Tagged: review

Paperback Adventures: The Best Word Game You’ve Never Played

Wordsmiths and wordnerds alike are sure to enjoy Paperback Adventures from game designer Tim Fowers and his own Fowers Games. While the recent smashing success of the 10th anniversary and updated version of this game’s predecessor, Paperback, shows that when plenty of people love this game engine, they may not all have found out that Paperback Adventures (available as a board game or on Steam) is a magnificent evolution of what the designer did so well with the original.

In this review, I’m going to review both versions of the game since I’ve spent a lot of time playing it in both formats recently. Perhaps that’s a spoiler alert moment: I really love this game. Playing it first on Steam was enjoyable and I thought it would be my go-to version of the game. Yet, when I got my hands on the physical version, I switched allegiances – or at least I have done so lately. I’ll come back to that subject a bit further on but let’s talk about the actual game first, shall we?

Solo Word Nerd Heaven

Right off the bat, this is a solo game using the mechanisms of Paperback with a lot of new ideas and a campaign element. Sure, you can play it with two people with a variant included with the game, but I’m reviewing it as a solo game, which is probably where it sings best. I have not tried it for two yet and if I do, I’ll update the review.

I played the game as a Steam download for my Mac first. I’m not a huge fan of playing games on my computer for the simple reason that I’m sitting and typing on my computer most of the day….and just about every day. When I want to play a board game, I want to look away from the screen and talk to people. Since this is a solo game, I gave it a try. I do sometimes play board games on my iPad, but it’s rare. Only a desire to explore what Tim Fowers and his co-designer Skye Larsen had cooked up with the Paperback engine got me to reinstall Steam. I’m glad I did.

What’s It All About?

If Paperback is a gamer’s version of Scrabble, then Paperback Adventures is a solo gamer’s dream evolution of Paperback. The game has you taking on the role of one of three pun-ified heroic folks (Ex Machina, the Damsel, or Captain PlotHook) all created by our fake writer “Paige Turner” whom we all know from Paperback and its sequel, Hardback (so this is the third evolution of the game?). Regardless of which character you choose, you are trying to defeat three pairs of underlings and big bosses (well, variants in some cases) while collecting treasures and power-ups, all while building a deck of letter cards to create words and get to the end of the game by vanquishing your foes.

Mechanism-wise, it’s like Paperback in that you are building words with a deck of letter cards of various values, with special powers on the cards. The original Paperback was a combination of Scrabble and Dominion (the category-defining deckbuilder), Paperback Adventures also tosses in a Rogue-like adventure experience that many have likened to Slay the Spire, a popular deckbuilder adventuring game for one that you can find in various electronic forms.

If you’re like me, you may be saying “Slay the What?” So, I acquired and played that game specifically to compare it with Paperback Adventures. They are different games, but I see crossover in the best possible way. While both games have some elements that offer you insight into the other one, they both have unique elements that offer distinct game experiences. Spire is a solid game, but Paperback Adventures is more my style.

Paperback Adventures in Roguery and Diction

If you’re a fan of Slay the Spire, the “Rogue-like” format and combat system in Paperback Adventures will be familiar but also new. Sure, you take turns drawing cards from your deck and use them to fight the minions and bosses, defend against enemy attacks, and use special abilities to gain advantages in battle. Of course, instead of low-res beasties like in Spire, Paperback Adventures gives players a host of literary enemies with jokes and word nerdery all over the place, like the Chekov’s Gun, Plot Armor, and the Spinning Wheel.

Your character and the bad guys all have a health number to track how much damage each of you can take before defeat. Energy and health are precious so be careful to maintain your strength enough to go the distance. Thankfully, you do get rewards like new letter cards, items to use with your energy and supercool “McGuffins” that give you boosts to help you along the way. The combat is the bulk of the game and you win by getting through the gauntlet of six battles, although you can easily house-rule to finish earlier if you like.

Splay the Spire?

Playing Paperback Adventures feels like most deckbuilders on a basic level. You have a starting deck of letters with various values in the currencies of the game. You will acquire more to optimize and build out your deck purchases and bonuses. On your turn, you draw four letters and have access to a perpetual wild card to make words that would be usable in, well, a Scrabble game.

The big new concept for Paperback Adventures over previous games in the series is how you splay out your cards determines the rewards you get. So, if you splay the cards from your hand going left to right, you will see the icons for what you get from your cards on the left – and vice versa. See the picture below for reference. This interesting mechanism adds a little more strategy to your word choice because you may want to change it based on how well your letters will pay off.

What will those icons do? Mostly, they are Attack or Defense icons that will help you in battle, but some just give you extra energy. Depending on the number of those icons on the card side splayed, you will collect that number of hits, blocks, and energy bolts to apply to your enemy, protect yourself when they strike back, and add to your energy level. The cards kind of lean right for attacking, and left for defending so you can react to the anticipated response of your enemy (something you generally know).

Each card also has actions and your choice also designates either your first or last card as being in full view, which means you can also use the special power of that card immediately. This also exhausts the card, meaning it will be put into an exhausted stack until the end of the current battle. It’s a clever wrinkle for deckbuilders, and one I admire since it gives you more than just raw points or power to consider. Lastly, you can also upgrade cards, which means flipping them over and using the backside, which increases some number of values on the card. This also helps improve your deck as you proceed, giving you more power to your punch as you face more daunting versions of your foes.

Word Monsters

Each adversary has its own unique abilities and strengths, so it’s essential to strategize carefully how you’ll handle them. While the core component of the game is still coming up with words from your letters, use of special abilities with your Energy allotment and which way you splay will vary depending on the foe you are trying to defeat with your wordsmithing.

Paperback Adventures retains this essential element that made word game fans love the original game so much. Like Scrabble, each letter has its own set of icons and power, with more challenging letters like Q, J, and Z holding more power. But it’s not just about those icons – Paperback brought in special powers on the letters that would allow you to get more cards, add points to other cards, and even change adjacent letter. Paperback Adventures builds on that concept hugely, giving you a varied and fun experience exploring the possible items, power-ups, and letters to acquire and upgrade.

A Spellbinding but Challenging Experience

The game is not easy! Players must carefully balance their deck, choosing which cards to keep and which to discard in order to create the most effective word combinations and maximize their attacks and defenses. Plus, the individual characters you play have their own cards, strengths, and styles of play. While I’m still exploring them, they offer enough variety into the game that it’s adding a lot of gameplay value into the mix; that is, you get a lot of hours of fun and exploration with each character, so adding another one to your collection once you’ve fully explored the first one will still reward you with a new kind of play.

I’m a big fan of that experience, where I can get more gameplay out of a game with the introduction of new characters, as in Marvel Champions. That speaks to the strength of the design that changes in cards can give you such a fresh experience, and I think Paperback Adventures is right up there in design sophistication without adding endless exception rules like some collectible card games do.

Moreover, you get to battle characters twice in the game (as in Marvel Champions, too), which means you learn more about how to handle them and can apply those skills this time, rather than hoping you remember what you’ve learned for the next time the game makes it to the table.

There’s so much more, too, but not in complexity. There are just a lot of options, additional items and power-ups to acquire – all with that trademark Fowers Games wit that gamers (myself included) have found so appealing. Grab the Cooking Herbs, acquire the Magic Beans, or add the Eye Patch to your inventory. Readers will certainly enjoy these little asides to those who love words on a page.

Paperback Adventures IRL

Post-pandemic, there’s a real battle between online play and getting back to the table with friends. If you are anything like me, you supplemented what in-person play you could during the lockdown with online play on platforms like Yucata.de and Boardgame Arena. My frequency of play skyrocketed during this time, as did my play in apps on my phone and iPad because I could only bribe my wife and kids to come to the game table so often. Now that the pandemic has been declared ‘over’ by the WHO and the US government, I’ve been slow to return to much organized play and still game online a lot. Thus, playing PA in digital form first just made sense.

Yet, I’m glad that I stopped and shifted to the physical game. Not only because of the gorgeous job that Fowers Games did on the physical components of the game, but also because I find it much healthier to get away from the screen to enjoy board games. For me, board games are my self-care and an ideal way to unwind.

There’s something to be said about the peaceful experience of simply opening up a game, setting it up, and working through the puzzle of play. I take pleasure in the setup, the placement of the cards, the market, and each component. Even sorting the cards to get the right mix of cards for the game is enjoyable because I’m touching physical components and not just reacting to pixels on a screen.

I believe one of the best things modern board games can do for us is to provide an indoor outlet for getting away from screens. This can be much more satisfying than another night staring at Netflix or, heaven help you, TikTok.

Components and Artwork

While I’m mostly focused on gameplay when I think about a game, I’m not some philistine who doesn’t care about the materials and look of a board game. Fowers Games always has truly wonderful artwork that is ideal for my taste. Ryan Goldsberry taps into a mod-60’s look that always reminds me of one of my favorite artists, the California-based Shag. There’s even a touch of monster-loving Tim Biskup, another SoCal artist whose work I love. Fowers Games’ commitment to the exceptional artwork would keep me interested in their titles even if they didn’t make great games. Thank goodness that’s not a concern.

The components in Paperback Adventures are similarly stellar. The box includes cards, premium sleeves themed to the game so you can upgrade your cards with a simple flip, and plastic player and minion/boss holders that you use to track the health, energy, and other elements of a character. Players even get nice metallic score-tracker pieces. Notably, when some of the original players expressed concern that the metal tracker pieces didn’t fit perfectly into the plastic character holders, Fowers Game came to the rescue with a free upgrade. If you order the game from them now, you’ll get a pack of the updated metal pieces that fit perfectly at no additional cost. Indie game companies know how to take care of their customers!

The Final Word: Play Paperback Adventures Digitally or IRL

Paperback Adventures is a must-have for any solo board game enthusiast seeking a wonderful blend of theme and mechanisms that makes for a great gaming experience. Adding this Rogue-like game experience to the word deckbuilder might not have been the Reese’s experience I would have expected, but the result is a small wonder that I know I’ll be playing for a long while. With its high replayability and structured challenges, I expect to go through the whole of the characters on my own. My wife is currently playing the Damsel on her own campaign, which is delightful to see and shows me that even more casual players can get into Paperback Adventures and discover the rewarding experience it has to offer.

If you buy the physical board game online, be sure to buy the Core Game and at least one of the characters. This page helps you buy a copy of the core game as well as one of the characters. While I am glad to have all three characters, Ex Machina is the easiest starter character from my experience, but you’ll probably enjoy having them all. If you prefer your Rogue-word experience in a digital format, here’s a link to the excellent Steam version, which is compatible with Macs and Windows machines.

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Disclosure: As with many companies and designers featured on Boardgame Babylon, Tim Fowers is a personal friend and my creative game agency 3SidedCard has helped with promotion and playtesting of Fowers Games for years. A physical copy of the game was provided for independent review.

Session Review: Aroma: A Game of Essence by Organic Aromas

Disclosure: The makers of Aroma: A Game of Essence provided a review copy of the game for an independent written review.

Unique mechanisms in board games are harder to come by these days. So many games feel like Frankenstein’s Monster versions of other good games, which sometimes works. The folks who made Aroma: A Game of Essence may be drawing on some traditional game elements in their four-in-one game box, but the central mechanism is indeed unique: Aroma is all about smelling stuff.

Does that sound crass? It’s not – this isn’t a Cards Against Humanity game with disgusting scratch-and-sniff cards (ugh, I just gave someone ideas). Aroma is actually a quite lovely opportunity to smell essential oils and try to guess them in the play of a game. Within this pleasant and compact box, you’ll find twenty essential oils in four categories (Citrus, Trees, Floral, Plants) that play a central role in each of the four games you can play with Aroma.

A Whiff of Familiar Mechanisms

Yes, Aroma comes with a series of essential oils but also sturdy player boards, cubes, sets of identifying chits for each scent, and other components that are well-designed to fit into a small box while supporting four methods of play, all of which play under an hour to allow it to be pretty approachable for casual players. Each game involves sniffing the essential oils without looking at the identifying stickers on the bottom of the bottles, with players scoring points based on the specific game’s rules.

Handy cards explain the scents.
  • In Collect, players try to be the first to acquire all five aromas in their color by finding and guessing each aroma in the category.
  • In Discovery, a bluffing element is added to the mix.
  • In Revolve, players are speed-round trying to identify the essential oils.
  • In Survive, you win by identifying the aromas in your friends’ group before they identify your aromas.

Much like the enormously popular board game Wingspan, where players can learn a lot of ornithology from playing, you can learn a lot about essential oils here, especially with the cards they provide that include scent descriptions. These can actually help during game play.

For this review, we played all four games and my perception is that most people will find perhaps two of the games to be the preferred way to play. That still provides reasonable replay value, so if you enjoy the act of trying to identify these scents, you will have a good reason to keep bringing Aroma to the table.

The Scent of Fun

I’ll be honest; my son and I both sat down to Aroma skeptical that we’d enjoy this game very much. My wife and daughter were all in, being big fans of essential oils. Yet, as we played, the speed of the games and the success my son experienced won him over quickly. He proved to be far better at identifying the tree scents (probably from his experience as an Eagle Scout) than my wife or daughter, which gave him a fighting chance in the games even though they dominated in identifying the Florals and Plants. My son ended up winning Discover and Revolve handily. My wife and daughter split the other two games, winning Collect and Survive, respectively. My daughter’s killer aggressive instincts helped during Survive, which she called the best of the games. My son found all the games solid, as did my wife. There was general agreement that any would be fine to play again amongst the three of them.

Those elusive Tree scents. My nose failed me here.

Personally, I found Collect and Survive to be the best experiences. Collect is fun and easy to explain – it’s probably the way to introduce the game as a whole. Survive’s confrontational gameplay proved fun because the interaction was strong and it gave us a chance to talk tough at one another. The bluffing in Discovery was probably the least interesting as the stakes don’t feel high enough to make it meaningful. Revolve might just not appeal to everyone with a speed-round, which turns off some people (my wife barely tried – not her bottle of essence, shall we say).

In the end, we all had a good time getting some right, some wrong and some OMG dead wrong. Ultimately, there was enjoyable trash-talking about whose nose knows best, which was a great time. I think we all improved our skills of olfactory identification during the course of these games. My daughter said, “Next time, I’m practicing ahead of time.” I guess we will get all four of us together for a next time, which isn’t always easy to do. I’m thrilled my wife and daughter want to give it another go.

What About Snooty Gamer Opinions?

Listen, it’s a game that involved sniffing essential oils. Why would you think they’d hire Martin Wallace or maybe Vital Lacerda to design it? The actual game mechanisms are basic and unlikely to intrigue the serious gamers. Yet, that’s a big advantage for a casual game like this one. Anyone can easily play as each set of rules is brief and highly approachable. Even though I basically identified like three scents properly (Orange, Eucalyptus, and Marigold, if you must know) across four games, I enjoyed the experience because everyone else thought working out a chemical sense was a good time indeed.

I suggest spelling the oils on your skin but if you prefer, the game has paper scent holders.

I do love the way they use the fine quality components to build various board setups for each game. The utility of the design is admirable and I can appreciate the efforts there. The iconography is simple and the imagery is subtle in a way that is both attractive and useful.

One knock here is the overly-cute effort to add ‘mini-games’ to the beginning of each game to determine a start player. These little activities are mostly dexterity-based and they don’t add much to the experience. A bit too much of a good thing, having all this diversity of play styles. We probably wouldn’t do most of them again in the future.

The Final Word

Aroma: A Game of Essence is a good board game for your friend who loves essential oils. The game is also attractive as a light party game. I believe it could play well with families or even drinking buddies who want to take a shot for each failed sniff test. The approachable rules and easy play makes it one of those games where people want to give it another go right afterward, and the modular game invites that big time. Just don’t go into the game thinking you will be figuring out a deep strategy puzzle and you should come out smelling like roses.

Aroma is available now on Amazon.com or you can check out the website from the company, Organic Aromas, who made the game, which includes many other products involving essential oils.

Review: Call to Adventure from Brotherwise Games

Call to Adventure is kind of a revelation. I have been increasingly interested in games that effectively tell a story while also having a tight set of mechanisms that make for a clean game. Brotherwise Games, previously best-known for the video game nostalgia-fest Boss Monster, have delivered on this combo in spades. While their Kickstarter was a hit, the game is now widely available. I believe it deserves your attention.

Let’s be clear: I love eurogames. I’m a proud eurosnoot—that term is hilarious and I embrace it (mostly because I think our hobby sometimes takes itself too seriously). But I admit that the appeal of story-driven games is compelling, especially as a storyteller myself. I have also been intrigued by games that encourage low-effort creativity and we’re seeing more of them these days. That’s not necessarily a bad term—we are in an era when people enjoy building on existing stories. Call to Adventure (CTA) engages this notion well, giving players a chance to add a bit of themselves into the game. While you the game plays effectively with smart mechanisms, (and it just sails), you also build a story that you can tell at the end of the game.

Gorgeous artwork, enjoyable game

Answering the Call

CTA starts with some cards dealt and selections made to seed the basics of your character. That’s an Origin, Motivation and a Destiny. You get two of each and get to pick one for each stage of your character’s life. Right from the beginning, this gives you a strong sense of how your character will develop over time. This can help drive the choices you make about increasing your experience and skills. Each turn, you select one of four or five face up cards for the stage you are on, with an option to discard one by spending Experience tokens.

Some cards just add characteristics and you can just claim them. Others represent challenges you need to achieve and give you two options, a top or bottom choice. Usually, the bottom one represents something harder, but the reward will be greater, too. Depending on which path you take, you’ll place an acquired card showing the top or bottom of the card to show off your reward, usually the ability to do more or a story element that can rack up points when you gain multiples of them. How do you take on those challenges and add to your skills? Well, you ‘throw the bones.’ Well, runes – that is.

The Runes from Call to Adventure: Chunky and fun to throw

Rune-Throwing

The game comes with runes that are kind of like a coin toss but they are so much nicer than that. First of all, there’s a standard set you always roll, which might also give you a Hero or Antihero card (more on that later). Then, there are different runes to line up with six attributes: Strength, Intelligence, Wisdom, Dexterity…you know the rest. You earn the right to throw more as you gain experience, using the appropriate ones depending on whether its a challenge for your military prowess, knowledge, or perhaps your guile. This simple system has just the right amount of sophistication to make it not merely a coin-toss-fest, but still quick enough to keep the game moving and under an hour from beginning to finish.

When you fail at a Challenge, it is discarded but you get an Experience token to help you in the future. So, you did learn a little something.

One of the Four Player Boards with cards mid-game.

Hero and Antihero cards can be acquired and played during the game, from both runes and cards you collect. However, your tendency to goodness and not-so-goodness are tracked with a sun/moon token (shown above left). When you’re in the middle, you can play both. However, when you go to the extremes, it can help you gain points (or lose some heroic points). This adds pleasant nuance to your character story. This is a smart design.

Each of the Attribute and Challenge cards (that you achieve) are added to your character board in one of the three slots. The next section opens when you have three from the current level. They each give you some advantage or special ability, helping you along your journey. You can double-back for a lower-level cards if you want, but this could keep you from staying on pace with your competitors, as the game will end when one player gets three Level 3 cards on their board. After a final turn, players count up their points to see who won, with totals including cards you won, played Hero/Antihero cards, Experience tokens (that are often used in the game), and any bonuses from your Destiny card.

An Individual Call to Adventure

Enjoyably, the designers built a good solo mode right into the game’s basic mechanisms. Adversaries are special challenges that lack two options but can become an integral part of your character’s story. In solo mode, one of these is pulled out and setup as a final battle for the character – giving you something to built toward for that ultimate showdown. This feature works with the cooperative variant as well.

There’s more to it, including some Ally cards that add interest to the game. But mostly, the rules take a backseat to the clever story-construction the game engenders. While you don’t have to do it, at the end of the game, you are encouraged to tell the story of your character to the table. This inspired idea helps elevate the game a bit more. Engaging the creativity of players is one of the most appealing new features of modern games that I’ve started to notice in recent days.

I’ve sung the praises of Four Against Darkness for similar reasons. While that game is fun for its mechanisms, the true joy is in writing out your dungeon with your own decorations and artwork. The upcoming Cartographers from Thunderworks Games also inspires players to not just roll and write, but roll and create their maps. More designers are coming up with intriguing ways to include some creative energy into the genre and I love it.

Recommended: Call to Adventure

Call to Adventure is utterly gorgeous, too. If the appropriately 8-bitty artwork from Boss Monster made you think they were going to go on the cheap for this one, put it out of your mind. Quite the reverse, the artwork in CTA is fantastic and evocative. I expect to play a lot more Call to Adventure and look forward to their future expansions, which include one based on Patrick Rothfuss’ Kingkiller series (although maybe they should hold it hostage until he finishes the third book…).

Call to Adventure is a unique gaming experience that I really enjoyed and I think you will, too. It’s family-friendly and absolutely worth your gaming dollars. Get it on Amazon or at your FLGS, and answer the call!

Review: Time Breaker from Andy Looney and Looney Labs

Time Breaker is another wacky game from the mind of the great Andy Looney. In the game, which is perhaps a spiritual sequel to Andy’s earlier Chrononauts, players are part of the Time Repair Agency chasing a Time Breaker through time to bring him to justice. But this is not a cooperative game; players want to be the officer to bring the Breaker in, meaning that you may actually try to stop some of the other players in their pursuit.

Time Breaker
A lot of time stuff in that little Looney box…

What’s a Time Breaker, you may ask (especially with the way Avengers: Endgame recently threw out much of what sci-fi geeks ‘know’ about time travel)? The game defines it as a criminal that is attempting to cause issues in a timeline rift. Thus, the players need to chase this temporal hooligan through a game board made up of a 25-tile grid, each representing a specific spot in history. The tiles each show a previous place in history from which you can come into the space and a secondary time you can jump to from there (denoted by red and green arrows, respectively).

Players start at the center of the grid, in the Time Repair Agency spot and they are each dealt a hand of three cards. Each turn, the active player draws a card and then does one of three things: Plays a card to move their agent or the Time Breaker, uses the green arrow to jump to the next time spot, or they do a Hail Mary option of drawing the top card and doing whatever it suggests. That last option is called a Wormhole and you get what you get.

Most of the cards that allow movement do one of two things: Either let your agent move one space vertically or horizontally, or jump to a specific time tile. The Wormhole is really only for those moments when you have no other useful option.

Time Breaker
The Time Breaker is a cube of time-busting clear plastic.

Time Breaker Cards

Some cards allow players to move the Time Breaker himself. This is helpful if one of your opponents moves onto the space with the Time Breaker to arrest him. They simply need to verbalize that they are arresting him (creativity welcome) and then the Breaker will go with them when next they move. Now, if you get to the space where your opponent has actually apprehended the Breaker, you have the option of also placing them under arrest and the first player to move away from that space will take the Breaker with them. But it’s much easier to simply move the Breaker with a card.

Breaker cards are easy to spot since they are black, and most let you move the Breaker token. Some Breaker cards actually close a time gate instead. This removes the tile from the 5 x 5 grid and flips it over. Now, if you jump to that space either from a card or tile path, you are sent to the center of the board instead. This is a welcome mechanism as it pleasantly speeds up the game as you go since getting the Breaker back to the center space is the winning condition.

These closures create gaps in the board which are traversed as if they were just not there, allowing you to move directly to the adjacent space and with the added fact that the game allows for wraparound movement from one side to the other. This movement flexibility is welcome and it grows as the game board gets smaller. Players are able to immediately walk between spaces based on using the green arrow cards and move cards. This eases up one of the game’s challenges: Movement cards directly to you want to go to scarce and the real challenge of the game is figuring out clever ways to navigate to the Breaker and bring them to justice.

Forward to the Past

Time Breaker was popular with the players at our game table. They enjoyed the fast play and movement around the board and the opportunity to foil each other’s plans just as they were about to make their way back to the Time Repair Agency with the nasty Breaker in, presumably, temporal cuffs. The efficiency of play is a factor, with serious gamers perhaps ending the game much quicker. As a result, Time Breaker has a wide timeline for play, noted on the box as 10 to 40 minutes. This is a similar time commitment to the other Looney Labs games which have can wild swings of luck on the basis of card play and options that you don’t have a great deal of control over. That isn’t a slight on the game, in my opinion, because that speed works well for casual players looking for a Fluxxy experience..

Time Breaker
The tiles have a lot of art!

If we had any concern with the game, it’s the graphic design, which crams a great deal of information onto every single one of the game tiles. In an effort to allow people to use either visual or numeric cues, the individual tiles, which aren’t so large, feature both the image associated with a certain time tile and the actual date. This makes for a kind of messy tile that can be difficult for people discern. I would hope that if Looney Labs does a second edition of the game, they might simplify the tiles. Rather than helping, the visual searches slow the game a bit.

Time Breaker is for 2 to 4 players, ages 8 and up. For its portability and ease of play, I do recommend the game, especially for Looney Labs fans. More serious gamers may find Time Breaker enjoyable as a quick filler and to enjoy the artwork, which is charming.

Charming Art – quite Looney, too

In my view, Time Breaker is an excellent encapsulation of the Looney Labs brand, and fits well into their ludography. I enjoyed the game and expect to play it again as it becomes available in the Strategicon Library at Gamex 2019. The game is available now at your Friendly Local or Online Game Store and on Amazon.com.

Disclosure: The publisher provided a copy of this game for independent review, which is now being donated to the Strategicon Game Library.

Review: This Game Goes to Eleven by Gamewright

With a name like This Game Goes to Eleven, this title from Gamewright is trading on the association with the classic cult film This Is Spinal Tap. For the uninitiated, the reference is to an immortal scene in the film where fictional metalhead rocker Nigel Tufnel explains how his amps are just better because of their dials tracking to 11 instead of just 10. Trust me, it hilarious and this game’s title will inspire a smile for anyone who has seen the film.

Haven’t seen it? Go directly to your TV. Do not pass Go. Do not collect $200.

This casual-weight game comes with 72 amp-backed cards and a guitar pick (or “plectrum,” as the delightfully erudite Mr. Mike Siggins noted on my Instagram recently) does evokes this wacky scene with some artwork as well. Playing with 2-6 players of ages 8 and up, it’s quick one, running just about 15-20 minutes. As a filler to begin or end a game night, Eleven, can succeed in filling in the game between longer games, or to appeal the very casual player.

This is a straightforward game of playing cards to get to a certain point in value in the discard pile. Players are dealt three cards of varying values from zero to 11 (no 10 because how sad would that be?). The zero and 11 cards are something special, but most of the cards simply have a number and a hue that corresponds across the same rank. On your turn, you play one from your hard to the discard pile and draw back up three afterward.

The Power of Eleven

When the values of the cards in the discard pile hit 11 or more, the entire stack is given to a player to add to their points pile in front of them. In this way, the game plays like a variety of other cards card games including Reiner Knizia’s Escalation and Poison (now ‘Friday the 13th‘ from iELLO).

Rocker and librarians and amps, oh my…

Who takes the cards? That’s determined by whether the active player hit the number 11 exactly or if they exceeded it. Hitting 11 exactly is the goal; if so, the active player gets to choose who takes the stack of cards that added up to the total.

If the active player exceeds 11 in the discard stack by their play, they are forced to take those cards. That’s the basic game. Once the cards have been passed to the appropriate player, play continues with the next player. However, there are a few additional rules that had some interest to the game.

Librarian Versus Rocker

First off, there are those zero and 11 cards. The 11 card, which features artwork of what looks like a Motley Crue reject, directly sets the current stack at 11, giving the active player the opportunity to be able to handover the cards to whomever it is they want. Rock on, indeed.

The zero card has a picture of a Librarian and she will shush the value of the current stack down to a zero. She also has the power of being able to be played out of turn to cancel an 11 rocker card. What the designers were thinking when they figured that a librarian can shush a loud hair metal rocker, I don’t know. But that doesn’t give the Librarian a great deal of power in the game. The Librarian can also make for prodigiously large stacks of cards which ended up getting handed over to a player in a single go.

Split Stacks

One more interesting rule is that players may not play a card of the same rank directly on top of a card of the same rank. If you do opt to play a card of the same rank on top of one that matches it, you will split the stacks. For example if the stack currently has a five on top of it and you opt to play five card, rather than adding the five to the total that is currently in the discredit pile you will make a new discard pile.

This option is probably the most interesting part of the game since you can use it to avoid exceeding 11 on your turn. Instead, you start a new second discard pile that is also being played to 11 or more. I am fond of this rule since it reminds me of the under-appreciated Adlungspiele game Lowendynastie, which allows you to create a secondary trick with a split matched ‘marriage’ card. Eleven isn’t as intriguing as that game, but this little flash of an intriguing rule is welcome.

Winning

As you may have surmised at this point the game is going to end when you get through the stack of cards and the player with the fewest cards is going to win. Thus, it helps to simply avoid cards there’s no real difference there and it makes for a simple goal that all players can understand. The value of the cards themselves or any of the special cards like a librarian and the guitarist don’t have any special significance, at the end again it’s just about how many cards you have. While it lacks the ladder-climbing feel of Escalation, the intrigue of the three stacks and shoot-the-moon scoring options of Poison, This Game Games to Eleven fits the bill nicely of a six player game you can play with just about anyone.

Plectrum Variant: A must for us

Pick this variant…

One more note: the plectrum included with the game isn’t just for amusement, it provides a variant that I like. The plectrum is giving to the starting player and, when someone hits exactly eleven on the discard stack, the one with the plectrum gets the pile of cards. Some will say this make for less strategic options, it does dial down (pun intended) the ‘take-that’ feel of the game. This variant doesn’t change anything about the active player getting the cards if they exceed that number and I think it makes for some interesting choices when you need to minimize card intake while possessing the plectrum. For our group, this option is a lot more appealing as we are not terribly aggressive players and liked the idea that the game was instead more evenly distributing the cards and allowing us to make the difference in the skill of play.

If you are a local, this copy of the game will be showing up in the Strategicon Game Library in time for the Gamex 2019 convention in May. Play it there to get your rock and roll on.

This Game Goes to Eleven
The whole shebang.

Final Word

This Game Goes to Eleven was liked by our casual gamers and if that’s your audience, this is a winner. Serious games can enjoy it as a lighter version of fare they normally play and it’s a charming filler that can round out theme nights, too.

iOS Review: Hardback by Tim Fowers

Hardback is the delightful sequel to Paperback, the deckbuilding word game from always-interesting designer Tim Fowers. This is a sequel worth having 

As a second-generation bibliophile, I do love games with a book theme. I had the pleasure of playtesting Tim Fowers’ delightful Paperback (which originally had a longer title that might have gotten him in trouble with The Beatles’ record company) so I knew this excellent twist on the deckbuilder genre was going to be a hit.

While I like the physical game, in iOS form, Paperback is one of my most-played games. The game captures the wonderful feel of Scrabble with the clever mechanisms of deckbuilding optimization. This is a tight design that delights this wordsmith. I really enjoy coming up with the best word for the letters I’m dealt.

With that in mind, I was delighted to hear that Tim decided to return to the concepts of Paperback with a sequel. The game takes the deckbuilder concept and refines it to give the game a different, more open feel.

Hardback versus Paperback

Hardback plays like Paperback on a basic level. You are building words with the cards you draw in deckbuilder-style (if you’re reading this blog, I’m going say, you get it.) Points are scored by playing letter formed into words that give you enough money to buy additional letters that may have special powers. While the letters are in rows (Ascension-style), you can also buy victory point cards that act as wild cards and big words get you a bonus card once in a while. Also appealing: your change can be used to ‘Buy Ink.’ This lets you flip cards without losing their benefit. No more leftover change with no value, which was a gripe with Paperback.

The difference is that Hardback lets you turn every card into a wild card if you would like to do so. This gives you a lot more opportunity to come up with the words you really want to create. But it’s not a free-for-all or something. Turning the individual cards into wilds actually sacrifices the benefits of the card, which may be gaining cash to buy more cards or it might be awarding victory points.

Hardback

Genre Cards

Hardback also includes Genre cards, much like the faction cards in Clank!, are cards that interact with each other when you have more of them. Thus, having more Horror or Mystery cards in your word will get you some bonuses, as stated on the cards. So, instead of a restriction based on only the letters you have, your choices are about what you sacrifice to get the right combination of letters and benefits. As much as I love Paperback, this is a really interesting implementation of the original concept.

Hardback played solo has the same addictive quality of Paperback. As much as I can enjoy the game in person with other players, like Dominion, it’s really competitive solitaire. Thus, they both work better (for me) as solitaire experiences. The gameplay is compelling and it’s one of those peanut games (i.e., you can’t play just once).

Graphic Design Challenges

If I have a complaint about Hardback, it’s that the digital version is rough on the eyes. While I admire the excellent artwork of Ryan Goldsberry, whose delightful visions have appeared in all of Tim Fowers’ games, Hardback feels like a slight misfire from the logo page onward. While his development of the snappy style of Paperback takes the feel backward in time, it has also gained an ornate look that makes it hard to read.

Capturing the mood of the different book genres with different fonts is a good idea. Yet, in practice, it makes the game look less appealing. Some of the genre fonts (the Romance font is probably the worst) are hard enough to see on my iPhone 7 Plus that I’ve bought a different letter just to avoid it. The flashy letters are even less appealing when contrasted with the tiny size of the iconography (including the Flip spot).

The cards aren’t the only problem. The game has so many fonts elsewhere that are hard on the eyes as well, including the Submit button that is on a kind of flag or something and the various stylized but oddly large card names elsewhere. Worse, the score marker is so subtle that I didn’t notice it at all my first game. When you do notice it, it’s hard to tell numbers – you can just basically say you are winning or losing. That’s fine for me, but players with a more pointed need for precise will suffer at the colorful and perhaps overly-stylized score tracker.

The Final Word

Hardback is a delightful offshoot of the original Paperback that absolutely deserves a spot on your shelf. As a solo game players on you mobile device, it’s a winning title that well suits my ask that games be playable in a 5-8 minute timeframe. This is about as long as I want to really hold the device while playing. Longer games are fun but I need to use the iPad for them.

Lovely but squinty art aside, Hardback is a winner. The game is definitely worth the money to add this compelling little word game to your digital collection. Here’s hoping that Softcover, eBook, or perhaps Limited Edition is the name of the inevitable third game in Fowers’ trilogy.

Hardback is available now for download to your iOS device.

Boardgame Babylon Rating for Hardback

BIN (Buy It Now) PIN (P)lay It Now TIF (Try It First) NMT (Not My Thing)

Disclosure: A complimentary copy of the app was provided by the publisher for independent review.

Film Review: Game Night is Game for Gamers

Board games and movies have had a rocky relationship. I recall loving the film Clue from the beginning, even though it got terrible reviews when it was originally released with three separate endings. You had to check the newspaper listings (yes, we had those), to see which version was at your local theater (I saw A and B, C wasn’t playing locally). Other board game movies that are out there are few and far between from the truly terrible Battleship movie (I can’t bring myself to link to it) to mostly children’s fare. But Game Night sounded intriguing to me as the (overlong) trailer had a few good laughs in it.

Game Night doesn’t really move into the realm we tabletop gamers would hope; meeples and a Settlers of Catan city piece get a cameo in the opening but what’s played thereafter in the game sessions is purely mass market stuff. Let’s pause for a moment to say that these people should not be bringing old copies of Life to parties. They’d definitely be doing Settlers, Cards Against Humanity, and maybe Dixit. My gosh, these things are at Target and Barnes and Noble now.

Game Night

But whatever. Game Night delivers on the promise of its trailer by providing 90 minutes of brainless fun. Two overly competitive people meet and marry (Jason Bateman and Rachel McAdams – funny and charming people), establishing a regular game night with their friends. One finally goes awry when Bateman’s older brother sets up a more involved murder mystery game, which bleeds into real life. Jesse Plemons is funny as the guy you are happy to let drop out of the Game Night. Really, all of the cast is good, the jokes (too many of which are shown in the trailer) are solid, and things proceed along quickly. Even some amusing issues with unwanted guests, problematic details getting revealed and the like get highlighted, which adds to the theme of the film. I do wish there was more game humor, but I guess I’ll just have to write that movie. 😉 Bateman remains funny as ever (he’s still immortal to me because of “It’s Your Move”, a classic short-lived sitcom) and McAdams is charming and lovely, if a bit young for Bateman.

No one is going to talk about how Game Night was robbed when those Academy Award noms fail to come through, but I enjoyed the film enough to recommend it for gamers seeking a silly night at the movies. It’s R-rated for language mostly, but it’s not too bad and probably could have been softened to a PG-13 with some unnecessary F-bombs excised.

Boardgame Babylon says: Rental is fine unless you have MoviePass, which is completely awesome.

Photos: Property of New Line Cinema

PREVIEW: Edge of Darkness from John D. Clair and Alderac

When playing Edge of Darkness, I immediately thought about the fact that I don’t play Dominion anymore.

While the brilliance of the deck-building concept was thrilling when it came out, many of the games that followed it improved upon the original Donald X. Vaccarino design. The most compelling, in my view, are those that use it as a mechanism within a more significant game like Reiner Knizia’s Quest for El Dorado or, more magnificently, Concordia.

Edge of Darkness has done that for Card Crafting, the clever mechanism introduced by designer John D. Clair and Alderac Entertainment Group. Thankfully, it didn’t take a decade for them to follow the title that introduced this concept, the still-excellent Mystic Vale. But if that first game introduced us to Card Crafting in a simpler format of deck-building to VP glory, Edge of Darkness explores fascinating new applications of the mechanism in a satisfying game that has significant depths to explore.

Edge of Darkness, in fact, brings many much-loved mechanisms into its story of perhaps morally ambiguous Guild Masters seeking glory by defending their city. There’s worker placement, drafting, hand-management, semi-collaborative deck-building, and even a fricking awesome cube tower reminiscent of Wallenstein. It’s a complex and interesting game with a ton of variation, likely to provide long hours of enjoyable play. I’m excited for it to launch to Kickstarter this week after playing it at Strategicon‘s Orccon 2018 this weekend.

Guild Masters Get Ready: Overview

In Edge of Darkness, each player is a Guild Master trying to be the greatest leader in town through control of a central deck of cards, training their staff, and defending the city against incursions by evil folks. For some reason, this city was built right near a means of big baddies coming in. Did they learn nothing from Tolkien? Thriving cities in earshot of Black Towers are a bad thing. In real estate, it’s ‘location, location, location’. Yet, these folks built their city in a spot wherein some game designer could come by and tell the tale of their plight in a game called Edge of Darkness. What a bunch of chuckleheads.

But I digress. These Guild Masters want to defend the city but mostly they want to win. While there are various ways to do that, sometimes the bad guys come through, they hit everyone and sometimes they hit just one guild. So, you need to be ready.

As played, your Guild Masters draft cards from the board, upgrade one of them, and then play them out to take actions. Some of these actions require you to send an agent to the location to provide an advantage or take an action that might be immediate or setting things up for a future activity or event.

Edging Into The Game

The drafting is straightforward. Select the first card in line or play Influence markers (one of the game’s currencies) to skip it and take the next one. Interestingly, when those Influence markers are claimed by a player in the future, they aren’t just reusable. They flip over and transform into Good Will, a third currency which is really just a 1/4 victory point. I rather like this concept because it doesn’t have the utility of money normally used in this kind of mechanism, but it also isn’t entirely stripped of value. In many cases, players will skip cards that are highly desirable to their competitors so this prevents Influence from overly-sweetening the selection for the card. It’s a very nice touch.

Edge of Darkness

The opportunity to upgrade is another point where Edge of Darkness shines. While my one game (thus, this is a preview and not a ‘review’) was played with a standard set of ten upgrades, Clair has five times that number ready in case Edge of Darkness takes off like it should and it hits all the stretch goals. In the game, these upgrades are done without cost but only one is generally taken and it has to go on one of the cards in your hand into an open slot.

Primer: Card Crafting

If you aren’t familiar with Card Crafting, quickly: You acquire cards that you slide into sleeves so their attributes are added to a card already in the deck. It’s a development of Keith Baker’s Gloom mechanism where transparent overlays affect cards, but it’s elegantly done with a three-slot concept Clair created. Cards begin with one or no slots open and develop over time as you upgrade them. You can also find this mechanism in the second game Card Crafting game, Custom Heroes, which is a bit like Tichu with cards you can upgrade.

Edge of Darkness amps this up further because the upgrades are double-sided. More on that later.

Drafted cards have ownership as well. While each player has a certain number they own, there are also generic cards they can acquire in the game. When playing them, your own and generic cards are free to use. If you draft another player’s card, you’ll need to pay one gold each to use the (up-to-three) actions on the cards.

Edge of Darkness

This concept makes for another intriguing part of the design. Ownership gets you more income (which normally requires actions), which offers versatility and 1/4 victory points at the end of the game if you don’t spend it all or convert them more efficiently with one of the actions.

After upgrades, you play your cards and potentially use the actions on them. These often require agents to be played to the location associated with the action type, worker-placement style. Some are simple enough to just let you take money or Influence, make your guild agents usable (some begin the game untrained), or to take arms against the bad guys. Others are more subtle, helping you acquire ownership of generic cards in the central deck or trading gold for VP, or even increasing your hand size. Managing the preparations for war isn’t all there is but it’s a key component so let’s talk about the bad people coming out of the mighty Threat Tower.

The Threats Keep Coming

Next to your board when you play Edge of Darkness is the great Threat Tower. Evoking Tolkien’s Barad-dûr, the Dark Tower of the 80’s board game and also the Cube Tower used in Wallenstein, Amerigo, and other games, this edifice holds three bad cards at once and has an opening up top where players drop cubes of various player colors. Players acquire new cubes to drop in each round based on the cards in their three-card hand. When eight cubes drop into the area for one of the three cards, that baddie attacks the player who has the most cubes in there. Notably, there are also a fair number black cubes in the bag from which players draw them. If black has the majority (ties count), then all players are attacked.

The bad guys, interestingly, are cards from the deck. The back of the transparent upgrade and action cards are attacking hoards of evil. This clever idea helps increase difficulty as you build up powerful up the cards in the shared deck.

If you take the attack, you lose points on a personal track on your guild board. Attacks can be mitigated by some spaces where you have agents and defending successfully awards points. Some actions let you kill these guys as the cubes built up, as well. Hunting the threats can let you use the normally worthless Citizen actions (one that is common on the starting cards) to go kill a threat that might have too many of your cubes in it. Efficiently done, you can prep and hit them in the same turn but the subtleties of how this and some similar concepts work is another one of the strengths of the game’s design.

Played over eight turns, Edge of Darkness clocks in about two hours but it didn’t feel that long. While the game plays 2 to 4 players, I would expect a head-to-head game to last less time and be less compelling than playing with three or four. The components with which we played were not final except for the art. The work, done by Alayna Lemmer-Danner, is uniformly excellent and powerfully ties to the theme.

Final Thoughts

Edge of Darkness is a winning use of Card Crafting and an elegantly wrought game. Without a doubt, it’s the most satisfying of the Card Crafting games so far, maybe because of its sheer grandeur but also because it allows this innovative concept to work well with others. I see Edge of Darkness as the fulfillment of the promise of Card Crafting and expect it to be extremely popular with gamers seeking a satisfying experience with some coopetition built-in (one of my favorite things).

Edge of Darkness

While new players might be slightly overwhelmed by the number of cards, those that are used to Dominion and other deck-builders should take easily to the various mechanisms available. In our game, the most lost player had it down by turn three and was raring to play again after we played it. I narrowly lost EoD but I know what I’d do differently next time I play and I’m looking forward to it. That is a very good sign indeed.

Official Boardgame Babylon rating pending for more plays but will likely be on the top end. Edge of Darkness launches on Kickstarter February 20th.

Boardgame Babylon Rating for Edge of Darkness

BIN (Buy It Now) PIN (P)lay It Now TIF (Try It First) NMT (Not My Thing)

Disclosure: Designer John D. Clair personally taught our game and images are of a play-test copy of the game.

Review: Kokoro by Eilif Svensson and Kristian Amundsen Østby via Indie Board and Card Games

Take It Easy is the game I always associate with the ‘draw and everyone place’ game mechanism. What each player can make of the options as they come out is an interesting way to resolve things. Whether it is done for pattern-matching like Take It Easy, Mosaix and Wurfel Bingo or path-building like in SDJ nominee Karuba and Kokoro designers’ own Doodle City, there is a lot of mileage in it. The new Kokoro from IBG takes on the path-making concept in Karuba, turning that concept into a different and possibly more satisfying game.

Kokoro plays 1-8 players, with each one claiming a dry-erase grid map with gardens and sanctuaries on it. Five of the six sanctuaries on the board will score based on the number of objects (caterpillars and flowers, for reasons unknown to this writer) the paths connects to them. Each turn, a tile is drawn by the Caller (ahem, the oldest player) and all players draw the path on it right on their board. These paths are simple lines or pairs making various curves that connect two sides of a tile. Once a tile is covered, you cannot overwrite it so players need to be cautious about building their connections effectively for this scoring round and future ones. This is key and a good warning to everyone early on; while it is easy to just write in any old shape on a tile, it’s important to take a longer view about how it might isolate caterpillars and flowers you want to score later.

The current sanctuary is your focus, but the other option for players is to not draw from that tile and take a peek at the next sanctuary. This way, if a particular tile is no help at all, players can use this option to plan ahead. Ideally, when drawing, players try to not just plan for the current sanctuary but look ahead to connect to others. This is a good idea for general efficiency but also because the game requires increasing success. Each sanctuary score must be higher than the last one or the player suffers a -5 point penalty. Tiles are drawn until four gold tiles come out, which represent about 1/3 of the tiles in the stack. As a result, some sanctuaries will get outsized opportunities to score versus others. This element makes the planning a little more serious than this cute game would imply. I find it to be a great feature and it’s a lot of the appeal of the game, in my view.

kokoro

The basic game is that, but the box comes with two more expansions and I recommend playing with those unless you have extremely casual players. They aren’t too difficult to incorporate, really just adding some basic variations to how to score the game. These options open up the game even more, giving players more choices when a tile comes up than just isn’t right for the current sanctuary. Kokoro is a bit unforgiving, however. If you screw up early, it can be difficult to recover from initial bad choices. I do think the game should have some kind of mulligan option to let you remove a single tile that could help you get back on track. We had one cranky player during one of our sessions who played improperly early and fussed through the whole game. It’s only a quarter of an hour, of course, so a fouled-up play isn’t a real tragedy. On to the next game, I say.

That said, Kokoro wins big points for scaling wonderfully from 1 to 8 players and offering an enjoyable time in 15 minutes of play. The components are nice, the artwork is utterly charming, and the box is compact enough to pop into the bag whenever you go gaming. Kokoro is a winner in my view and I think it belongs in the collection of gamers who want a filler for the big crowd to play at the beginning before breaking into other games.

Boardgame Babylon Rating for Kokoro

BIN (Buy It Now) PIN (P)lay It Now TIF (Try It First) NMT (Not My Thing)

Review: Kaiju Crush by Tim Armstrong and Justin De Witt via Fireside Games

Kaiju Crush is all about monster battles in an urban area. The richness of the monster smashing cities theme is probably not in dispute. While I cannot count myself as a fan of films about the subject, I played plenty of Rampage (the video game) and see the appeal of these massive, fantastic creatures wreaking havoc on cities and the like. There is even a film coming out that looks loosely based on the video game. Certainly Pacific Rim (for all its flaws) reminded us of the appeal of giant monsters breaking up cities (if Cloverfield didn’t already do that for you).

A few years back, Rampage (later retitled “Terror in Meeple City”) from the always-interesting Antoine Bauza, would become one of the best matches of theme and mechanisms for this kind of game. A dexterity-based game that still had many euro stylings to keep it strongly constructed, Rampage is a treat. It’s just about ideal for the theme, but Kaiju Crush has helped me see another style that could work with this theme. This game comes to us from the successful husband-wife team that runs Fireside Games, makers of the hit Castle Panic series, the excellent Hotshots (which we love) and the amusing Bears!, working with designer Tim Armstrong.

Kaiju Crush tells us the story of a group of large, unruly monsters controlled by the players that decimate a city. Players are trying to cause more destruction than the others to win the honor of being the best monster (winning the game). Turns are focused on a creative action system that allows players to use one of two moves each turn, either the one they are dealt (currently hold) or a community option that sits between players. If players use their own, players switch it with the communityKaiju Crush option but if they use the community choice, it stays there. I quite like the way this mechanism works and although it sounds familiar, I cannot place it. This restricts movement in an interesting way, allowing for choices between adjacent moves, leaps over a spot or two, or a Chess Knight-style move.

Beyond that, Kaiju Crush is about using those moves to claim buildings on the board, which have various values between 1 and 4, as well as a set icon that can add up to bonuses later. This move for your monster lets you take a space over (claiming the tile) and repositions you for next turn. In this way, the game has the feel of a more nuanced Hey, That’s My Fish, with players claiming buildings both for points and for how it positions them to claim additional spaces with the options available next turn. As the game progresses, fewer and fewer options are available as the map of buildings is turned to rubble and claimed spaces. This positioning is important because players still only have those two options for your monster has each turn. The end game is maximizing how you can claim as many spaces as possible before the city is decimated. Players collect points for buildings, sets claimed, and any other bonuses. The winning monster is the one with the most points, naturally.

That’s not all there is, though – the monsters get to fight if they land on the same space or an adjacent one. This kicks in the battle process, which is like a paper-rock-scissors game you play to 3 out of 5. Each player gets a handful of five cards per battle. Using the five-option system, each monster in the battle plays a card and resolves it by comparison. This is where the monsters’ special powers kick in, as each one either wins ties of some type or gets to optimize cards a bit. This match of cards is fun, with 3 of 5 being the perfect amount to give people a chance for each battle to have its own life. That doesn’t mean I wasn’t routinely killed by my wife 3 in a row because she can zone in on my brainwaves. But you’ll have a great time with it, I’m sure. Winning the battle gives you a bonus chip (worth 1-3 points) and if you’re on the same spot, the winner will take it.

The game has a couple of additional elements that add to the experience. All players get a special one-time use power. They are hit-or-miss, but can help in a key moment. Additional, there are four other ways to score points based on the spaces on the map you collect, the building types you claim, and some options that even crop up in the game. These extra concepts add replay value and some variability to the game.

In the end, Kaiju Crush is a fun game for families, but I wouldn’t recommend playing with only two. The game is less interesting with just a head-to-head game, offering fewer options all around. I think the game shines best at four players, with a full complement of gamers. Components are solid, as is the norm with Fireside, although younger players might enjoy replacing the cardboard monsters with miniatures to up the toy factor. Gamers will admire the intriguing aspects, but might wear out the game play quickly with the options available. I still recommend giving it a play to see the interesting moving mechanism and to have a good time with the quick battles you get into with your kaiju. The game is certainly ripe for expansions featuring new monsters, moves and special powers, too.

Boardgame Babylon Rating for Kaiju Crush

BIN (Buy It Now) PIN (P)lay It Now TIF (Try It First) NMT (Not My Thing)

Disclosure: Publisher Fireside Games provided a copy for independent review.