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Game Review: Ikusa

Game Review: Ikusa

ikusa-300Long ago, in the days of parachute pants and phones with cords, I became addicted to Milton Bradley’s Gamemaster Series of board games. Games such as Axis and Allies, Conquest Empire, Broadsides & Boarding Parties, and Fortress America taking up large blocks of time on Saturday’s all through junior high and high school.

Little did I know the intrigue of big business hijinks going on behind the scenes where my absolute favorite board games were concerned. In 1984 the venerable and one-hundred and twenty year-old Milton Bradley Company was bought out by the gaming giant Hasbro. This moved the GMS [Gamemaster Series] games under a new banner, and when Hasbro acquired the publishing name of Avalon Hill in 1998, the GMS began being published there.

Funny side note: My first ever official interview with a game company came in 1997 with Avalon Hill when it was still independent and located in the industrial district of Baltimore. It was a surreal experience, going on an interview at Applebees and having to answer questions like ‘who was your most powerful role-playing character?’ and ‘tell me about your best gaming moment?’ Yeah, I didn’t get the job, but it was still pretty cool.

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Gen Con 2011: Day 2 Recap – Revenge of the Sith

Gen Con 2011: Day 2 Recap – Revenge of the Sith

darthelijahThe force is strong with this one, it seems. Yes, that’s my beloved son, taking his first steps toward a larger, more gamer-filled world, as he becomes a temporary apprentice to Lord Vader. (Don’t ask me why the Rebel Alliance officer is standing near them. It just doesn’t fit continuity!)

The second day of Gen Con was our family day, as I took my son and wife to the convention with me. This day is was lot more leisurely paced than yesterday, because we spent more time being selective and sitting down to demo games, because with a six-year-old, you really have to be a bit more picky. He’ll lose patience if you’re chatting up designers about setting specifics. He wants some action, and if he doesn’t get it, there will eventually be a meltdown. With summer ending, we’ve been in meltdown territory for the last couple of weeks anyway, so it was touch and go, but we found enough games for him to get up to speed on quickly that it kept him highly engaged.

One game that we found very interesting, though not particularly fantastic (in the narrative sense of being fantasy-driven) was Bears! from Fireside Games. This dice-based game aims to simulate a bear attack during a camping trip … so, you know, it teaches helpful life lessons, as well. Depending on different die combinations, the players are able to escape the rampaging bears by shooting them, running away, or sleeping contentedly in their tents. However, if there are more bears left over when this is all done, then those sleeping in tents get eaten and lose points instead of gaining them.

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Gen Con 2011: Day 1 Recap

Gen Con 2011: Day 1 Recap

Did I say I was an unapologetic geek? My wife, Amber, offered our son to a dragon at GenCon!
Did I say I was an unapologetic geek? My wife, Amber, offered our son to a dragon at GenCon!

It’s that time of the year again, when all the good little gamers gather in Indianapolis to explores the exhibitor’s booths and discover treasures, new and old. I speak, of course, of Gen Con Indianapolis, the “Best Four Days in Gaming.”

If you recall from last year’s report (see Gen Con 2010 Reflections if you don’t recall), I had a lot of fun last year, mostly because I now have a family to take and with whom I could share the experience.

They also prove useful bait for dragons. (Just kidding. No infants were harmed in the making of this blog!)

Today, however, was all about me. I trekked into Indianapolis to experience the first day of the convention on my own, basically blasting through the Exhibit Hall and trying to look at every booth to find if there was anything interesting for me to report back on.

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Art Evolution 2011: Janet Aulisio

Art Evolution 2011: Janet Aulisio

obsidiman_merchant-254Art Evolution continues with the second entry into this exclusive club for 2011, but if you’ve missed any of the other contributors you can find them here.

I can’t remember the first time I saw a Janet Aulisio piece of art, but I presume it was in the pages of FASA’s Shadowrun RPG in 1992. Like most games of the era, interior work was done in black and white line art [although FASA was the first to include color plates which took the product to whole new levels of RPG design]. Janet, for her part, was tasked with adding a different level of art to the games 2nd Edition and her technique stood out in a style I like to refer to as ‘art of the scratch’.

This is a kind of Russ Nicholson school of art, a concept where ink is used in every aspect of the picture, even the negative space. White is almost seen as an enemy, and Janet herself has said ‘I’m like any other artist, greedy for lots of space to spread my art’.

Oddly, I was instantly taken with her style. I note this as ‘odd’ because to that point I’d been a kind of beauty purist, a clean image always more appealing to me than sketchy stuff. I can only guess that by 1992 my former ‘teenage eye’ was being replaced by something more accepting of a larger world of artistic style.

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Art of the Genre: An Interview with Matthew D. Wilson

Art of the Genre: An Interview with Matthew D. Wilson

iron-kingdoms-254Once again I get a chance show you all the inner workings of the Black Gate LA offices. Yep, it’s always about living the dream, so I hope you enjoy the view.

After having finally convinced my secretary, Kandline, that cosplaying an elf wasn’t required when she challenged me to afternoon games of Conquest of Nerath, I sat back in my chair and watched a trio of surfers try to catch some rather pathetic waves rolling in along our bit of the Redondo beachfront. From across the hall I could hear Ryan Harvey spouting copious amounts of venom toward Peter Jackson and his newest release of dwarf images for the upcoming Hobbit adaptation, something along the lines of ‘Rankin and Bass will be rolling over in their graves about now!’ a consistent theme.

Enter the dreaded buzz from the front desk. Yep, John O’Neill was at it again, this time his rather brief list of demands of the west coast offices ending in my traveling up the 405 to Santa Monica for an interview with Privateer Press Creative Director Matt Wilson.

Now if you know one certain fact about Matt, it’s that he’s a kind of workaholic. I dig that about him, and while he’s no longer in the Pacific Northwest exclusively doing Privateer work, his mind is ever pushing for bigger and better things at that gaming company.

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Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery

Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery

conan-cityImagine Conan in Shadizar, meeting with a beautiful woman calling herself Fortuna who pays him to find Thuris, the man who kidnapped her younger sister. Conan accepts the woman’s coin but finds himself in the middle of double and triple crosses as Fortuna — known as Brigid the Bold in the underworld — seeks for the Falcon of Maltus along with her betrayed confederates, Jubliex Cairo, Wilmer the Younger, and Gutmar.

Think of Fafhrd and the Grey Mouser hired by the powerful merchant Sternwood to scare ne’er-do-well Geiger away from the merchant’s daughter Carmen, only to be caught up in blackmail, murder, kidnapping, and family secrets.

Yes, those were the plots of The Maltese Falcon and The Big Sleep using three of the iconic characters of sword & sorcery. That’s what I’d call Sword Noir, and that’s what I called the role-playing game I just published, subtitled A Role-playing Game of Hardboiled Sword & Sorcery.

Sword Noir is a game now, but it started as something a little more than a conceit and little less than a genre. Basically, I attempted to give some kind of short-hand to the stories I wrote.

sword-noirAs usual, the kind of stories I was reading and writing bled into the kind of games I was playing, and this took me down a path I did not expect. I ended cobbling together a system that was purpose built to play “sword noir.” In order to do that, I had to define the term.

This is what I came up with: Characters’ morals are shifting at best and absent at worst. The atmosphere is dark and hope is frail or completely absent. Violence is deadly and fast.

The characters are good at what they do, but they are specialists. Trust is the most valued of commodities – life is the cheapest.

Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to conjure.

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Game Review: Conquest of Nerath

Game Review: Conquest of Nerath

No matter if its the cover or the interior shots, this game's art is off the hook
No matter if its the cover or the interior shots, this game’s art is off the hook

In my lifetime I’ve played a lot of games, some more than others, but if any board game stands out above the rest as eating away massive chunks of my time it’s the WWII classic Axis and Allies. In the 80s, upon the game’s release, I fell in such deep infatuation with this game that I actually left it out on a table in my living room and played against myself for the length of an entire summer. Yeah, you know how you see ‘smart people’ in movies playing chess against themselves? Well, that was me and Axis and Allies.

I was so devoted to it, that I’ve actually only lost a single game in twenty-six years, and that was the first one I ever played [although I do have a draw in there someplace].

Now, you might be wondering why I’m bringing Axis and Allies up in a post concerning Wizard’s of the Coast’s new epic game Conquest of Nerath. Well, quite simply, because in all my years of gaming, and all the games I’ve played, I’d yet to find something in the same realm of awesome as A&A until I sat down to play Conquest.

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Art of the Genre: Leiber, Mignola, and Graphic Novels

Art of the Genre: Leiber, Mignola, and Graphic Novels

Mignola... when doves fly...
Mignola... when doves fly...
In 1991 I wasn’t a fan of the Mike Mignola. To be frank, I actually couldn’t stand his artwork, but again I was twenty and my taste in art leaned much toward the polished standard and less toward the truly talented.

At that time I also wasn’t much of a reader. Sure, I read almost every day, taking in as much fantasy as I could, but for the most part it was also commercially driven stuff that in the final call of ‘what matters in fantasy’ it would almost all be found woefully lacking.

So it was with great interest that I discovered Epic Comics rendition of Fritz Leiber’s Fafhrd and the Gray Mouser on my comic shop’s shelves. It was noteworthy because it featured art by Mike Mignola, was adapted by Howard Chaykin, and had a kind of darkness to it that was antithesis to the flare of most superhero books coming out of the early stages of the comic boom.

For me this series created a kind of enigma, that being that I loved fantasy but had only associated with Fritz Leiber in the TSR gaming supplement Lankhmar: City of Adventure. [Note: At the time I role-played in TSR’s Lankhmar, the song ‘One Night in Bangkok’ was on the radio and to this day I can’t say the world Lankhmar without setting it to a British vocal intonation accompanied by the words ‘City of Adventure’, just as Murry Head would began his song with ‘Bangkok, Oriental Setting’. BTW, it has to be the only Top 10 song in history that makes Chess seem downright cool.]

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Game Review: Dragon Dominoes in Looney Labs’ Seven Dragons

Game Review: Dragon Dominoes in Looney Labs’ Seven Dragons

sevendragons_1Two of my favorite card games come from Looney Labs: Fluxx and Chrononauts.  One of the major selling points of these games, for me, is that they’re creative games that have victory conditions that can change on a dime. You can be close to winning and then, with a lucky and well-played turn by an opponent, you can find yourself on the losing end.

Seven Dragons captures this chaotic feel, mixing it with some great fantasy artwork by Larry Elmore. The name comes from two different aspects of the game:

  • There are seven different colors of dragons represented in the the game: red, black, gold, blue, green, silver, and rainbow
  • The goal of the game is to create a chain of seven dragons of your designated color

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ScrumBrawl: Fantasy-Based Sports Goodness

ScrumBrawl: Fantasy-Based Sports Goodness

scrumbrawlI’ve always been fascinated by the attempts of gaming companies to turn athletic sports into board games. Fascinated, but not quite intrigued enough to play one, until now.

Some of the most notable of these efforts seem to have historically come when a successful wargaming miniature company has reached its apex and is looking for a new product. (More on this below the fold.)

ScrumBrawl is a sports-based game that doesn’t fall into this category, not least because it is the introductory effort by newcomer VicTim Games. Instead of trying to leverage existing products and success, they’re using this game as their springboard into the marketplace and, I must say, it’s a good effort. It also uses cards instead of miniatures, which is part of the reason why the game goes for nearly half the price of some of the more established competitors.

Overall, the game is extremely enjoyable and easy to get into, with a minimal amount of fuss … and cost. If you can get over the lack of miniatures, and are looking for a quality game, this is a product you would do well to look into.

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