King of Tokyo Review

Richard Garfield.   A wealthy man, living the dream of all game designers everywhere to put out something that just PRINTS money for the publisher.  He did it and I won’t besmirch Magic the Gathering one bit because without it we wouldn’t have Shadowfist or Jyhad and probably would not have had the sexplosion of boardgames we have today.

You’d figure a guy like this would just buy an island somewhere with the proceeds off his black lotuses alone– but he didn’t, he kept cranking out games left and right, and none of them were bad– just nothing like Magic in terms of making the greenbacks.  Jyhad is superior in everyway to his first CCG for multiplayer, and I would rather plow through the rules again for a game of Netrunner with starter decks than play Magic.  However, these were CCG’s in the same vein as his blockbuster and with the deluge of CCG’s at the time, who needed them?  It wasn’t until Roborally that he moved into the boardgame region– and that’s a great game.  Now decades later we get what is essentially a spin on Yahtzee with a lot of rolling of the dice: King of Tokyo.  I was more than a little confused to see his name on the box, what with the kawaii style illustrations along the lines of Small World and the like– and a dice game of all things!

I’ve only gotten in 10 games so far (my absolute minimum before writing a review) and that said, Mr. Garfield knows what he’s doing and he’s put out what I think could be the best game of 2011.

The chrome is all about monsters tearing all sorts of shit up in Tokyo ala King of the Monsters or Godzilla Final Wars (an awesome film that has to be seen to be believed).  Each player picks one of the arch-typical monsters (a Godzilla clone, King Kong type big ape, a giant crab, etc.) and takes a very well made stand up/illustrated figure and slaps it in front of him along with a cardboard piece with a couple dials in it for scoring (Victory Points and Health).  All of the monstrosities are exactly the same with the exception of the names and aesthetics.  As you will see below, the game starts symmetrical, but becomes asymmetrical as the players play the game.   The board itself has only two spaces, Tokyo and Tokyo Bay.  With 4 or less players, Tokyo Bay is not used so essentially the game has a board with a single space!  The goal of the game is either take out all the other monsters by reducing their health to zero or getting to 20 victory points first.  This is accomplished by sitting on the Tokyo space at the beginning of your turn, having another player concede Tokyo to your monster after doing damage to them, scoring sets on the dice or by purchasing power up cards that give VP’s (such as a bullet train or a bunch of tanks).  The game comes with a deck of cards that consists of a mess of zany stuff– most of the fluff and crazy mechanics are here–and four are laid out for purchase at all times by any monster with enough power points (little green cubes).

Each players turn consists of rolling six huge dice that have different icons on each side– one is an attack that will do damage to all creatures not in your current location, one gains health (not in Tokyo though) one gives power points with which you can buy power cards and a set of 1, 2 and 3 that when rolled in a set of 3 give that many victory points.  So if a player rolls three 1’s they get one VP.  Players get two rerolls of any of the dice after their first roll and after the final reroll, must take the actions shown on the dice (you cannot choose not to attack for example).  Attacking hurts Monsters inside Tokyo if you are outside and ALL the monsters outside Tokyo if you are inside.   Once the dice actions are complete, players can buy the power cards with available power and then the turn passes.

The rerolls are where the decisions start to get interesting.  Players have a lot of control, not so much over what they roll, but what they don’t want to use.   So when you sit down to a game you can think– I want to try X tactic this time, such as set collecting, holding Tokyo or powering up my monster.  Set collection is a very viable way to win the game, as well as simply going for as many power points as you can get and buying up VP’s.  Since there is a lot of interaction between players, nothing you do is in a vacuum.

The first time I played I found it odd that the monsters were all exactly the same, but this is where some of the genius of this design shines through– as you play the game, you get to build up your beastie using the power cards to the creature you want.   As the game goes along, each monsters starts to have stuff that it alone does– such as hitting all other players with it’s attacks or shrinking the other monsters down to a squashable size, etc.

There are some terrible translation problems on quite a few of the cards (this was originally a French game) but if you play in the spirit of the rules these are easily figured out.  I do mean terrible though so watch the card text closely the first few times you play.

That said, this is not a heavy game, but I absolutely refuse to agree with reviewers that call this the damning “light filler,” I have had nights where we played only this game and it was a shitstorm of awesome monster smack talk and derision. Certainly it’s not Wallenstein or Blood Royale, but how often can you bust out something heavy like that and have it play well with all the chatter and drinking that goes on in a typical board game night?  Not very often: while King of Tokyo can be busted out in 5 minutes and played in 20-30 (some games are even shorter).

Scooter J Mclintock = Shogunt

shogunt

Two for two after last night in the not-often-played Shogun, I hearby proclaim Scooter J Mclintock the official Shogunt.

It was a harrowing game, played to distraction while 13 Assassins (and later super troopers) played in the background.  While Graham and I fought for table scraps in the periphery, scooters legions of samurai held all of central Japan while a brutal winter raked across the land, peasants went into revolt eliminating a province containing a Fortress, No Theater and a Temple.   Now all that’s left for the rest of us is the living in shame.

Xmas vacation!!!

Have a Kathy Ireland Christmas

As of last night I am officially on Xmas vacation. This means GAMING. I got in a game of Agricola and Dreamblade last night with my buddy JP who has the pleasure of having worked quite a large chunk of the last few years on that little game we call Skyrim.  I pumped him for information which he was happy to give since the game was OUT– a far cry from last year when we couldn’t get him to say anything about this new ES game.

It looks like we’re going to get in on the most vicious of all games during the off week: Republic of Rome and try out the new fangled (not that it hasn’t been out for awhile) Warhammer Fantasy Roleplay 3rd edition.  What’s more, a big game of Cosmic Encounter is in the works as well.  I promise to post something stupid every day about what ever sort of nerd crap we are all doing.  I know I will be trying to plow through my beastmen army, but I started getting an interest again in EPIC 40K and pulled out all that old stuff to give it a painting improvement before hopefully getting in a game. If anyone wants to read a run down of the sad epic (pun intended) of this failed game: read here.   It wasn’t because it was not a great design, it was because no one would give it a chance that played the old version.

As for useless and redundant blog posts, I also want to give a run down of 2011’s games that were great and those that were disappointments. We have had the greatest deluge of AAA class titles in human history this Fall, and there just won’t be a year like this for probably another decade.. but I digress. Vacation. Nerdery. Drinking. Yes!

Fortress America???!?!??

Fantasy Flight is going berserk with new game announcements this fall– and this is an absolute shocker, first because it’s so obscure and second because it’s not the best old game out there by far:

I played this once in 10th grade and I have to say, aside from the ridiculous 80’s setting, that was plenty for me.  There’s apocryphal and there’s “apocryphal”…  However, it’s good to see the MB big box (Game Master Series) games getting some love.  Shogun/Samurai Swords came out again as IKUSA and both Axis and Allies and Conquest of the Empire are still in print.  With this game FF can really do no wrong with the development of the game– they’re not going to have a legion of fans complaining about how it deviated from the original with Fortress America as it wasn’t all that great.  You can really see FF’s Petersen reliving his childhood via these old rehashed games though, and since I’m just a few years younger, I can get behind it!

More more more COSMIC ENCOUNTER!

Animal: doesn't like not getting invited

FF just released a smidgen of details for the up coming Cosmic Alliance expansion.

Races for sure in:  Gorgon, Schizoid, Animal (new), Cyborg (I think new too).  I’m going to dig out my Mayfair version tonight to review the aliens I think will be in this new expansion. I’m hoping for SILENCER above all as that is a doozy of a power.   While it has pieces for another player, what’s best about this expansion is what it does not have in it:  LUCRE.  Lucre is essentially Cosmic Encounters version of money/trade goods and it made playing with ‘everything’ in the Mayfair expansion a tower of suck.  By this time with the FF version we have tech, we have hazards– so the designers were probably reaching for new stuff to put in (obviously they have tons of aliens to choose from) and lucre was undoubtedly on the list of considerations.  Here’s to the designers for not putting that in the game!

What’s sad is we have only played four times this year…

FF’s Nexus Ops preview posted

If you already have the Avalon Hill version of the  game, like the glow in the dark figures and don’t think the gameplay needs to change at all, other than hoping for a steep drop in price for the old version to pick up a copy, what would entice you to buy the new version?  New variants and components to support those variants is a likely answer.  In FF’s preview post, they detail the Vortex variant that moves around the map (a bit like the storm in Dune) and can pick up units and place them around the board, incinerate some and give energize cards to players who have stuff nearby where it lands that survive.  Not a bad little random chaos thrown in– the key is if you can score VP’s somehow by using the vortex to your advantage.

Something is odd though– take a look at how the home mining areas are placed on the board with one hex hanging off– this is quite different from the old version that has them flipped the other way in a 4-player game.

Facebook you actually have a use…

xenophile
Yay!

…other than monetizing our personal connections for the engrandizement of the ownership.  However that may be, noticed a post on the Cosmic Encounter facebook page about expansion 3!  No details at all, just essentially a confirmation that it’s in the works with the original designers and FF.    All I can say is: splendid.

Let’s talk REX and space kitties

RELEASE THE (space) KITTIES!

I wanted to wait until the official announcement of Rex by Fantasy Flight before I went on my tirade about it. I saw the box at gencon on display and knew exactly what it was: the inevitable FF Dune game.

Rex inherits the mechanics of one of the absolute jewels of my collection, one that got oodles of plays before the boardgame fanaticism that has stretched far and wide across the world in the last decade set in; and that would be DUNE.  Dune is essentially an area control game with armies fighting on the surface of the desert planet Arrakis for control of a life-lengthening psychotropic substance called the Spice. To win you have to control 3 city spaces at the end of the turn.  This ain’t easy as armies can drop from space, fly across the planet in Ornithopters or ride a worm into your town from all over.  While it incorporates economics and politics, Dune is unique in area control games as it utilizes a blind bid mechanic during battles using a cardboard dial with which a player selects the number of armies he wants to use in the battle (all used armies are destroyed) and selects a leader from those available to his faction.  Adding together the leader’s generalship rating and the number of units used gives a total that is compared to the opponent’s.  Highest wins.  Best about this is that it is very simple and very fast while ultimately capturing the soul of the conflicts in Dune.  The mechanic is a bit like Cosmic Encounter where you reveal attack cards but with the additional complexity of the leaders and treachery cards that can be played (also blind) to kill off that leader, discounting his generalship rating from the battle.  Since any unit you use in the battle is destroyed (the leaders can only be killed via treachery cards) you have to weigh sacrificing units to keep control of the area you are in or go for broke and us all your units (guaranteeing that you will lose control of the area even if you win the battle).   Dune is harsh: unlike Cosmic Encounter, there are no negotiate cards; yet alliances are a huge part of the game as you can win together, which happens most games as blocks of factions band together against the initial threats (usually the Harkonnen as they have to make a bid for the win early on).

Dune is a game I hold in the absolute highest esteem as an asymmetrical strategy game.  Each of the factions has glaring weaknesses and clearly defined strengths.  Those that have the best chance of winning alone also have the greatest chance of being wiped off the face of the planet (Atreides and Harkonnen) and some have a very difficult road to victory without allies but are tough to shake out of a chance for victory completely.  It captures the feel of the conflict from the first book brilliantly as well.  If you know the book, you know how to play the faction you’ve selected even without reading the rules.

Yet, I like Dune so much I am extremely hesitant to bring it out to play.  My set is getting old (I have the second printing with Sting on the front) and some of the components are showing some real serious wear.  Had we played this as much as I would like, a lot of the pieces would be scrap paper by now.  And that’s where Fantasy Flight comes in.  Since they have generally good taste in bringing old games back into the bright modern world, it was inevitable that they set their sights on Dune, especially after the success of Cosmic Encounter (‘absolute triumph’ is another phrase I would use in regards to FF’s version). So the ideal for a fan of the game is a shiny new Dune game with Fantasy Flight’s excellent components and tough-as-nails cards, etc.  Sadly this wasn’t to be since the Herbert estate have become knobshines, the Dune license was not granted to remake the game using the Baron and Soo Soo Sook, etc.  Unfortunate, but thems the breaks.  The mechanics, of course, could be used by anyone to make a game (and should be) but what should the theme be if not Dune?  My take, and this is where the disappointment comes in: any theme would work EXCEPT some other science fiction IP.  You see, Dune is near the top of sci-fi’s heap as a piece of literature (that still has some pulp appeal), you have warring space factions, space ships, alien-like things (though the only race in Dune are humans and it’s far more compelling to try to figure out the HOW around the changed humans than presenting some Kzin clone), energy shields, etc. but you also have socio-political ideologies from the period (50’s and 60’s) clashing and an overall (almost implied) mimetic with the conflicts in the middle east over control of oil.  Because Dune has such a strong narrative and definitive place in sci-fi’s role as a medium for political commentary, and it’s followers have such strong feelings around it ‘s canon (read some of the castigation heaped upon the hack, non-Frank Herbert novels that came later), any sci-fi put side by side with Dune, which Twilight Imperium has done via Rex, will inevitably be slapped up against, quite unfavorably, with the original theme.  Compared to Dune, the jokeshop backstory to Twilight Imperium with it’s space cats and turtles and entirely derivative plotlines borrowed from yet another game’s backstory (Master of Orion 2) is simply a cascade of space piss into your open mouth.  While this is acceptable for a massive space-Risk ameritrash game where players have no expectation of a quality backstory and trite tropes, like space kitties, left and right are not only expected, but absolutely warranted,  just doesn’t do justice to the original game on any level.

That said, this comparison would not be made so brutally if the choice for theme was something fantasy or historical.  No one would compare Rex to Dune on the same level if Rex’s theme was the 30-years war (Wallenstein, Gustavus Adolphus and all those guys), War of the Roses or even Game of Thrones (which is sort of the same thing).  Looking at other IP in FF’s stable, even DUST would have been better, especially since the game’s backstory at least has a desert in it.  Apparently, the original game using the Dune mechanics was a Roman one titled Tribune: who could complain about that.  Oh, people would lament a bit, but they would be enamored with Scipio Africanus or Sulla a hell of a lot quicker than a space turtle or a cat with an eye patch.

All the complaining aside, I am glad this system is getting back into print and may be augmented by FF’s and the original design team.  There may be mechanical updates that can be pulled back into the Dune system, either to streamline it or make it better.  Again, since Dune is one of the best games of it ilk out there, Rex, by default, will be too.  If you have no access to Dune, or like me, you want to save it from too many plays, it will warrant a purchase.

Bottom line is, if you actually enjoy, for some reason known only to yourself, the Twilight Imperium back story you will be well pleased with Rex as it will be the first time since Twilight Imperium 2nd edition that the TI universe has had a GOOD gaming system to play in.  If you are a fan of the Dune board game, this is a tough pill to swallow, especially with the added slap in the face that SPACE KITTIES are the main identifier for the Twilight Imperium brand (rather than some of the less-cheesecurd aliens like the Sardak Nor, etc.).  Maybe there will be enough space-race choices to leave the kitties in their space litter box.

GenCon 2011

I actually made it to the Con this year, family in tow just off a weekend+ of strep throat for me and the missus as well as my car getting totaled in a t-bone on the way to work.  We were crossing our fingers up to the last minute that the one uninfected shorty in the family would stay healthy and she did: in her body at least.   After 5-6 hours at Gencon, I will never be sure if she’ll be right again.  As any attendee is well aware, some of the things viewed there can never, ever be unseen.  There was one moment of almost-regret when, while being dragged through the morass in the dealer hall by her and her cousin, we essayed into a dank waft a malodor the likes of which neither of their young, unblanched olfactory organs had experienced before.   While I winced and imagined the sort of lifestyle choices that accompanied such a reek, they just pushed on, dragging me to whatever corner of the dealer hall their fancy took them.

Saturday I was free from the burdens of unprotected sex and I while I missed the Shadowfist world championship by 23 minutes, it gave me ample time to wander around and get some demos and shop.  Here are some of the results I can remember.

Ventura: new game by Fantasy Flight dealing with the Condotierre period in Italy.  Interesting take on the whole ‘hexes make up the board’ mechanic that Nexus Ops, Kings and Things and Twilight Imperium use.  You draw and lay the tiles nearest your own controlled area, so the board builds out form a conflicted center.  All and all, an easy, fairly elegant area control game that I would have picked up immediately had the price point not been… drum roll please: 80$ !  That’s what I would expect to pay for a big box hobby game like Descent or Ikusa.  While it seemed like a good game, the price point is going to crush it.

Blood Bowl League Manager:   An insta-buy when it comes out, this was the belle of the ball for me.  I was highly skeptical they would be able to pull this off, and they did!  It’s a little deck building a bit of bluffing, some luck and the most important part: they integrated the block dice really well into the whole game mechanic.   Essentially, you have a deck of your players and you play them on different games that make up a season.  It’s abstracted but essentially represents you pulling out all the stops for a game with a player position for whatever effect in that game.  If you have more strength than the opponent for each game, you win and get whatever benefits the game provides.  This could be more player cards, some team special abilities or special coaches (or just fan factor).  Whoever has the most fan factor at the end of the league wins.   Looks like it can scale with players and really easy to play a short game or a really long campaign.  Can’t wait to get my hands on this one.  FF ran out of their 300 copies on Friday morning, or so I heard.  Damn.

Rune Age:  Another new one from Fantasy Flight.  I half-heartedly tried to get into a demo of this but after looking over someone’s shoulder and seeing how Dominion-esque it was, I took a pass.   Some will like this a lot.  Unless someone says it’s not like Dominion at all, I’ll take a pass on this one.

Talisman Dragons: it was there, but after the 10 hours worth of games a few weeks back, I was just not ready to pick this up yet.  Definite purchase, just later in the Fall.

Shopping.  I was tentatively looking for some Dreamblade stuff and it was found only at one booth and fairly expensive.  I missed last year’s con, but there was plenty around in 2009 to be had, mostly for a song.  It’s a solid area-control miniatures game and with the figures super cheap, no reason not to pick up a bunch.  As they ramp up in price; not so much.

AT-43 was also on my list, and I found one booth with a couple of very cheap items I needed, and another booth with a bunch that was half off retail, but still expensive for my tastes.  Again in 2009 there was  a ton to be had (mostly due to Fantasy Flight’s liquidation) but that well has very much dried up.  AT-43 is an excellent game and I’m quite close to having a Therian and Red Block army of some size to meddle with.  Along with AT-43 is the old 3.5 Confrontation stuff– amazing minatures for the most part and one booth had a bunch, but they just didn’t have anything I really needed.  I may be kicking myself someday for not breaking the bank picking some of it up.   The main issue is, I paint so slowly the stuff will sit in boxes for a decade before a brush hits it at all.

Warhammer: I found a booth that had TONS of bits and I will be hitting that every year that they make it.   I would literally spend the whole con going through their shit. They didn’t have anything exceptionally old, but had a mess of stuff for any and all of the big box GW games (Necromunda, Blood Bowl, BFG, Man O War, etc).

Sadly, I didn’t buy a single ‘new’ game to say, like most years,  “a ha! I got this at Gencon, we must play!”  This is due to blood bowl league manager being sold out and Ventura– well 80$ was just too much to spend.

"I'm not sure what that smell was my childe, let's move on quick!"

Shadowfist.  Though I missed the nationals Saturday morning, I did make it to the invite-only tournament for past tournament winners, which started right after the morning tournament final concluded after a 4 hour final!   I was able to pull out the win after getting a tie in my first game, winning my second game after a long slough (thank you petroglyphs!) and winning in short order the three man final.   In the final against ascended and architects (least that’s what I saw), I started strong and got a High Noon face off using a foundation character (thank you Yellow Senshi Chamber!) and a ring of gates out (protecting from stuff going back into my hand which my deck hates).  The Ascended player laid out bull market (5 power to all players) as a response to the end of my turn, allowing me the power to lay out a site and be at play and take for my next turn.  Then he announced that he had gotten all Feng Shui in his draw.  Now, getting all Feng Shui at a time like that really sucks, but to announce it in the final of a tournament–it basically said to both myself and the other player that he was pretty much out of denial cards and we needed to go for the win.  The Architect player to my right brought out some little stuff, but couldn’t take a site (thank you Final Brawl!) and after gaining 4 power in addition to the 5 from the Bull Market, I was able to lay out a foundation character, a Big Brusier and have a power left for a confucian stability to stop the inevitable zzzzzap (which came in the form of an Op Killdeer).  Going for the win, the brusier got redirected onto a 9 body site (he’s only 8 fighting) , but my foundation character’s damage was redirected onto that 9-body site via the yellow senshi chamber, reducing it to a feastable number for the big brusier, for which the table had no answer.  All in all, I got real lucky with my draws and was able to capitalize on both the bad luck of the other players as well as some mistakes on their part.

The deck list is here.

My MVP cards:

Character: Big Bruiser

Event: Blue Meditation

Edge: Shield of Pure Soul

Feng Shui: Petroglyphs

State: none in deck

After winning this and the Wisconsin state championship this year after many years of tournaments of just barely not making it into the finals, I’m looking at a long decade or so of getting my ass handed to me in competitive play as I well deserve.  Bring it!