Cyber Pet Quest is Major Fun!

cyber pet quest major fun title

Designers: Brendan Kendrick, Bernie Lin
Publisher: Dead Alive Games
Artist: Alex Pei, Maria Zvonkova, Zach Leo
1-4 players | 40 min. | ages 8+ | MSRP $30 | BGG Entry
Time to teach & learn: 5-8 minutes

cyber pet quest box with major fun logo

Game Synopsis

It’s 2050 and most of the citizens of San Lazaro have become techno-zombies, infected by a virus in their gadgets and implants. Stupid humans! Only your ragtag team of sentient cyber pets can save the day! Jane the cat, Clay the dog, Freya the raccoon and Roman the goose must search the city hoping to find their friend Howard the Scientist who vanished suddenly and mysteriously.

Over multiple chapters, your team will explore and investigate new locations, overcome enemies and solve puzzles. Your choices will advance the story and level up your abilities and equipment. Can your bionic brains band together to outwit these many dangers? Adventure is calling. How will your quest unfold?

cyber pet quest game components close up

Why We Love Cyber Pet Quest

Cyber Pet Quest adapts video game sensibilities into an engaging set of clever cardboard challenges. From the choice of pet characters each with their own skill tree and backstory to turn-based combat and waves of increasingly difficult enemies and boss battles, the framework of the game will be familiar. It feels like a story driven tactical rpg. the stakes may be lower in Cyber Pet Quest, but video games like Final Fantasy, XCom, Disgaea, and Banner Saga draw players into a rich world seen through the eyes of a cadre of characters whose abilities will mesh to provide new and interesting tactical combos. And with each objective you complete, the story will advance and unfold. Even the introductory scenario introduces concepts and rules much like the tutorial level to a console game. This familiar framework is purposeful and makes the game immensely approachable to younger players who might be less likely to cross the digital divide and play a game without a screen.

The game teaches teamwork. You quickly learn that flexible thinking is most often the best path to victory. Each round, initiative will bounce back and forth between two decks of cards, the player deck and the Cyms deck( Cyms are the dreaded techno zombies). Every pet will get a turn but you won’t know from round to round when each pet will get to go in the batting order. Each Cym operates according to a simple set of programmed rules, but you don’t know in what order they will go either. this means communication must be constant between all the pets and any plan could be contingent on turn order.

cyber pet quest pet illustrations and biographies

Even an individual pet’s turn forces flexible thinking. Actions like moving, inspecting, interacting, healing or attacking require energy. But the energy you have available on a turn is modified by a die roll. And because each pet has skills better suited to certain actions, you may need a higher roll to accomplish more tasks. When the dice cooperate, pets can get a lot done. Most often, though, the dice may betray you and you’ll have to find new options to make your plans work. 

Perhaps the best example of true teamwork in the game is the choice between being aggro and sneaky. In order to attack and subdue your enemies you must be aggro, but this choice comes at a cost. Any enemy who activates will target and attack the pet who was last aggro. Deciding as a group who should be aggro and how they can distract or contain enemies is a key to success but it can also very easily lead to a pet’s demise and the end of the game. 

all game components set up and ready to play

Cyber Pet Quest is an ambitious game with a big story to tell, all within the confines of a very small box. A spiral bound scenario book will guide you through each chapter in the campaign. locations, objectives, equipment, upgrades, charms and bosses have their own deck of cards. There are tokens galore and custom dice for energy and dodging damage, plus personal pet boards for each player. Even the magnetic lid of the box becomes a reference board for the menacing Cyms. Unpacking the game and setting the stage for each chapter feels like an event –  a miniature world taking shape – a world that becomes your personal playground for an hour or two. 

cyber pet quest box being held in one hand for scale

This bite size game offers us more than snacks, though. Each chapter feels like a satisfying course. And while you could race through the entire experience over an extended session if you tried, I think this is contrary to the spirit of the game. Cyber Pet Quest is meant to be savored over multiple sessions. You might squeeze in two chapters in a sitting, but don’t rush. Enjoy each new twist and turn of the story. Revel in your new levels and skills. The anticipation and excitement for what lies ahead is part of the fun for any good adventure, especially one with adorable robot cats.


Congratulations to designers Brendan Kendrick and Bernie Lin!

More information on Cyber Pet Quest at: Dead Alive Games


cyber pet quest banner with major fun logo

Dragonrealm

Dragonrealm

  Gamewright  |  Game Factory | BGG  |  Buy

Designer: Darren Kisgen Art: Chris Beatrice
Publisher: Gamewright, Game Factory 
2-4 players 20-30 minutes ages 10+
MSRP $25

Time to teach & learn: 5-10 minutes

text-the concept

Pack your lucky socks and get ready for an adventure exploring Dragonrealm! Sneak into the witch’s cabin, search the ogre’s treehouse, or storm the dragon’s lair. Explore the wilds and add adventurers to different locations in the hope of getting the most treasure. But watch out for goblins who might get there first and grab the treasure before you!

text-the components

Dragonrealm comes with lushly illustrated cards, plus custom wooden pawns and dice.

There are 68 adventurer cards, most of which you’ll use to assail the locations in the game. Adventurer cards come in 5 different colors, and are numbered from 1-12.   In addition, a few adventure cards will trigger the arrival of goblins or an untimely rockslide.

There are 16 enhancement cards to aid you in your journey.

There are 21 large format location cards. Locations come in four colors, representing the different obstacles and trials you will face on your quest. There are spaces for adventurers and goblins, plus icons detailing the type and difficulty of challenges at that location.  Each adventure will culminate at a dragon location card, where great challenge and great treasure awaits!

The game is packed with chunky wooden pawns. Each player gets 8 adventurers to represent your team . There are also 6 custom wooden goblins that are sure to be annoying and get in your way as you play.

The 6 custom dice will see constant action as you play. Each die is numbered from 1-4, with two 2s and 3s, and a single 1 and 4.

Last but not least, the one thing both you and the goblins want most, a pile of 50 treasure coins!

To begin, deal 5 Adventurer cards to each player. Each player also gets to choose some enhancements to take along. A Fireball Spell could get you out of a jam.  A Potion of Invisibility might get us past some guards. Or perhaps your Pet Chipmunk could overwhelm a monster with its cuteness! Then, create a deck of 7 location cards, including 2 cards from each color, ending with a dragon location. The road to adventure begins here. You’re ready to explore Dragonrealm!

text-the mechanics

In Dragonrealm, players will collect sets of cards. Playing different sets of cards allows your adventurers to roll dice to explore and take over locations.

The goal of the game is to accumulate more treasure than your fellow adventurers.

On your turn you have two choices: Explore or Rest.

When you Explore, you play from 1-6 cards from your hand to deal with a location in one of three ways: Sneak, Search, or Storm. The method you select will depend on the strength and weakness of your party of adventurers, that is, the cards in your hand.

Sneak lets you play cards in a row, regardless of color ( a 4-5-6, for example).

A thorough Search requires cards all of the same number (three 8s, for example).

Feeling bold? Storm a location with a hand of cards of the same color.

Once you select a method, call out the action and the location.

“I am going to Sneak into the Cave of Bats,” for example.

For each card you play that fits the action you declared, you’ll roll one of the custom dice. Add all the dice together to see how you did.

Each location shows different target numbers required to successfully place an adventurer.

If you Sneak into the Cave of Bats, the action here will require a total of 8 from the dice to reach the target number, a Search needs a total of 6, and a Storm action needs a whopping total of 13. But notice the yellow ring around the 13. That indicates you’ll place two of your adventurers, should you succeed. Risky, but taking a chance may pay off in big ways!

If your Explore works out, you’ll place an adventurer (or two!) and discard the cards you used. Now draw one card, and your turn is over.

Of course, not every die roll will go your way, so failure is an option. Should you fail, you’ll place one of your adventurers on the Adventurers Academy for further training. From there, they may assist your team in future Explore actions. During future Explore turns, each member of your team on the Academy card can add +1 to your die total.

The bulk of your game will be spent exploring, hoping to place adventurers on location cards in order to score points when the card fills. But to do this well, you must have cards to power your team.

Rest allows you to add 2 cards to your hand, either from those face up, or face down from the deck. You’ll be building up your hand to power future exploits. Which cards will propel your team towards victory? If you’re looking to Search, you’ll want to gather cards of the same number. If you want to Sneak, pick up numbered cards that are in sequence. If you’re planning on Storming, look for cards of the same color.

Of course, drawing cards may also allow goblins to seize a spot in a location, or trigger a rockslide.

If a goblin card is revealed, you’ll place a goblin on the indicated location. They will compete with the players to claim their share of treasure. Any gold goblins win is hauled away, never to be seen again.

If you trigger a rockslide you’ll be forced to pass a number of cards from your hand to an opponent. Rest assured, your opponents won’t be passing you anything they think you can use.

As your adventure advances, locations will begin to fill up with player’s pawns and pesky goblins. As soon as a card is filled, its treasures have been completely explored. Now some players will be rewarded with treasure.

If you have the most adventurers on the card, you get the first place award shown on the card. Players with the second most markers on a location collect the lower amount of coins. The top player  also collects the card for its value in dragonstones. At the end of the game, the player with the most dragonstones gets a five coin bonus.

A new card from the location deck is revealed to replace the explored one.. The quest continues, culminating in a final conflict with a dragon, the last card in the location deck. Once the dragon is defeated, the game ends and  any remaining locations are scored as if they were complete. Now everyone adds up the treasure they have collected and includes the value of any enhancements worth coins. The player with the most dragonstones collects five extra coins. The player with the most treasure wins!

text-apart

Dragonrealm drills down to extract the essence of any role playing game—the brave party, tackling dangers together, but each with an eye for individual glory and gain. Sure, we are all working together to defeat the dragon–but still, I’m Looking Out for Number One! I don’t mind if you get some, as long as I get more.

Every turn feels important in Dragonrealm. The clock is ticking as other players send their pieces to a location. Should you dive in too or wait for the right combination of cards? Even watching a player Rest is important. Did they just pull the cards they need to Explore next turn? Should I strike now?

Not that Resting is without its share of perils. Goblins might pop up, spoiling the odds of capturing a location. And an ill-timed rockslide tests your desire to build the perfect hand.

In a more serious game these chaotic elements would feel tiresome. Here, they actually add to the storytelling. “I was this close to having it all my way. And then you triggered a rockslide, spoiling everything! Clumsy oaf.”

Additionally, the game includes an alternate to Adventurer’s Academy: Adventurer’s Alley. Your pawns sent here can’t help directly with your die rolls. Instead, they can be used to purchase more Enhancement cards. Need to power through a difficult Storm? Take the Dwarf Hammer with you. Tied for control of a location? The Wizard’s Hat can put you in charge!

Another bit of brilliance comes out in the way failure is handled. Not only is an adventurer sent to where he can help you later, but unlike in a successful attempt, you keep the cards you used. This little detail serves to encourage players to plunge ahead and take a risk, moving the game along nicely.

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The allure of any quest is in the stories that emerge after: the twists of Fate, the what-might-have-beens, and the triumphs. Dragonrealm presents an easily approachable, compact game which encourages the players to craft their own story with each decision they make.

Dragonrealm creates a space in which older players can plan a strategy while younger players might crash ahead in pursuit of treasure. There’s room for both approaches. In fact, you might find everyone watching and learning from each other.

Hybrid games which combine board and role playing elements have become wildly popular in the past several years. Mostly, these are longer affairs, which delve into great detail over multiple sessions and clearly speak to an older, more experienced group of players. Dragonrealm makes room for all ages, inviting everyone to play together. 

Dragonrealm is a wonderful introduction to hybrid adventure games and we’re glad to see it earn both our awards. In less than an hour, you can walk away with a fun story based on strategic decisions and challenges for players young and old to enjoy.

Just don’t get in my way, because that treasure is mine!

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Written by: Doug Richardson

Tak: A Beautiful Game

Release Date: 3/13/2017 Download:  Enhanced  | MP3
Running Time:  51 min Subscribe:  Enhanced  | MP3 | RSS

“No one wins a dance. Why would I want to win anything other than a beautiful game?”

– Bredon  The Wise Man’s Fear  by Patrick Rothfuss

Tak comes to us from two beautiful and beautifully different minds.

First from writer Patrick Rothfuss. In his epic fantasy series The Kingkiller Chronicles, Kvothe, the protagonist, learns the game of Tak from a courtier named Bredon. The game becomes the basis for their friendship and the foundation for understanding Bredon’s worldview.

Second from game designer James Ernest. Inspired by the novels, James brought Tak from the page to reality. But creating a game that is supposed to be on par with the likes of Chess or Go is no small task!

And yet Tak is just that. A game that feels universal, simple, elegant and accessible. A game that you can play anywhere and with anyone. A game that is beautiful because HOW you play matters as much as winning or losing.

And a game that is worthy both the Major Fun and Spiel of Approval Award!

Listen in to explore Tak – it’s backstory, the game itself, and why we think it deserves an honored place on your table, too.

Tak: A Beautiful Game

Cheapass Games  |  BGG  |  Worldbuilders

Designer: James Ernest & Patrick Rothfuss

Publisher: Cheapass Games

2 players  15-20 min.  ages 8+  MSRP $9,$55,$90

Music credits include:

Tinker, Tanner   by bluedanbob   |  the song

The Name of the Wind   by Ken Bonfield  |  the song 

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Game of Trains

Release Date: 2/13/2017 Download:  Enhanced  | MP3
Running Time:  36 min Subscribe:  Enhanced  | MP3 | RSS

You are the engineer of a futuristic train and you have a big problem. All of the rail cars attached to your engine are in the wrong order! The cars are arranged from high number to low. You can’t leave the station until all the cars are arranged from low to high. The first engineer to get their train in the proper order will win the Game of Trains!

Game of Trains is a fast fun card game. The artwork speaks to geek culture with tons of nerdy genre references but the game itself is easy enough for your grandma to play and enjoy.

This makes the game accessible to a wide audience.

It also makes the game Major Fun!

Game of Trains

Brain Games  |  Abacusspiele  |  BGG  |  Amazon

Designer: Alexy Konnov, Alexy Paltsev, Anatoly Shklyarov

Publisher: Brain Games, Abacusspiele, dv Giochi, Rebel.pl

2-4 players  20-30 min.  ages 8+  MSRP $14

Music credits include:

The Train   by Buddy Miles   |  the song

Mystery Train   by Little Junior’s Blue Flames   |   the song

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