Thursday, February 27, 2020

Buds, Blooms, and Thorns Review of Dawn: Rise of the Occulites by Eagle-Gryphon Games

Buds, Blooms, and Thorns Review of Dawn: Rise of the Occulites by Eagle-Gryphon Games
Disclaimer Support me on Patreon!
Vitals:
Title: Dawn: Rise of the Occulites (with three tribe expansions - Floris, Ignis, Nimbus)
Designed by: Ben Boersma
Publisher: Eagle-Gryphon Games
Year Published: 2014
MSRP: $275 painted, $175 unpainted
2-4p | 60 min | 10+

Introduction:
Deep in the Australian Outback a tiny new species has been discovered by a young boy named Darwin.  These Occulites aren't of Earth, and they're very primitive.  However, Darwin discovers that they are intelligent and have begun to form tribes.  Dawn: Rise of the Occulites is the first in a series of games that follows these minute creatures as they develop a civilization, from the beginnings of the earliest tribes to their technological future.  As of this writing, this is the only published game from the series.  A second title was on Kickstarter in 2018 but was unsuccessful in its funding attempt.

Dawn: Rise of the Occulites is a 2-4 player skirmish game that comes with a bunch of different scenarios.  Most of the scenarios are for two players, but a handful are for more.  The stories in each scenario range from competitive combat, to area control, and even to cooperative adventures.  Each scenario ranges in length, with most being about 60 minutes.  The first scenario is a multiplayer tutorial that teaches the core mechanics, but leaves out a ton of features.  As you learn more about the game you can progress through the scenarios, adding complexity.

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Incredible components!
  • Innovative use of cards for multiple different uses.  
  • Probably the best dice based combat system I've ever played.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • A wealth of scenarios can be played individually or as part of a campaign.  When played as part of a campaign, your tribe improves in its stats over the course of multiple games.
  • The initial scenarios are just the basic mechanics, but as you play more a ton of features get added, resulting in a very deep, strategically complex skirmish game.
  • The backstory is very deep and the scenarios reveal more of this rich, imaginative world as you play more.  
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Very high price tag.
  • Very unique theme paired with the combat genre results in a very niche audience.
  • The tutorial scenario is too long and doesn't introduce the game in as positive a manner as it should.
Final Thoughts:
Wow, this is a gorgeous game.  The cards, tiles, board, tokens, and all the other bits are phenomenal.  The game board is gigantic!  The artwork is fun and interesting, though a bit bizarre and very stylized.  Some may like it, others may hate it.  Even the storage is incredible, as I've found that all Eagle-Gryphon games have.  However, the miniatures are the most amazing component.  Whether you get the pre-painted minis or unpainted, the detail is incredible, and I guarantee you won't find another miniatures game with characters quite like the Occulites and Luftles.

I really like almost everything about the game.  The depth to the more complex scenarios is something to look forward to and helps repeated plays remain interesting for a very long time.  I love the multi-use cards.  Each card represents a selection of possible uses, including activating figures, determining attack dice, defense dice, special abilities, and even combat boosts.  Cards are used for one of these features, making you really choose which card to play and when.

The innovative dice combat system is a fresh way to use dice in combat without feeling at the complete whim of the dice.  I think out of all dice based combat systems I've played, this is my favorite.  Playing cards determines the number of dice you roll for attacking or defending.  Then each faction's attack or defense strength determines what values on the dice count as a hit or block.  Once the dice are rolled, then a combat chart determines which side loses health.  So if I'm attacking, and my card has an attack value of 5, that means I roll 5 dice.  If my tribe's attack strength is 4 that means every die that is a 4 or less is a hit.  The defense will do the same thing, but using their card's defense value to determine the number of dice to roll and their tribe's defense strength to derminccessful blocks.  So let's say I play a card with an attack value of 5, plus a boost card of 2.  That means I'll roll 7 dice.  4 of those have a value of 4 or less.  The defender plays a defense card of 4, but has a defense strength of 5.  Of the 4 dice rolled, 3 have a value of 5 or less.  That means there was one successful hit.  Consulting the combat resolution chart, that means the defender would lose one health.  Had I rolled 6 hits or the defender had only rolled 2 blocks then the defender would have lost 2 health because my number of hits would have been double the number of blocks.  It sounds complex, but once you've played it a bit it makes sense and adds a lot of depth to the decisions and strategy without feeling like you're a slave to dice results.

This game is very, very close to a Bloom game, however I think there are a few things that hold it back.  

The price tag is going to be a huge turn off for most people.  There are a lot of miniatures games, combat games, and other similar games available at a fraction of the cost.  This game is great for what it is, but I'm not sure if the price is justified for anyone but the most serious gamers interested in this type of game.  That said, I'm not sure there are a whole lot of people that are interested in this type of game.  While the theme, mechanics, and experience all blend together very well, I think the theme is probably a mismatch for the game's intended audience.  I think most people interested in this type of combat, skirmish, campaign game are either looking for military or Tolkienesque fantasy themes.  The Occulites are interesting, but probably for a more niche audience.

I also wasn't happy with the tutorial scenario.  It's a big hill to climb.  Not so much because of any complexity; the tutorial does a great job of just introducing the core mechanics and other scenarios gradually add more complexity.  However, the tutorial scenario ends up being a very long game.  I played the initial scenario twice with different people and both times it took well over 2 hours.  Part of that was for learning, but that should be expected in a tutorial scenario.  I'd expect the initial scenario to be much faster than the other scenarios, not more than twice as long.  Because of this, I've had a hard time getting this back to the table.  I'm not interested in investing another 2-3 hours playing the tutorial again and those that I did play it with aren't interested in playing again because the tutorial overstayed its welcome.

Overall, Dawn: Rise of the Occulites is an amazingly ambitious game project.  It's apparent in everything about the project that it's a labor of love from designer Ben Boersma and his partners at Eagle-Gryphon Games.  Unfortunately the great mechanics, deep lore, and immersive scenarios are held back by a very small target audience and high price tag.  I think if this were re-released and rethemed as generic military or standard fantasy it would be blowing up the Kickstarter hype train.  A more streamlined tutorial that can be played in 30-45 minutes is a necessity, too.  For now though, Dawn: Rise of the Occulites is an underrated gem.  If any of this has piqued your interest, and the price doesn't scare you off, you won't be disappointed in the game.  It won't be leaving my collection, even though I can't get it to the table as often as I'd like.

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.

Pictures:






















Did you like this review?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Tuesday, February 25, 2020

People Behind the Meeples - Episode 212: Kennedy Goodkey

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Kennedy Goodkey
Location:Vancouver
Day Job:I used to work in film. Nowadays I do data analysis for a major Canadian telecom.
Designing:One to two years.
Blog:I do but its not game relevant at this time
BGG:HobbyistsorDabblers
Facebook:Hobbyists or Dabblers
Twitter:@hobdab
YouTube:I do but its not game relevant at this time oh wait... how about a film I produced that is now available for free on YouTube? https://youtu.be/whW57js2XjA
Find my games at:Best to reach out on Facebook and I can direct people to appropriate PnP or TTS locations (the picking are pretty slim right now)
Today's Interview is with:

Kennedy Goodkey
Interviewed on: 8/26/2019

This week's interview is with Kennedy Goodkey, an independent film director and screenwriter turned game designer. In addition to his involvement with several movies, Kennedy has been designing games for the past few years. Read on to learn more about Kennedy and his current projects!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
One to two years.

Why did you start designing tabletop games?
I did it in my teens and 20s. Got busy for a few decades (the film industry is a time-intensive life), then got back to gaming as a Dad (and having left film)... and the bug struck again - in part because my daughter started getting into games with me, but also because I had a creative hole in my life where film once was.

What game or games are you currently working on?
I've got about 4 that are getting regular attention from me right now...

"The Queen Must Die" - a reversed dungeon crawl where the players are the Kobolds working together to save their warren and queen... except that whoever is "winning" at any given time wants the Queen to die, so they can rule.

"Drive" - a tile-laying race-game in the spirit of awesome/terrible films like The Cannonball Run and Its a Mad Mad Mad Mad World.

"Drop-Stix" - A dexterity game that turns the classic Pick-up-Sticks on it's head.

"Bishop, Baylies & the Baron" - A fast paced card game of aerial dog-fighting in WWI.

Have you designed any games that have been published?
Nope. But I have a good track record at design jams.

What is your day job?
As noted above, I used to work in film. Nowadays I do data analysis for a major Canadian telecom.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
Anywhere there is a game. I get anxious when I leave the house without a deck of cards (I also do card magic) "just in case."

Who do you normally game with?
#1 - my daughter. I have 2 small groups of "the guys" who I play with at least once a month each. And I attend several open gaming nights - with various 'regulars' - sometimes with my daughter, and sometimes not.

If you were to invite a few friends together for game night tonight, what games would you play?
My #1 for close to a year now has been Root. I do like getting my games to the table too. The rest rotates based on whims that last weeks at a time.

And what snacks would you eat?
My daughter and I usually go out for "muffins and coffee" and games at least one morning per weekend. And "beer" is probably the most reliable staple of the other events.

Do you like to have music playing while you play games? If so, what kind?
I do. I'm pretty open to whatever - my tastes musically speaking are pretty broad. But... "the guys" ...we are collectively getting long ion the tooth - and there is a lot of "I can't hear clearly with too much background noise" ...so music is normally only pre/post game. :-(

What’s your favorite FLGS?
RainCity Games in Vancouver. That's where everybody knows my name. And it's a block away from home.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Fave... Well, Root. ...but Point Salad is making a hard play for that position over these past few weeks. Least favourite that I still enjoy... Pandemic is probably my all-time fave, but I've played-it-out. I do still like "playing" it... but that really means I sit and watch others play - 'cause I can't open my mouth without having an Alpha opinion about the situation. Worst game... I've probably deliberately forgotten. However, this past weekend my daughter and I took a game off the shelf of shame - Barcelona - and confirmed that our year-long resistance to playing it was WELL founded.

What is your favorite game mechanic? How about your least favorite?
Being VERY specific - the way the infection deck is handled in Pandemic - adding a new card from the bottom and then reshuffling all that has already appeared together and putting it on top to go through again... it seems so pedestrian now all these years later, but DAMN - it's a simple piece of genius. Being considerably less specific... I'm a sucker for legacy games. Least favourite... well any of the 54(?) mechanics singled out on BGG have a place and time... but dice rolling really needs to earn it on my game table.

What’s your favorite game that you just can’t ever seem to get to the table?
I could probably say "Root" again, 'cause it doesn't get to the table anywhere near as often - or with as many players as I'd like. But... I'm going to cheat this question in another way... Dune. I owned an AH copy of it in the 80s and played it until it was hardly usable. I traded it, in all it's literally broken (yet complete) glory for a nearly mint copy of Supremacy with ALL expansions. That trade says all you need to know about either game, no? I'd been considering hand crafting a bespoke version [of Dune] for quite some time... but I'm glad that I won't have to... geez, almost any time now.

What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Theme MOSTLY comes first. But there are exceptions.

Have you ever entered or won a game design competition?
Yes. I've entered a few. The only ones I've won have been design jams though.

Do you have a current favorite game designer or idol?
I could go top 3... in no particular order: Garfield, Daviau, Leacock. All for very different reasons... and the connection between Daviau and Leacock I will staunchly deny has anything to do with their partnership of note.

Where or when or how do you get your inspiration or come up with your best ideas?
Tough to say. "The Queen Must Die" began life as a screenplay that I couldn't finish. Years later it popped into my mind and I thought - THATS A GAME! "Bishop, Baylies & the Baron" - I'd wanted to design a dogfighting game for quite some time (I've always been fascinated by the arithmancy of Ace of Aces) and at a game jam, it fit the constraints we were given, so a game was born.

How do you go about playtesting your games?
I go regularly to a design night at my FLGS. But I'll also post on Facebook or elsewhere that I'm looking for players when I want to go deep. I'll solo or play with my daughter too - for as much as that is worth. And I've uploaded "The Queen Must Die" to Tabletop Simulator, but haven't yet tried the on-line play test... but will soon.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
Yes. I really love the autonomy of working alone. I like trying my hand at all aspects - though I'm not really good enough at art or graphic design to do those at a level that could sell. I'm also not the greatest businessman. I have designed two games - probably two of my taughtest - with others, but even so I have a habit of running head of the pack at the slightest hint of foot-dragging. I'd love to have a dream-team partnership with a better artist and graphic designer than me, and someone with a better grasp of business.

What do you feel is your biggest challenge as a game designer?
... I feel like I'm answering these questions ahead of when they are being asked! The business. Yeah, I co-produced a movie that sold to broadcast, theatrical and DVD (oddly in that order), but I hated every single step of the business part. I resist it and let my contempt for it get in the way of doing it efficiently at every step.

If you could design a game within any IP, what would it be?
I saw Star Wars on my 7th birthday. I left the theatre and said "I want to do THAT" - meaning making films. I did - though not Star Wars. So perhaps there is a Star Wars game in the future with my name on the box.

What do you wish someone had told you a long time ago about designing games?
Don't stop. Keep doing it in the vacuum - a renaissance is coming.

What advice would you like to share about designing games?
(Again this comes from film (and theatre).) Never toss an idea away entirely. No matter how dumb it seems, or how much it doesn't work in the current situation, you never know when it will be the key to something good. Don't dismiss something because it's impractical - it may seem weird and counter-intuitive, but in the right context it may be exactly what you need. Both those ideas are adjacent to one another. I have personal examples of both.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Nothing as of yet.
Games that will soon be published are: Ditto.
This is what I have currently crowdfunding: See above re my taste for business.
Currently looking for a publisher I have: The Queen Must Die; Bishop, Baylies & the Baron Both are ready. I have plans to pitch both in October [2019].
I'm planning to crowdfund: :-)
Games I feel are in the final development and tweaking stage are: Pixie Dust; Drop-Stix
Games that I'm playtesting are: Drive; Pirates v. Robots v. Ninjas v. Zombies v. Lemmings
Games that are in the early stages of development and beta testing are: Legacy version of a major license that I will NEVER get and that should probably never actually get a legacy treatment - but was fun to dev anyway. (It's a game about real-estate - yeah, that one.)
And games that are still in the very early idea phase are: Un-named Palace Intrigue - Hidden Identity game that I'd call "Love Letter" except...

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Yes, each of those and many others - Board Game Design Lab springs to mind

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars, but only if I had to pick; Coke; VHS

What hobbies do you have besides tabletop games?
We love music in our house. I still get the occasional call for help on film... for fun. And (largely due to having a wife with loads of insider experience) a lot of world travel.

What is something you learned in the last week?
The connection between Depeche Mode, Erasure and Yazoo. ...and here I THOUGHT I knew my 80s music trivia.

Favorite type of music? Books? Movies?
Punk / Post-Punk, Space (not specifically sci-fi - but at least as much about real world space exploration and astro-physics). Obviously Star Wars... but I really enjoy Nordic Noir too.

What was the last book you read?
Game Tek by Geoff Englestein

Do you play any musical instruments?
Yes.

Tell us something about yourself that you think might surprise people.
I paid for most of my university by touring Canada in a comedy troupe.

Tell us about something crazy that you once did.
I paid for most of my university by touring Canada in a comedy troupe.

Biggest accident that turned out awesome?
... no doubt I have one... it's just not springing to mind.

Who is your idol?
Joe Strummer, The Edge, David Brin, Trevor Linden

What would you do if you had a time machine?
I'd call my friend Keith five minutes earlier than I did on the day he died... so he wouldn't have been at the wrong place at the wrong time.

Are you an extrovert or introvert?
I am an awful lot of both and not much of the middle.

If you could be any superhero, which one would you be?
The Flash has always been my favourite, so it'd probably be wrong to say Batman.

Have any pets?
A fish. (Sigh, apartment life.)

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
As much as I have all manner of utopian ideals of what I wish the world was like, I kinda feel like people suck and so long as we are around, the worst aspects of human kind will always be there to be fought - so... nice idea, but I just don't kid myself anymore. I sure hope people keep playing hockey and curling. The ice age should about that.

If you’d like to send a shout out to anyone, anyone at all, here’s your chance (I can’t guarantee they’ll read this though):
Hey Keith! Hope you're doing well. Miss the hell out of you still. Can you believe I'm older than you ever were?

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

Geez... this is a lot of questions.

Curling. Once upon a time my Dad was one of the top 100 curlers in Canada. At that time, being one of the top 100 curlers in Canada pretty much meant you were one of the top 100 curlers in the world.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Wednesday, February 19, 2020

Buds, Blooms, and Thorns review of Wooly Whammoth by Smirk & Dagger Games

Buds, Blooms, and Thorns Review of Wooly Whammoth by Smirk & Dagger Games
Disclaimer Support me on Patreon!
Vitals:
Title: Wooly Whammoth
Designed by: Nicholas Cravotta, Rebecca Bleau
Publisher: Smirk & Dagger Games
Year Published: 2019
MSRP: $40
2-4p | 20-30 min | 8+

Introduction:
If you were a member of a prehistoric tribe, you'd need to eat.  And what better to eat than big, yummy, mammoths?  They're big though, so hunting them is difficult... Unless you can drive them off a cliff and let gravity do the work for you!  The problem is, mammoths are often unpredictable and dangerous.  Sometimes they'll charge, sometimes they'll even take you off the cliff with them!

In Wooly Whammoth all players are controlling their own tribe, trying to drive a mammoth off a cliff in order to feed their tribe.  Simultaneously, everyone will play a card that says what will happen that round, either movement cards or charge cards.  The catch is that everyone's cards are combined to decide what happens!  So if too many people play movement cards you may end up running off the cliff with the mammoth!  Or if someone plays a Charge card you may end up getting trampled!  Whoever manages to collect enough food at the end of the game, without losing their entire tribe, is the winner!

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Excellent components!  The artwork is fun and whimsical, the double layered, sliding tracks for each player are nice and thick, and all the tokens and cards are top notch quality.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • This needs to be played with the right group of people.  If everyone plays conservatively it'll be a boring game, but when people take chances it can cause some crazy fun.
  • Light, quick play and a whimsical theme make for a good filler.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Gameplay is very light and casual.  It feels like a mismatch with the $40 price tag.
  • If you don't play with people that like a little chaos the game will be pretty boring.  In my first game I played with a group that was very calculating (they mostly play euro strategy games).  Because of this everyone calculated what the best moves would be and everyone ended up in pretty much the same place for much of the game.  You really need either a completely random element, or someone who loves instigating chaos to make the game exciting.
  • This is a game that really focuses on take-that mechanics.  There is bluffing and a bit of deduction, but it all revolves around trying to get your opponents to either fall off the cliff or get trampled.  If you aren't into a game built around this goal, as most of my game group isn't, then this game isn't for you.
Final Thoughts:
This is a game that I thought would be more fun than it was.  Part of that is because it's not the right game for my gaming group though.  Wooly Whammoth is really all about trying to see if you can get your opponents to destroy themselves.  A lot of Smirk & Dagger games have strong take-that elements to them and Wooly Whammoth is no exception.

There are some interesting bluffing opportunities and mechanic interactions in the game though.  You do have to think about, and then second guess, what you think your opponents are going to play in order to keep yourself both on the cliff and avoid being trampled.  Each tribe has a unique ability that can help them in the game, and there are some cards that let you do things other than move that add some interesting options.  However, after all was said and done, I didn't feel like much really happened in the game.  There were no overly exciting moments, no sense of danger or thrill of the hunt.  I'd love to see more "last minute" save types of occasions in the game to bring forward the sense of hunting a dangerous prey.  I think part of the issue is that cards are resolved sequentially rather than simultaneously.  So you are able to move and drive a mammoth off the cliff before a Charge card takes effect.  If you've already driven your mammoth off the cliff it can't charge.  Because of this, we felt that the Charge cards were less effective than we'd have liked.  They were potentially mean, but in actuality, didn't seem mean enough.  Simultaneously charging and moving would probably result in more casualties in the game, so tribes may have to be bigger, but I think it would also add more excitement.

Wooly Whammoth reminded me a lot of Get Bit, but much less elegant.  The experience in Get Bit is very similar - players are trying to avoid getting eaten by a shark by playing numerical cards that determine their sequence in line, but it's also simpler.  I think Get Bit works much better for the experience the games are trying to instill, plus Get Bit is a fraction of the cost.

Anyway, I gave Wooly Whammoth a Thorn rating because it really wasn't right for my group, and I think it fell short of the experience it tried to present.  If you like simple bluffing and take-that games you may get more mileage from the game.  Thematically it's wonderful and would make a great family game, but mechanically I felt it left a bit to be desired.

Buds, Blooms, and Thorns Rating:
Thorn!  I can't quite recommend this game,
although you may enjoy it if you like games
like this.  I feel this game has some flaws and
there are areas that it could improve in the
experience it provides.

Pictures:






Did you like this review?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Tuesday, February 18, 2020

People Behind the Meeples - Episode 211: Dave Dobson

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Dave Dobson
Email: dave@planktongames.com
Location:North Carolina, USA
Day Job:I teach geology, environmental studies, and computing at Guilford College in Greensboro, NC. I also write novels and perform improv comedy, neither of which could be considered a day job. Yet. Dammit.
Designing:Over ten years!
Webpage:http://planktongames.com
Blog:https://planktongames.blogspot.com
BGG:dobnarr
Facebook:Dave Dobson
Twitter:@GCDaveDobson
Other:http://davedobsonbooks.com
Find my games at:Amazon, PlanktonGames.com, TheGameCrafter
Today's Interview is with:

Dave Dobson
Interviewed on: 8/21/2019

This week's interview is with Dave Dobson an author, board game designer, video game designer, and more. He's been designing games of one sort or another for over 40 years! He may have even designed some games you've played! Read on to learn more about Dave and his current projects.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!

Why did you start designing tabletop games?
I've loved designing games since I was a kid. I love the process of design, balance, creativity, and paper and glue. One of my earliest games, circa 1979, was a roll-and-move called the Roy Rogers game, based on the TV show. It had an unfortunate spot on the board where if you didn't roll two specific numbers on consecutive rolls, you got sent back to the ranch, i.e. start. My family gave up on it after about twenty minutes, but I learned a valuable lesson about broken designs.

What game or games are you currently working on?
I'm working on the third Doctor Esker's Notebook game, which is about 80% done. I'm also working on a game called The Treasure of Mag Mell, a card collection game where you are competing against other factions in a college of magic to gain enough control over the school to be awarded magical artifacts. I've done a lot of playtesting, and I'm working through the art and publishing parts of it now. I also have a game called Wrath about a doomed island nation trying to curry favor with vengeful gods so as to avoid being destroyed. Still in the design phase on that one. And I have a roll-and-write that I kind of like based on asteroid mining, called 97 Klotho.

Have you designed any games that have been published?
Diggity, a mining game, has been available on TheGameCrafter since 2009, and it's also been published by SugarDice games in Israel. I've also published (through my company, PlanktonGames) a game called Doctor Esker's Notebook, a puzzle card game that's been well reviewed, and a sequel called Son of Doctor Esker's Notebook. A while back, I wrote some pretty popular computer games, including Snood, Centaurian, Snood Towers, Chowder, and Snoodoku.

What is your day job?
I teach geology, environmental studies, and computing at Guilford College in Greensboro, NC. I also write novels and perform improv comedy, neither of which could be considered a day job. Yet. Dammit.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At home, my favorite place is the kitchen table. It has good light, lots of seating, and is close to snacks and drinks. I have a semi-regular get-together with friends where we play either at people's houses or at work, and that's a lot of fun too.

Who do you normally game with?
Family, friends from work, sometimes friends from the comedy club where I perform.

If you were to invite a few friends together for game night tonight, what games would you play?
Usually I put out a stack and let people choose. I'm happy playing nearly anything. I love it when people are willing to try out my designs, but I also enjoy lots of other kinds of games. Recent faves include Scythe, Bloodrage, Twilight Struggle, Splendor.

And what snacks would you eat?
I have a weakness for salty stuff, but most of it gums up game components. At our regular game meetings, I usually go for grapes, Reese's Miniatures, and wheat thins and pimento cheese, a southern specialty which this Iowa boy has grown to love.

Do you like to have music playing while you play games? If so, what kind?
Not usually - I find it gets in the way of conversation.

What’s your favorite FLGS?
My favorite was The Games People Play in Cambridge, MA, where I shopped from my college days through a couple years ago. Sadly, it's closed now.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Lifetime favorite is the Lord of the Rings Adventure Game (1978). I've played that literally hundreds of times. Seven Wonders I can always come back to. Really great game, particularly for larger groups. I also really like Race For The Galaxy. Least favorite that I still enjoy is probably Munchkin. I don't really know why it has such legs. Worst game I ever played - that's a tough one. So many of my early designs were bad - probably that Roy Rogers one I mentioned earlier.

What is your favorite game mechanic? How about your least favorite?
I really like games where you have to choose a small number of a broad set of actions, as in worker placement games. Least favorite is hidden traitor, like Werewolf. Just doesn't do anything for me, and I don't like lying to people.

What’s your favorite game that you just can’t ever seem to get to the table?
Not a lot of people around here interested in Agricola, but I enjoy it a lot.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games, RPG Games, Video Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Had a good time with friends with it when it first came out, despite it being ethically problematic and a kind of rip-off of Apples to Apples. Haven't played in years, and no real desire to return.

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
It's almost always mechanics first, then theme. I am a better engineer than storyteller in games. But I've also had those two parts trade off during the design process - e.g. in my Wrath game, I had the idea of sucking up to angry gods first, and then built mechanics around that, and then saw that there could be another story component I could add that boosted the mechanics (a mysterious trickster being that gave out silly quests).

Have you ever entered or won a game design competition?
Entered a number of them, won few, although I did win one on BGDF one time.

Do you have a current favorite game designer or idol?
Antoine Bauza, Tom Jolly (for Wiz War, one of my favorites of all time)

Where or when or how do you get your inspiration or come up with your best ideas?
A lot of my game ideas have started as scribbles in the margins of my notebook while at tedious meetings.

How do you go about playtesting your games?
Inflicting them on family and friends, primarily.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
Nearly always alone. If I feel a game concept is worth pursuing, I'll often invest in some better art than I can produce on my own and see where that goes.

What do you feel is your biggest challenge as a game designer?
Opportunities for iterative and thorough playtesting. I don't always have as many opportunities to test as I'd like.

If you could design a game within any IP, what would it be?
That's a tough one. I usually find games with big IP ties aren't so great as games. Something based on the Barsoom books, maybe? I loved those as a kid.

What do you wish someone had told you a long time ago about designing games?
You'll be worse at it than you think you are for a long time, until eventually you'll realize how bad you were and still are.

What advice would you like to share about designing games?
It's a lot harder to come up with something really new and different than it is to borrow mechanics and ideas from other games. Both paths can produce good games that are fun to play, but the former path can be a lot more rewarding.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Diggity, Doctor Esker's Notebook
Games that will soon be published are: Son of Doctor Esker's Notebook
I'm planning to crowdfund: The Treasure of Mag Mell
Games that I'm playtesting are: Wrath, Return of Doctor Esker's Notebook

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
I've been active on BGDF in the past, not so much now. I'm in a number of Facebook groups.

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Both ST & SW - they feed different hungers. Trek's always been richer and deeper for me, though. Diet Mountain Dew. Nobody really used Betamax.

What hobbies do you have besides tabletop games?
Improv comedy, writing, tuba playing.

What is something you learned in the last week?
They're making a Matrix IV. That shouldn't be allowed after Matrix III.

Favorite type of music? Books? Movies?
Movie scores. Fantasy and sci fi, plus thrillers, for both books and movies.

What was the last book you read?
Binti, by Nnedi Okorafor

Do you play any musical instruments?
The tuba, pretty well. The piano, badly.

Tell us something about yourself that you think might surprise people.
I've played the biggest tuba in the world in concert (back in 1991). I wrote Snood, a shareware game that was pretty popular back in 1998-2005.

Tell us about something crazy that you once did.
Lost my wallet while changing clothes to defend my Ph.D. in Ann Arbor, MI, in 1997. Got a call from Boston Logan airport police in 2005 saying they'd found that same wallet inside a wall in the airport (in MA) during demolition for remodeling. They sent me back a picture of my daughter that had been in it. Super, super weird.

Biggest accident that turned out awesome?
Said no when my kids wanted to adopt a third cat. Caved when my son accepted my decision, but then I heard him softly crying in his room and I felt like a grade-A schmuck. Now, it's my absolute favorite cat, and the kids have left for college.

Who is your idol?
That is a strong word. Not many folks are worthy of that level of worship. I greatly admire folks who stand up for the oppressed or stand up for their culture, including many in the civil rights movement and the Native American community.

What would you do if you had a time machine?
Visit medieval Europe and the Roman Empire for my own kicks, then head to the future to find us some clean cheap energy.

Are you an extrovert or introvert?
Introvert mostly, but one who sometimes does extroverty stuff.

If you could be any superhero, which one would you be?
The Tick (the animated one - he's the best version)

Have any pets?
Two cats and a dog.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
As a geologist, I find the scenario you describe not to be very plausible. To keep: art, music, poetry, computers, the web, clean energy, medicine. To lose: income inequality, racism, bigotry, poverty, and pineapple on pizza.

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

Even if you think my games suck, please have a look at my novel, Flames Over Frosthelm, a comedic yet heroic fantasy adventure, kind of CSI meets Princess Bride. Also, be excellent to each other.

And...

The original Conan the Barbarian movie with Schwarzenegger is an under-appreciated masterpiece.




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Wednesday, February 12, 2020

Buds, Blooms, and Thorns Review of Pluto Attacks! by JTP Games

Buds, Blooms, and Thorns Review of Pluto Attacks! by JTP Games
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Vitals:
Title: Pluto Attacks
Designed by: Troy Pichelman
Publisher: JTP Games / The Game Crafter
Year Published: 2016
MSRP: $25
1-6p | 30-45 min | 12+

Introduction:
What's better than a black and white, 1950's b-level sci-fi movie?  Well, lots of things, but they are fun to watch.  Pluto Attacks! lets you play through a classic sci-fi movie where aliens from Pluto are attacking a small town in 1954.  As is the case in these situations, all the adults have been incapacitated so it falls to a group of teens to save the day.

Pluto Attacks! is a cooperative dice game for 1-6 players.  You'll get to take on the role of a teenager in the small town working with your teammates to defeat the aliens before the end of the movie.  The game plays through four acts with a new scene appearing every turn.  Using skills and abilities you'll have to roll dice to match requirements for each scene to secure the location.  Securing the location gives you certain abilities, but may also be required to resolve the final obstacles.

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Light, fast play is great to pull out as a filler or when you need a casual game.
  • Theme is dripping from the game.  All the artwork, mechanics, and flavor really hits the spot with the b-movie theme.
  • The game has a great story arc.  It's not a story game, but the way the game escalates through three acts to the final conflict is great.  I've won most of the games I've played, but every one has come down to the wire and ended in a pretty tense finale.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • There are a ton of different combinations for Scenes, Plot Twists, and Big Reveals so every game will tell a different story.
  • There's an optional playmat that looks great and really helps with the game layout and theme immersion.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • The game does have a very high amount of luck.  In addition to the dice rolling, having the cards you need to complete the win condition stated in the Big Reveal relies on the luck of the shuffled scene cards.  If the cards you need to win are further down in the deck it'll be harder to survive long enough to win.
  • There's not much you can do to mitigate poor dice rolls, especially earlier in the game.  Having some way for characters to "level up" and gain skills would be great.  Maybe when a Plot Twist card is removed it could give players a certain skill. like "reroll 1s" or "decrease one die by 1 to increase another die by 1".  Some of these could even be specific to the type of card they are, like "reroll all dice once when resolving a science location".  Other aspects of the difficulty may have to be increased because I think the balance is good as it is, but a feeling of a little more control would help feel like your characters were growing along with the story.
  • Sometimes it feels like each turn is solo and there's not much cooperation, especially before you know what the win requirements are for the Big Reveal.  Until then you really won't want to discard any cards to help out others or even yourself just in case those cards are needed at the end.  I wish there was a better sense of cooperation and way to mitigate dice rolls earlier in the game.
Final Thoughts:
I first played Pluto Attacks! at Protospiel Chicago in 2016 and again at Protospiel Milwaukee in 2017.  It's made the rounds to quire a few other Protospiel events as well.  I've since played my copy a few times, too, and have enjoyed every game I've played.  Over the years the game has gotten better since my first play, too, with more cooperation opportunities available, improved artwork, and some refined mechanics.  I do wish the cooperation aspect was pushed a bit more and that there was a little more control and luck mitigation, but the game as it currently plays is fast, fun, and easy to explain.  It's a great game to pull out as a filler or with more casual gamers.  I really like the sense of progression through the story like you'd have in a movie.  The players are confronted with a series of setbacks, while they try to just survive and the town slowly falls to the invaders.  Then they figure out what they need to do to defeat the aliens and get down to work trying to save the last remaining pieces of the town while collecting what they need to fight off the attack once and for all.

Every game I've played has come right down to the wire, so the balance seems great - no small feat for a game that relies so heavily on lucky dice rolls.  Played right, you'll reach the game's conclusion with enough options for mitigating bad luck in those final dice rolls, hopefully.  When you lose though it's easy to blame bad luck with the dice and cards that happened to come out.  I wish there was something that gave you a little more control, or at least sense of control, especially as the game ramps up.  As a dice game there's no escaping the luck factor, but giving the players a few more possible tools for mitigating the dice would be fun.

Overall though, I really like Pluto Attacks! for a light, casual game.  The theme is fun, the mechanics reflect the theme wonderfully, and it's always a fun time with an exciting end.  This isn't a collection essential, but if you like the idea of this you won't be disappointed.

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.
Pictures:











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GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.