David brought Dice City to game night so I got to check it out.
The game is the exact middle ground of Machi Koro and Imperial Settlers. It takes the dice from Machi Koro and combines it with the resource management of Imperial Settlers.
You start with a large board in front of you filled with useful but unexciting builds. You roll all your dice and place them in their correct spot (where the color of dice and number rolled meet), and then activate that building. Sometimes you get a resource, sometimes you get an attack point, sometimes a weird power up goes off. You then use those resources and attacks to get new cards and VPs, perhaps attacking and disabling your opponent’s buildings.
That’s pretty much the entirety of the game mechanically, actually. Get resources, spend resources, hope that the numbers you need roll. This isn’t a criticism, simple mechanics for card building combined with interesting cards is all you need. So let’s talk about the cards.
The cards are definitely more Machi Koro than Imperial Settlers. There’s more of simple combos such as “Activate every harvest card in your row”, and very little of the more complex meta-cards of Imperial Settlers, which makes sense as those complicated Settlers engines require colossal hand draw and complete control of what plays when, which is quite literally impossible to set up in Dice City.
I think Dice City never quite jelled for me because I already played and got familiar with the games at the two extremes of it’s gameplay. It’s a perfectly good game in it’s own right, but for light card building and dice rolling I’d prefer Machi Koro, while for deep card building Imperial Settlers is much more stimulating. I’d recommend this if you have neither of the two above but are interested in the genre, or if you feel that Machi is too light while IS is too heavy, but me personally I feel like the two games on either side are better experiences overall.
The hugely successful Cryptozoic kickstarter shipped and we got to play it.
It’s a very ameri-style game, and feels a bit like a very simplified Arkham Horror more than anything else. You get two actions per turn, plus 1 special action. You lose actions by getting slimed, but can’t lose that special action (called a ‘maneuver’, which to paraquote a British philosopher, make it sound a bit like a tank commander game).
The game is very scenario driven and each scenario makes big changes to how the various rules run (goals, penalties for misses, etc). In general though the game is about moving figurines around, avoiding ghosts and avoiding losing actions to them, and shooting the proton guns which involves rolling dice to verify hits. Each character has a few power ups that add a bit more complexity to it, but the game never gets very complex beyond that.
The figurines are very nice and so is all the art. All of it genuinely reminds me of the old cartoons (not familiar with the new one :P) and feels very thematic.
The game is strictly coöp with one major exception: it’s possible through your actions to cause other players to get slimed, and there’s an action to de-slime them. That action though doesn’t grant XPs, unlike busting ghosts. Leads to a slight ‘battletoads’-like mentality of “Well, you slimed me once so I get to slime you back” which inevitably escalates up.
It’s a solid game if you want a dice heavy miniature game, and especially if you have kids/younger cousins who are into the Ghostbusters. There’s a lot of scenarios that offer a lot of play and the miniatures are really quite nice.
A kickstarter micro from Joe (thank you Joe), and another fun travel game.
Roll dice to kill dragons. Blue is easy to kill, green is hard to kill, red is hard to kill. Very push your luck with one minor complication of “challenging” where you can force someone to fight 1 more dragon. I think this is one of those games that I’ve never won against anyone, cause for a mathematician I am surprisingly bad at anything push-your-luck.
No fear though. I am also a problem solver. I wrote a perl script to try every possible strategy of this game to find the ultimate path: http://www.codesend.com/view/27b4c6737ffb0f258d21f0870ef40f39/ (note, that page apparently stripped the slash from \n turning them into n, putting the slashes back in is left as an ‘exercise to the reader’)
Ran the above a million times as it plays the game against itself, and dumped out the results split first into 3 bravery strategies, then per line as to what dragons to fight first and when to stop: G is green, B is blue, R is red:
Angelica’s friend Aurelia introduced us to RattleBones. It’s a game in a genre that would be called “dice builder” if that wasn’t already a different thing. You literally build dice in this one, as you pop sides out with a little plastic prong, then add new sides in.
See how the dice have little colored circles in them?
The idea is you add new facets to the dice, then when those facets come up, that power triggers.
Good game for kids since being a dice game you have a pretty good change of winning no matter what you do. Looking forward to what other game styles will come out of that mechanic.