Thumbs Up!

thumbs up

We at Major Fun are nothing if not suckers for colorful dexterity games. It’s not like we are particularly good at them, it’s just that they are so darn cute!! The best ones are silly and involve a lot of involuntary shouting.

dexterity-family-kids-partyThere is nothing in the rules for Blue Orange’s dexterity game Thumbs Up! about shouting. It’s just something I felt strongly compelled to do when trying to arrange the colorful rings on my thumb in the right order. Each player is provided with 8 rings (2 blue, 2 red, 2 green, and 2 yellow). When everyone is ready, a challenge card is flipped over and players race to stack the correct number of rings in the right order. For example, the challenge card might show 5 dice: 2 red, a green, a yellow, and a blue. Each die shows one number from 1 to 5: green 1, red 2, red 3, blue 4, yellow 5. Player must stack 5 rings on their thumbs in this order.

The player who is fastest wins the round and earns the card. The player who first collects 5 cards wins the game.

It’s a simple and engaging formula. As you get better, there are several variations that change up the rules. We also found ways to handicap some of the fastest players in order to prevent one person from dominating. However you decide to play, the rounds are fast and frantic and excitement builds with each challenge card.

The rules are completely intuitive and fit on a small square sheet of paper. You can combine sets for larger groups or adapt the rules for team play.

Major Fun likes it and, given the opportunity, he’s gonna put a ring on it.

2 – 6 players. Ages 6+

Thumbs Up was designed by Alexandre Droit and is © 2015 by Blue Orange Games.

Unexploded Cow

Cheapass Games is one of my favorite game companies and not just because I find it fun to say the company’s name in mixed company. In the mid 90s, when I first saw the games being put out by James Ernest, they struck me as a revelation: great games could be funny, brilliant, and cheap! These plain white boxes and envelopes (yes, ENVELOPES) contained exactly what you needed to play the game as long as you could scrounge up some tokens or game pieces and maybe a few dice. I was a newly married grad student so cheap was great, but I was so excited by the games that I would usually create my own box set so I could bring my friends into the loving fold of such as games as Gimme the Brain, Falling, Kill Doctor Lucky, and the Great Brain Robbery (among others).

In the last 20 years, some things have changed. The games look more slick and are a bit more expensive (but still cheap by modern publishing standards). I won’t go into the company’s history ‘cause I gots me a game to review, but you can check out what James is working on now and read about where he’s been at his website here:.

What hasn’t changed is the company’s focus on FUN. It has taken a long time but I am proud give the Major Fun Award to the first of many Cheapass Games (stay tuned, more reviews are on the way).

Unexploded Cow
Unexploded Cow sends you to Europe where England and France have discovered a way to solve 2 difficult problems. France has a surplus of unexploded bombs left over from the last 2 world wars and England has a surplus of bovines suffering from mad cow disease. In the game, you collect a herd of mad cows and then send them into the field with the hopes that your cow will blow up, earning you money and the love of the thankful French villages.

You start the game with 5000 Francs (this is pre-Euro) and three cow cards. There is a deck of mad cows and a deck of villages. One village is turned face up and on your turn you draw 2 cards, play as many cards as you want, and then roll a 6-sided die for the Bomb Roll. Playing a card usually costs money which you toss into a common pool in the middle of the table. In this way you buy cows for your herd or make special events happen, but your herd is your greatest asset. These are arranged in a line from right to left (whatever order you want). On the Bomb Roll, you roll the die and count off the result, starting with your first cow and moving to the left. If the bomb lands on your cow you get money (each cow is worth a different amount) and the village card BUT the bomb could move past you and explode on your neighbor’s cow. In that case the money goes to your neighbor (but not the village—you can only earn that on your own turn).

There are special cows and special events but they are clearly spelled out with the card text and in the rules. The rules take less than 5 minutes to read and once you do you will never need them again. There is some luck to the game but also enough strategy that your choices are important, and more importantly, fun! Not only do you get to blow up crazy livestock but you can also steal good cows from your opponents and give them the truly stupid cows that cost money when they blow up.

In the end, you line up your cows, roll the die, and make explosion noises when somebody’s cow bids the world adieu in a flash of wet gibblets and prion-infected brain matter. Who knew that explosives and infectious protein fragments could such a great combination?

dudley 2

The art and card text are clever and silly. The game is fast paced and easy to learn. Everything you need for Major Fun is in this slim box. Just don’t trust Dudley. That cow was stupid before the disease prions started chipping holes in his brain. You’ll know him. He’s the one eating a hamburger…

2 – 6 players. Ages 12+

Unexploded Cow was designed by James Ernest and Paul Peterson and is © 2013 by Cheapass Games.

Snake Oil: Party Potion and Elixir

elixir

What do you sell a snowman?

How about a puddle protector for those embarrassing spring moments? Or a pocket flamethrower to eliminate the competition? Or maybe an ice brush in order to stay well groomed?

In the world of Snake Oil, you play intrepid hucksters who have something for everyone and your job is to sell sell sell.

The original game of Snake Oil is certified Major Fun. It’s not hard to see why. It’s a party game in which one person plays the rube… er… customer and everyone else is a sales person with something unusual to peddle. The customer reveals a card that tells who they are (a snowman, a lion tamer, an acrobat, etc…). The sales people have a handful of cards that describe things. Their job is to take two of the cards arrange them into the name of some new item and then make a sales pitch. Once all the pitches have been made, the customer chooses a winning product.

This is not an anonymous game like Apples to Apples or Menu Mash-up. The fun is in the inventive combinations as well as the reasons players give for why their product is best. The more ridiculous the better.

Snake Oil: Party Potion and Snake Oil: Elixir can both be played on their own or can be mixed in with the original as an expansion. Party Potion is written with younger audiences in mind (it is listed for ages 8+ as opposed to 10+ for Elixir and the base game) but we found that it was every bit as engaging and fun as the others.

If you have Snake Oil and are looking for more items and customers to enliven your game, these will do the trick. If you are new to the game, any of the three are a good place to start.

So hitch up your wagon, pull out your best soap-box, and get your bull-horn polished. There are suckers born every minute and all of them are in desperate need of beard freezers, table clips, and a package of sock bacon.

Major Fun Award

3 – 6 players. Ages 10+ (8+ for Party Potion)

Snake Oil: Party Potion and Snake Oil: Elixir were designed by Jeff Ochs and Patricia Kaufman and is © 2014 by Out of the Box Games.

Chopstick Dexterity Mega Challenge 3000

MDG-4314

It’s the future and a mysterious plague has eliminated all cutlery, except for the humble chopstick. Only those who are one with the chopstick will survive.

In a world where the fork is king, one hero dares to rise against the tyranny of the tines. That hero may be you…
After the machines took over, humans were gathered to entertain the mechanical overlords in a series of increasingly bizarre gladiatorial spectacles. On this, the final day of games, the weapon of choice is the chopstick.

Whatever story you choose to believe, Mayday’s Chopstick Dexterity Mega Challenge 3000 (to be referred to hereafter as CDMC 3000) is a fast, noisy, sloppy game in which opponents try to be the first to gather colored wood shapes from a central wok using (wait for it) only (wait for it) chopsticks (gasp!!).

IMG_5136There are 25 wooden pieces: five shapes (shrimp, tentacle, nigiri, onigiri, sushi roll) in five colors (purple, red, yellow, blue, and green). These are placed in a large central wok. Each competitor gets a set of chopsticks and a smaller dish. The game also comes with 40 tokens that tell contestants the target shapes. When a token is revealed the opponents race to see who can collect the most wooden pieces that match the revealed token. There are 25 standard tokens. These match the shapes and colors of the wooden pieces. In addition there are 15 wild or special tokens that force competitors to fight over different numbers or combinations of pieces.

There are many competitions included with CDMC 3000, but the most basic involves using the 25 standard tokens. When one is revealed, the opponents race to gather pieces that match either the color or the shape of the revealed token. It’s good to start simple because once two or three sets of chopsticks are clattering about the central wok, things get messy.

Familiarity with chopstick use is a definite plus but some of the pieces are very tricky even without someone else stabbing at the bowl like a ravenous seagull. Moving the bowl is legal. Hitting someone else’s chopsticks is legal until that person has lifted a piece from the bowl.

Time-outs are frequent because the central wok capsizes or pieces get scattered in the melee. Once the table has been reset, the match resumes.

Oh the humanity!

Never have so many been reduced to tears by so few!

dexterity-party

We hold these truths to be self-evident that all are equal before the great wok of CDMC 3000 and that they shall be thus endowed with Major Fun.

Although the game pronounces that it is designed for 1 – 3 players (solo play is accomplished with a timer) it can easily be adapted to larger numbers. Players can form teams and compete in rounds or (and this is only for those who have a pathological desire to be the object of blame and humiliation) they can compete with a partner—each holding ONE chopstick. I’m not saying you should play this way. I’m just saying.

CDMC 3000 is slappy, stabby, table-smashy Major Fun.

1 – 3 players. Ages 8+

Chopstick Dexterity Mega Challenge 3000 was designed by Greg Lam and is © 2014 by Mayday Games.

Wink

wink

Vigilance. Paranoia. Furtive glances.

Now that’s a party game.

Wink, by Blue Orange Games, is a cousin of the Assassination and Werewolf games that I played growing up. In these games there is someone who is “it” but is trying to keep the fact a secret. Someone else, the “inspector” or “detective,” is trying to find out who is it before it is too late. In Assassination, the “it” player tries to kill all the other players by winking at them before being identified by the “Inspector.” Wink takes this mechanic and makes everyone it.

It’s a brilliant move. One of the problems with Assassination-style games is that there are few Assassins, and that’s arguably the best role. Being a victim is only fun when you have a particularly dramatic death, but otherwise once you are eliminated, you might as well go out for coffee. Elimination games do not lend themselves as well to repeat play.

Using some cards and a pawn, Wink gives everyone a chance to be the Assassin AND the Inspector.

There are 2 decks of 36 cards called Face Cards. The cards are numbered 1-36. One deck is placed face-up on the table in a 6×6 grid. The other deck (identical to the first but with a different colored back) is dealt out to the players so that everyone has an equal number of Face Cards. Each person also has a colored pawn and 4 ACCUSE cards.

On your turn you take your pawn and place it on one of the face-up cards in the grid. You may not place your pawn on a number that matches one in your hand. You announce the number and then it is the next player’s turn.

But wait there’s more! The number you chose on the grid belongs to someone else at the table. That person wants to secretly indicate this to you with a wink. While everyone is taking turns placing their pawns on the grid, you are looking around the table for someone to wink at you. Chances are, you will also have to find the right moment to wink at someone who placed their pawn on one of your numbers.

But wait there’s more! If you observe someone winking at someone else, you may ACCUSE that person by playing one of your ACCUSE cards and shouting “J’Accuse!” in your best French accent (or worst as was often the case).

Points are awarded by collecting the Face Cards. After you first placed your pawn, when your turn comes around again, you must guess who has the card matching your number. If you are lucky then you saw that person wink at you. If you are correct, you keep the card under your pawn and the other person keeps the card in their hand. That’s one point for each of you. If your guess is wrong, the card under your pawn is turned face-down and you move your pawn to another card in the grid. You may also earn points by successfully ACCUSING someone. If you shout J’ACCUSE and are successful you get both cards (the one from the grid and the one from the player’s hand). You only have 4 ACCUSE cards so you have to use them wisely. Unused ACCUSE cards are worth 1 point at the end but a successful ACCUSE is worth 2 points (plus you rob your opponents).

We played with 8 people and although I was good at winking at my partners without being seen, I was TERRIBLE at witnessing winks. On the other hand, my neighbor (the guy who won) was terrifying in his ability to successfully ACCUSE. I thought with 8 people I would catch at least one furtive wink but it was very difficult.

Major Fun awardVery nerve wracking.

And Major Fun.

Everyone is always engaged. Right up to the end of the game. There is no elimination and no down time. ACCUSING is incredibly entertaining and is definitely the best part of the game (especially when you are successful). I’ve mentioned it before in reviews that many of the best Major Fun games have a little meanness embedded in them and Wink accomplishes this perfectly with the ACCUSE mechanic.

4 – 8 players. Ages 8+

Wink was designed by Fred Krahwinkel and is © 2015 by Blue Orange Games.

Diamonds

diamondsA good deal of my down time in college was spent playing card games. At lunch we would play Hearts and Euchre. After dinner we played Spades and Bridge. And during [Post-Colonial Comparative Ontological Super-Symmetry] lectures we played a raucous home-brewed game that combined the best elements of Speed, Pit, and what we called “Go Fish Yourself.” We never actually went to class so please feel free to insert any course title inside the brackets.

Had Diamonds existed 25 years ago, I feel confident in saying that we would have welcomed it into our busy schedule of card games, role-playing games, board games, and video games. Even now, when I find myself a putative adult with parenting and career responsibilities, I would gladly make time for a game or two of Diamonds. It has nice strategic depth like Spades and just a little meanness like Hearts.

In short, Diamonds is a trick-taking card game. The deck consists of 60 cards divided into the four traditional suits: Clubs, Spades, Hearts, and Diamonds. One player leads a card and the others follow suit if they can. The highest value card of the lead suit wins the trick. There is no trump suit.

The game comes with a big mound of plastic gems that are piled in the center of the table (called “The Supply”). Players earn diamond tokens each trick and these diamonds determine the player’s score at the end of the hand. Diamonds can be stored in one of two places: behind a small screen called “The Vault” or in front of the screen called “The Showroom.” At the end of the hand, gems in the Showroom are worth 1 point each and gems in the Vault are worth 2 points apiece. How you earn the gems and how they come to be in your Showroom or Vault is the clever aspect of this game.

Each suit allows you to take an action that will help you accumulate diamonds. The diamond suit allows you to take one gem from the supply and put it in your Vault. Hearts allow you to take one from the supply and put it in your Showroom. Spades allow you to move a gem from your Showroom to your Vault. Clubs allow you to steal a gem from another player’s Showroom and place it in your Showroom.

You get to use these actions in several situations. If you win the trick (you have the highest card of the lead suit) you get to take the action. If you do not have the lead suit and must play something else then you also get to take that card action. For example, if I lead Hearts and you don’t have one, you can play a Diamond and then take a gem from the supply (putting it in your Vault). At the end of the hand, players count up how many cards they have of each suit. The player with the highest in each suit also gets to take that action. Finally, if you take no cards (no tricks) the entire hand, you may take 2 gems from the Supply and put them in your Vault. You can earn a lot of points this way.

01 AwardOne of the things we really like about the game Diamonds is that you almost always score something during a hand. Heck, several players can score in the same trick. It is very difficult to play a hand and score nothing. As a way of keeping players involved and invested, this is brilliant. There is also a great tension that builds through the game because you might not know how many gems a player has behind the screen.

As is suggested by the name, the suit of diamonds is the best suit as it allows you to put gems directly in your vault; however, the other suits are effective and fun and make for exciting gameplay. In a four-player game, only 40 cards are dealt so it is possible that there might not be many diamond cards in circulation. If that’s the case, hearts and clubs are the only way to earn gems and you need spades to get them safely into your Vault. And because we at Major Fun have mean little hearts, there was a good deal of glee had when we could use clubs to steal diamonds from each other.

Diamonds is a Major Fun twist on standard card games. It is certainly the safest way to be a diamond thief.

2 – 6 players. Ages 8+

Diamonds was designed by Mike Fitzgerald and is © 2014 by Stronghold Games LLC.

Brain Cheeser

brain-cheeserAlthough most of the games that earn the Major Fun Award are ones that involve multiple players, there are times when you just want to play by yourself. Solitaire games help pass the time when there is nothing to do but wait, but that doesn’t mean they have to be brainless.

Brain Cheeser by SmartGames is a puzzle for one person that can be easily carried in a small bag or a large pocket. It’s a slim board book, about 4 inches square, with a snap-clasp and a magnetic back cover. The magnets that stick to that cover are 8 slices of Swiss cheese and 6 round mice. The pages of the booklet present 48 puzzles (of increasing difficulty) all of which involve fitting the mice into the holes created by the slices of cheese.

The cheese slices are cut so that some of the edges form half-circles. When placed next to other slices, some of the demi-circles line up to form complete circles that are large enough to fit the round mice pieces. The mixing and matching of the cheese slices forms the heart of the puzzle. Each challenge presents you with a few starting slices and/or the location of some of the mice. It’s then up to you to arrange the rest of the 8 cheese slices so that the mice fit in the holes.

The challenges are arranged in four levels (starter, junior, expert, and master). The starter level is very easy and would be great for very young children to learn how to manipulate the pieces before moving on to the higher levels. Older kids and adults should probably skip on to the junior level as their starting place.

The puzzles are engaging and the magnetic pieces do a great job of holding everything together. The game is designed for travel and in this regard the magnetic surface makes a lot of sense. It’s cute and challenging and easy to bring along in the car or the doctor’s waiting room. Major Fun for those times when your best company is you.

Solo play. Ages 6+

Brain Cheeser was designed by SmartGames (Belgium) and is © 2013. The game was provided to us by KEH Communications.

Menu Mash-Up

Menu_Mash_Up_product_shot_contentsParty games accommodate snacking in ways that other games don’t. Speed games engage the hands and eyes too much. Word games and strategy games consume too much intellectual bandwidth. But party games are made to be played with friends at a casual pace.

Menu Mash-Up doesn’t just accommodate party food, it has the distinction of being a party game that could actively encourage players to put the game aside for a while in order to prepare a full meal.

The mechanics are simple—think Apples to Apples but with ingredients. There are three kinds of cards: ingredients, preps, and dishes. Players have a hand of ten cards: 7 ingredients (papaya, caviar, asparagus, saffron, etc…) and 3 preps (cookies, baked, flambéed, omelet, etc…) Each round begins with one player (the Diner) drawing a Dish card. These cards describe what the other players (the Cooks) need to prepare such as Romantic Dinner, Tickle the Senses, Break the Bank, and Bring the Pain. The cooks put together any number of their ingredients and preps in a way that will most appeal to the diner. These cards are placed in an ingenious folder that looks like a menu and passed to the Diner. The Diner shuffles the menus, reads them out, and then chooses the winner for the round.

Some of the Dish cards are have special instructions. The Diner might have to roll a die for the number of ingredients or the Cooks might have a 45 second timer. These serve to spice things up as it were.

01 AwardIt’s a tried and true party game mechanic but the responses to the various dishes are incredibly varied. The game also comes with a set of Linking Cards that anyone can use—words like “with,” “followed by,” “on.” Cooks have 10 cards PLUS the Linking Cards to arrange in any order they want. They can fill the order with multiple courses or one simple item.

One of the things I loved about the game was how it swung between funny and tantalizing. There were lots of combinations that made us laugh but the ones we talked about the most were the ones that sparked our gustatory imaginations. And you could tell the really powerful ones because everyone would sit back for a moment with a faraway look and sigh a collective “mmmmmm.”

Silly, sumptuous, and absolutely Major Fun.

3 – 7 players. Ages 12+

Menu Mash-Up was designed by Karen Hudes and is © 2013. The game is produced by Chronicle Books.

Strife: Legacy of the Eternals

StrifeStrife: Legacy of the Eternals is a lot of game in a very small tin. The version that we at Major Fun played has 35 cards (20 characters, 10 locations, 4 score cards, and 1 quick guide), 1 ten-sided die, and a single sheet for the rules. The game is currently near the end of a spectacularly successful Kickstarter campaign and it looks like more cards will be added thanks to their stretch goals; however, the basic game boils down to 10 characters vs 10 characters battling over 10 locations.

Players start with the same 10 characters. These characters (fantasy epic stalwarts like Barbarian, Necromancer, and Paladin) each have 2 special abilities: a Battle Ability and a Legacy Ability. These abilities determine who wins a confrontation. These confrontations occur in Locations. These Locations provide points for the players. These points determine who wins.

A game starts with a face-up Champion in front of each player—this is the Legacy Champion. Each turn, a player chooses a Battle Champion and places it face-down on the table. The Champions are numbered 0 – 9. When they are revealed, the highest number goes first—that player can choose to use the Champion’s Battle Ability or not. The lower Battle Champion may then go. The players then activate their Legacy Champions in the same way—high number goes first. After the battle abilities and legacy abilities have been used, they player with the highest Battle value wins the location and takes the points.

The Battle Champion is moved to the top of the Legacy Pile (become the new Legacy Champion) and the players choose new Battle Champions.

What makes the game so enthralling—and Major Fun—is the way in which the abilities interact with each other to produce surprising results. Some abilities increase battle value. Some abilities allow Champions to be swapped. Some abilities cancel abilities. It is not enough to have the Champion with the highest battle value. The Battle Champion and the Legacy Champion must work together to win. Players must be clever and patient: each character will be a Battle Champion ONCE in a round. You have to play your cards wisely because at some point you will have to use each one.

01 AwardStrife is a perfect information game in that each player starts with the same cards, and each knows what cards are being held by their opponent. The only mystery is when Battle Champions are placed face-down at a location.

There are almost no random elements in the game. This is a deeply strategic game. There is also an incredibly clever way to resolve ties. I won’t go into it here, but it uses the die (and rolling is not involved).

The art is distinctive and reminiscent of the painted illustrations in pulp fantasy magazines (the more family friendly ones—not the really lurid ones). The instructions are concise and clear. Your first game will take a while as you figure out how the abilities interact but within a turn or two the basic mechanics will be second nature and you can focus on what is really important: how you are going to stop that Barbarian and Necromancer from demolishing your Ranger.

2 players. Ages 10+

Strife: Legacy of the Eternals was designed by Christopher Hamm is © 2014 by V3G.

GenCon and Cybernetic Gaming: The Golem

This is a three part article about how digital technology is being woven into the fabric of board games, card games, and role-playing games.

Part One: The Golem

The booth for Harebrained Schemes is located at the back of the exhibit hall. It is a moderately large booth, much of its space turned over to four tables where convention goers can try out the company’s newest game: Golem Arcana. The long tables are covered with various landscapes constructed of large cardboard tiles, across which battle monstrous figurines. In many respects it looks just like any other game in which players battle with miniatures. In this case players control giant constructs that often look like demons out of a Lovecraftian nightmare instead of plastic infantry and tanks, but it’s instantly recognizable to anyone who has ever set up their green army men for a war across the family room. What is different about the scene—frankly the first thing that anyone approaching the booth would notice— is the large flat-screen monitor that is mounted above each game table.

At first, I think the monitors are simply to broadcast the games—something bright and flashy to lure in more GenCongregants. And although the large monitors are indeed bright and flashy and work on a principle similar to a bug-zapper for gamers, it turns out they are an integral part of the game.

Golem Arcana is designed to be played with a Bluetooth capable device. The monitors on each table are merely making the user interface visible to the gathered throng. Golem Arcana is a computer assisted table-top game. It is a game for hobbyists—those dedicated individuals who collect and paint and vast armies of miniatures—but Harebrained Schemes sees it as a point of entry for more casual gamers. As co-founder Mitch Gitelman tells me, “This is a social game. The technology takes away some of the barriers.”

I meet Mitch on the second day of GenCon. The vendors’ exhibition hall is packed and a line has started curling around one side of the booth as gamers queue up for a turn at one of the demonstration tables. We walk a few paces away from the booth just so Mitch isn’t drawn into some other conversation or demand on his time, but after a few minutes of standing he gets light headed and we sit down at a small table at the edge of the booth space. Turns out he hasn’t been eating much, and he has been talking, standing, or moving almost non-stop ever since GenCon opened its doors. He is enthusiastic and animated. His hands move in expressive bursts when he talks, but I suspect there is a limit to just how much that energy can be sustained by caffeinated sodas.

Golem Arcana is a gateway game,” he says to me as he pulls over a few of the game pieces and sets his phone on the table. At its most basic, the game consists of 6 landscape tiles, 6 figurines, two 10-sided dice, a blue-tooth enabled stylus, and a digital smart device such as a tablet or phone. Unlike any number of table-top war-games, Golem Arcana doesn’t require players read or consult a tome-like rulebook. Everything you need to get playing is contained in an app; starting with how to use the stylus and the digital interface.

Mitch sets his phone in front of us, and after the app loads, he presses the button to begin the tutorial. There is a brief explanation of the stylus and some examples of how it is used in the game. It shows us how to set up a small fight scenario—which we do—and then proceeds to teach us how to play the game by (and I know this sounds crazy) having us play a game. Any information I need about the pieces—how they move, how they attack, what special powers they might have—is accessible by touching the stylus to the piece or the landscape tile and pressing a button. There are also reference cards that players can touch with the stylus if that is easier than reaching the figurines. The information I need is displayed on the smart-screen.

“Microdots,” Mitch explains. The tip of the stylus contains a tiny camera that reads microscopic dots of information that are printed all along the base of the figures, on the landscape tiles, and on the face of the information cards. Players must still move the pieces and tell the app where the pieces are, but all other information is stored in the app: hit points are tracked electronically; allowable actions are highlighted on the user interface, movement options are illustrated for the player.

There are times when we need to roll the dice. The results are entered into the app and the game continues. “The app comes with a random number generator,” Mitch tells me as my small Golem deals damage to the larger foe, “but there is something about rolling dice that is important to the experience.” I agree with him. Rolling dice feels more random than having my phone produce a number. If I get a lousy roll on the app I might feel like the game is cheating me, but if the dice give me a lousy roll all I can do is curse fate. Or the dice. “Gamers tend to be superstitious about their dice,” Mitch says with a smile. He mentions that a lot of people who play at the demonstrations will switch back and forth between the dice and the app whenever one “goes cold.”

Golem Arcana is highly expandable and highly customizable. Through the app, players can download new scenarios, new game modes, and participate in the developing world of Eretsu. The players’ progress is tracked by the app, and the game will suggest new scenarios based on the ones that have been completed. But the new scenarios are not just canned adventures that players would be expected to complete in a linear manner. The results of the player’s home experience influences the world of Eretsu and changes the way future games will be played.

Multiple players can be accommodated by the software. At one table there were six players battling over a massive 24 tile game board.

I have friends who are avid collectors of miniatures and will memorize seemingly endless tables of data in anticipation of their next encounter. That level of dedication is not for me. I have a little experience with table-top miniature games—much of it good. I remember playing Warhammer and Warhammer 40K with cardboard chits and a tape measure. I’ve played some Batttletech and Car Wars and more recently a few scenarios of Memoir ’44. And although I loved playing these games with my friends, what I really loved was that they were obsessive enough to have the rules memorized (and usually the game set-up) before I ever had to play.

The ease with which I could learn from and interact with Golem Arcana is very appealing to me.

That’s not to say that I have no reservations about this encroachment of technology into the realm of table-top gaming. As far as I know, it is possible to play Golem Arcana without the electronic aids. You can find the information about the pieces and the terrain and the order of play. There are dice for your random events. The game is transparent in that you can learn the mechanics and play without the use of a smart device. You can record all necessary information with paper and pencil should you want to.

But given the ease of the technology why would you want to? Most gamers, especially those like me on the casual edge of the miniatures scene would see the app-based rules and interface as a great convenience. But convenience comes at its own price.

I will say this for my friends who obsess over their miniatures: they have paid a price—both in time and money—that virtually guarantees that they will play their games of choice for a long, long time. Harebrained Schemes has turned to our digital devices and the structure of many video games to effectively lower the entry price for casual gamers. And I’m not talking about the monetary cost: the basic Golem Arcana set costs around $80 and after that the sky is the limit. I mean the gamer equivalent of “sweat-equity” that is paid when we really devote ourselves to the minutiae of any significantly complex game system.

Many great board games have been turned into great apps. Pandemic is one that first springs to my mind. What I like about it (and wrote about in an earlier review for the Major Fun Awards) is the way the app opens up the mechanics of the game so that someone could play the table-top version after playing the app with only a cursory scan of the set-up and rules. But Pandemic is not nearly as complex in neither its rules nor its mythology as a game like Golem Arcana. Its accessibility is its appeal but it also limits just how fanatical its fan-base can become. Mitch is right that the technology takes away some of the barriers to the game of Golem Arcana. What won’t be clear until some time has gone by is if that is good for the game. There is a powerful social aspect to a group of people who share in knowledge that others consider esoteric.

But before I start to sound like the old man down the street who still thinks the printing press made humans too lazy to memorize the great stories, let me praise Harebrained Schemes for smoothly integrating our ubiquitous technology as a teaching tool for what could have been an intimidating experience. The tutorial style of instruction makes great use of not only the technology but some of our best pedagogical practices.

One of my favorite recent novels is The Golem and the Jinni, by Helene Wecker (Harper, 2013). As the title suggests, it tells the story of two mythological creatures, a Golem and a Jinni, who discover each other and develop a remarkable relationship in turn-of-the-century New York. It’s a great adventure story, and it does a marvelous job of implying more nuanced conflicts (inherent violence, cultural relativism, class divisions, and the pitfalls of service and freedom to name a few). I found the Golem’s story particularly moving as she struggles to come to terms with her remarkable strength, endurance, and the murderous rage that often threatens to consume her. Wecker creates a compelling character from what is typically a monstrous automaton as the Golem searches for her place in a world that can destroy her with a single word and yet is also remarkably fragile in the face of her power.

Although I can’t describe Golem Arcana’s conflicts as particularly nuanced—this is a game of magical monsters beating each other down into their component atoms—I do appreciate the richness of the world Mitch and Harebrained Schemes have created for their community of players. The fact that I could be immersed in that world and have some small effect on the direction it might take is perhaps the game’s greatest strength. That the game has the capacity to actually interact with the players—not just push new products but actually respond to the experiences of the individuals—is very compelling and represents an evolution of our technology that I’m glad Harebrained Schemes has brought to life.

Part Two will look at social networking and all manner of tournaments…

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