, there are a lot of new factions that they could add to Smash Up to make it fresh and add replayability.  Yet, one of the other things that I like about the factions that they already have is that they all play differently.  Instead of simply going for theme and making eight decks that work exactly the same but have different art, they made a game where each faction has definite abilities that you need to capitalize on in order to win.

different factions you can play with in Smash Up
All of the different factions!
The second pro really surprised me.  And, mainly, it is because I had this game taught to me.  The rulebook is actually really amusing.  After playing a couple of games, I was teaching the game to others.  I had a rules question (who wins on ties, or something else minor that hadn't come up in a previous game).  So, I started flipping through the rules.  And seeing things like a section with the header "Cheater!  Y U Action Twice?"  Or, in the tie breaker rules, "If there is a tie for the most, keep playing turns until there isn't.  No sharing!  Except for your two factions.  You guys are BFFs."  Plus, every question that I've had has been quickly and easily answered in the rules.  Very rarely do I mention the instructions as a pro for a game, but Smash Up has one of the best rulebooks that I've ever dealt with.

My third pro to Smash Up is that the actual game is fun.  Why did this not make it until third?  Well, because the other two pros are really, really strong!  But, there is quite a bit of depth to figuring out which base to attack, when to attack it, whether it's better to kill your opponents minions (or leave them there to help break the base), when to play action cards that help you instead of ones that hurt your opponent.  There are really a lot of strategic choices to the game.  And, each combination of factions will give you a variation of these choices.  For example, with the Aliens, I played the game completely opposite of how my wife played them.  When I played as the Aliens, I played one of my minions that gave me a Victory Point when it entered play.  Then, I regularly used my other cards to beam him back into my hand so that I could play him over and over and keep scoring more victory points.  When she played the Aliens, she beamed up everyone else's minions whenever they came and threatened the bases that she was attempting to break.  Two completely opposite ways of playing the exact same cards - and both work well!

But, with all that Smash Up does right, there are some cons that need to be mentioned.  First, the game is very text heavy.  Or, more specifically, it is very text heavy for what kind of game it is.  Smash Up is (I believe) a non-gamer friendly, easy to learn, fast and easy to play game.  It can appeal to people beyond just gamers because of it's theme, and it is an easy way for them to play games and have fun.  Yet, with this, most every card that they will draw will do something different that they will have to read (and understand).  So will every base.  And every card that everyone else plays.  Once you have played the game a few times, this really won't be an issue anymore.  However, every time that you teach the game to someone new, you will immediately see what I am talking about - the game begins with a lot of sitting there and reading.  It just seems that the amount of text just doesn't fit the style of game.

mid play of Smash Up - calculating bases
Now how much power is at each base??
The next con for Smash Up is in the same vein.  There is a lot of math going on in the game.  By "math", I mean simple arithmetic.  You will constantly be adding and re-adding how much power each person has at a base, how much total power is at the base, and how much more power you need at the base.  Then, for strategic purposes, you will be adding how much power the cards you play will give you, and how close you will be at that point.  And, some minions gain extra power when it's not their owner's turn.  So, you have to remember that and add it in.  Another minion gains extra power based on the number of minions its owner has in play.  So, you have to add all of that in, too.  None of this is difficult, but it does serve to slow down the game, whether you've played it once, or you've played it dozens of times.

Finally - there's no score markers.  Really?  Do you think that I have dice just laying around that I can use for this purpose?  (Ok, stupid question - but that doesn't mean I remember to bring them with me.)

Overall, I give Smash Up an 8.5/10.  I enjoy the game, and I intend to continue playing it.  I am also eager to see what new factions they release in the upcoming months and years.  And, whereas I won't be playing Smash Up on a weekly basis, I look forward to getting to pull it out and teach it to new people and watch as they enjoy getting to throw Ninjas and Dinosaurs together to see what happens.

If you like Smash Up, then you might also want to check out 7 Wonders, Flash Duel, and Revolver. Or, if you want to check out some more opinions on Smash Up, I'd recommend checking out this Smash Up Review on I Slay the Dragon, or another Smash Up Review by Games With Two.

I would like to thank AEG Games for providing me with a review copy of Smash Up.

Hooyah Review

Hooyah cooperative board game in play

Since I'm a big fan of co-operative games, I was intrigued by the chance to play Hooyah.

In Hooyah, the players represent a team of Navy Seals that are attempting to complete a Mission.  In order to complete this Mission, they must successfully execute several Operations, during which Events can occur that might impede their progress.  The game is broken up into a series of "Preparation" and "Ops" phases.  In the Preparation phase, players are able to draw two cards - either from a face up group, or from the deck.  They may also play Preparation Equipment cards.  When deciding on cards, they are generally looking for colors that match the current "Ops" cards.  Once the Lt. Commander (one of the roles), feels that the team is prepared for the Op, then they call "Hooyah" and the Op begins.  At this point, a number of Events are handed out to the players.  The Events can be skill checks that you can pass by discarding a matching card, they can force you to lose Health or cards based on a condition, and they can do a few other things.  Once all of the Events are completed, the team goes around playing cards until they play enough cards to pass the Op (for example, they might need 5 purple and 3 orange cards).  If they pass the Op, then they might gain extra Health, depending on how long was spent in Preparation.  If they fail the Op, they lose Health and start over on the Op, after discarding their hands.  After five Ops, they must immediately (no Preparation phase) each face one more Event, and then attempt their Mission (which works just like an Op).  If they succeed on the Mission, then they have won the game!

completing and op in Hooyah the Navy Seals card game
Completing an Op - Colors matter more than theme
The first thing to discuss about Hooyah before even getting into pros and cons for the game is the theme.  The theme is definitely American oriented, and more specifically, patriotic American oriented.  In fact, each of the missions is based off of a real life Navy Seal mission.  That part I think is pretty interesting (you could even call it a "pro").  One of the specific missions that people will probably easily recognize is "Mission: Compound Raid.  Objective: To capture or kill Osama bin Laden."  So, I think that some people will really enjoy the theme quite a bit.  However, I can see a lot of other people actually being turned off by it.  Yet, with all of that, I felt like the theme was a bit shallow when it came to actually playing the game.  Essentially you are worrying about matching colors much more than you are worried about why you are attempting to complete a Mission.  So, the Compound Raid is a "2 Yellow, 3 Red, 2 Blue," and this means much more to you during the game than anything else.

Now off to the pros and cons for the game.  The first pro that I have for Hooyah is that I felt like it had an interesting communication element.  Specifically, players were not allowed to discuss what they had in their hand.  Yet, if they drew their cards from the face up selection, then the other players would at least have some indication of how much they could help.  Yet, the face up selection often will provide irrelevant cards (though they might be helpful on later Ops or for skill checks), so you must decide between letting other players know what you have, and hoping to draw something useful.  And, after each completed Op, the Lt. Commander (LTC) has to remove one of the face up cards, so the public knowledge grows more scarce as the game progresses.  To mitigate some of this lack of communication, the LTC can perform a "Roll Call" at the end of his turn.  When doing this, each player goes around and says the number of cards that he would be able to play towards a single color (without stating which color it is).  This helps the LTC have a better indication of if the team is ready to begin the Op.  (As far as I'm aware, you are allowed to tell the LTC things like, "hey, lets go on the Op already!"  However, just how much you want to communicate like this should probably be discussed before starting the game, since much of the challenge is in guessing what people have.)

Now that I've gotten all of the pros out of the way for Hooyah, there were several things that I considered cons for the game.  First, is that there is an Event that states "Lose 1 Health for each completed Op."  Each player starts with 5 Health.  Various things throughout the game can gain you or cost you some of this Health.  However, for the most part, at least some players will have 5 Health or less.  There are 5 Ops in the game.  So, if you draw one of these Events after completing the 5th Op (when about to attempt the Mission), then you die.  Instantly.  With nothing you can do about it.  There are 2 Equipment cards in the deck that allow you to discard an Event card and draw another one.  One of the roles (Interrogator) allows you to do the same thing (once per game).  So, you can deflect a maximum of 3 of these nasty Events.  There are 6 in the deck.  And, most likely, you will not be prepared to deflect more than one of them.  So, at the end of the game, you are basically just hoping that you don't instantly die.  (I'm not really sure what this Event represents - all I can think is that it is your character stepping on a landmine!)

different Seal roles in Hooyah the board game
The Interrogator saves you.  Once.
This leads to the next con for Hooyah - the tension in the game doesn't seem balanced correctly.  In most co-operative games (Pandemic comes to mind) bad things are happening.  You try to keep them in check.  Slowly, you feel more and more like your hair is on fire, as there is nothing that you can do to stop the onrushing doom that is coming!  Your only hope is to reach the game end condition just seconds before you all die.  That's really one of the fun things about co-operative games - feeling like you're about to lose at any given moment, yet having the ability to reach out and steal a victory.  Hooyah is basically the exact opposite.  You very rarely actually feel like you're doing poorly.  In all of the games that I've played, we've been easily slaughtering the game.  And then, at the end, we hope that we don't draw an instant death card.  Because if we do, then we had a loss handed to us in the midst of our victory.

The last con that I had for Hooyah was that I felt like there weren't very many meaningful choices.  Basically, it was "hey, that card is the right color - I should draw it."  There are a few choices for the LTC to make - specifically, when should the team attempt the Op, but most everything else is a bit trivial.  Part of this, I believe, is that the Equipment cards don't serve much of a role.  I believe that one of the choices that you are intended to make is "should I use this Equipment card."  (Equipment cards can do things like letting you discard two other cards to make a card of the needed color.)  However, since the game is generally easy enough that you don't need to utilize the Equipment, you get back to just drawing the matching color and hoping to not draw the death Event.

Overall, I give Hooyah a 6.5/10.  The game functions, but without much of the excitement that I've found in most other co-operative games.  Plus, doing very well throughout the game and then suddenly losing because of a single Event card can definitely leave a sour taste in the mouth of new players.

If you like co-operative games, you might also check out Yggdrasil, Defenders of the Realm, and Space Alert.

I would like to thank U.S. Games Systems for providing me with a review copy of Hooyah.

Extra Life Featured Charity


After hearing a lot of people talking about having gaming marathons for Extra Life, I became very curious.  I was given the contact information for a wonderful lady named Megan that works for the Children's Miracle Network Hospitals.  She was kind enough to share this information with me:

Extra Life was started 5 years ago by a guy named Jeromy Adams. A radio DJ working on a Children's Miracle Network Hospital's radiothon in Houston, he met a lively leukemia survivor named Tori Enmon. Though Tori eventually lost her battle, Jeromy realized that gamers wanted to give back—they just didn't have a way to do it yet. From there, he created Extra Life. For the first two years, it only benefited Texas Children's Hospital—where Tori was treated. Since 2010, Extra Life has been a national program through Children's Miracle Network Hospitals, raising funds for our 170 network hospitals throughout the US and Canada. While many of our participants chose to play video games, you can play whatever you'd like. Tabletop games, video games, card games, basketball—anything. We're looking for you to do something fun, challenge yourself to do it for a longer amount of time, and ultimately raise lifesaving funds for kids in need by reaching out to your family and friends for support! Just be sure to sign up at Extra-Life.org to get started.

Now, of course, I didn't let Megan off the hook that easily.  This just brought up some more questions that I had.  So, here are a few more questions I asked, as well as the answers that she provided:

Can someone organize an Extra Life campaign at any time during the year?
  • Our official date is October 20th, but you can play whenever you'd like! Just be sure to sign up at Extra-life.org to get started. (Our 2012 player fundraising pages will be shut down to make way for the 2013 ones by the end of December though.)

Do you have a list of Extra Life campaigns, specifically by geography? I think that this would help people see if there was a campaign they could join.
  • During registration, each players picks their benefitting hospital. Essentially, we are one big program tied to all our partner hopsitals. Wherever you are in the US and Canada, you can find your local CMN Hospitals affiliated children's hospital. A great place to do that is right here: CMNH Search This will allow you to search by state or zip code to find your local children's hospital. The other great part about this is that say you grew up in Indiana, but you moved to Washington, D.C. You could choose to play for either hospital; it's totally up to you as the player!
Should they go to Extra-life.org if they want to know more?
  • Yes—Extra-life.org is the very best place to learn more. From there, you can also access our blog to see what's the buzz.
If you want to know more about the Children's Miracle Network Hospitals, you can check out their site. However, if you want to read a personal testimony of how the CMNH have affected lives, then I'd encourage you to check out this write-up by one of the members of our own board gaming community: Baby Toolkit's Writeup about Children's Hospitals.

So, having heard and read all about Extra Life, I was fortunate to discover that there was a gaming marathon very close to where I lived!  So, on October 21, I was able to participate in a 12 hour gaming marathon at Games Keep in West Chester, PA.  The entry fee was "officially" $5, but you could contribute as much as you'd like.  Pizza was provided by the store owner, and several people and/or game companies had provided games to be raffled off during the event.  That was all amazing, but I really would have showed up just for the 12 hours worth of gaming!  Ultimately, I had a blast at our gaming session, and I was thrilled that I was able to play games while supporting an amazing charity.  (Not to mention I discovered an awesome "Local" Game Store.  If it took me less than 45 minutes to get to Games Keep, I'd go there much more often - if you live near West Chester, I'd really encourage you to check it out.)  Hopefully, I can participate in another Extra Life gaming marathon next year.  Or, who knows - we might eventually try to have multiple events per year.  After all, I like gaming, and there are always sick children!