Few even noticed the arrival of the second wave of Martian cylinders that fell to earth sometime around the end of 1908. By the time the Martian presence came to the attention of the governments of Earth, it was already too late.
All Quiet on the Martian Front is a 15mm battle game in miniature set during the second Martian War, circa 1910. After their first defeat a few years earlier at the hands of stiff British resistance and unexpected environmental factors, the Martians have returned. This time they have started their invasion from the New World and they have well established themselves before surging forward in an unstoppable tide of destruction. The game begins on the Mississippi Defense Line, with America desperately trying to hold back the Martian advance. Super weapons by Nikola Tesla and Thomas Edison are being rushed to the front.
President Roosevelt leads the nation against the blood sucking Martians and their incredible machines. Henry Ford works feverishly to produce as many of the new steam powered tanks for the front as possible. J.P. Morgan, Carnegie and Rockefeller work together to make the fearsome new Land Ironclads a reality. The United Kingdom, experienced with anti- Martian war, sends the British Expeditionary Force to help. France and Germany, untouched by any Martian machines yet, gather forces and build armies, but for what purpose?
Black Dust, Heat Rays, tanks upon tanks as well as miles and miles of trenches and traps...they all form the backdrop for Tripods vs. Tanks with lightning guns, Rough Riders on early Harleys, and lots more.
• Designers Jamey Stegmaier and Alan Stone from Stonemaier Games have launched a funding project for Euphoria: Build a Better Dystopia, and as I noted in early May 2013 when I first wrote about this game, "[g]otta love that subtitle as it's unclear whether a 'better' dystopia would be one that improves the lot of its citizens or one that pushes them down further in the muck to make things even more dystopian". (KS link) The ambiguity is on purpose, of course, leaving the choice up to you and your fellow players. Here's an overview of the game:
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge – that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game...or by letting other players unwittingly reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts – especially matching pairs – and are willing to give you tracts of land in exchange for them.
Three distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?
I also wanted to flip a few standard gaming conventions on their heads. In most card games, drawing extra cards is amazing and has neglible or absolutely no drawbacks. Hero Brigade enjoys a Mo' Cards, Mo' Problems approach. Each time you have to reshuffle your deck, you have to permanently remove the top card of your deck from the game. You also permanently lose cards off the top of your deck when your Party's characters are defeated. You lose the game if you can't draw a full hand of four cards!
This also greatly affects the standard practice of trying to permanently remove all of your terrible starting cards from your deck. After all, you want a smooth deck experience full of bombs and power cards, right? Yes, you can do card-drawing to pull extra threats and solutions in Hero Brigade. Yes, you can remove unwanted cards from your hand and discard pile from the game. But don't come crying to me when you run out of cards. I will gladly drink your delicious tears. If they are of a particularly fine vintage, I will bottle them for later consumption.
• Ryan Laukat's Eight-Minute Empire has barely dropped in the lap of backers of an earlier Kickstarter campaign, and he's back on the circuit with Eight-Minute Empire: Legends, a spin-off game that uses the same core design with new elements. (KS link)
In both games, players take turns buying cards Showmanager-style from a row of six; these cards allow players to place or move tokens on a map, remove opposing tokens, and place cities. In EME, the cards also have goods on them, and players score points for collecting sets of goods in addition to controlling regions and continents on the map. EME:L replaces the goods with special abilities and rule-breaking powers, and instead of having a pair of game boards EME:L includes modular game boards to provide more variety in the set-up.
I played Eight-Minute Empire twice this past week with five players as three copies of the game were on hand at the store where I was playing. On first blush, EME plays with the lightness of Rattus combined with the glorious ups-and-downs of the Showmanager sale rack, albeit without a long enough gameplay to get your fill of ups-and-downs. It's a neat combination of elements that fits into a tight playtime window – although eight minutes long it ain't.
Once More Onto the Beach
And why not close with many more such crowdfunding projects, the waves of which are eroding gamers' restraint and bank accounts with each bit of sand that lodges irritatingly in your consciousness and rubs your sense of loss and completionism until you feel compelled to take action.
• By Fire and Sword is an English-language version of the Polish wargame Ogniem i mieczem, released in 2011. (KS link) A description from the designers: "We wanted to create a realistic, playable and dynamic wargame which recreates the 17th century wars fought by the Polish-Lithuanian Commonwealth, Turkey, Muscovy, Sweden, Crimean Khanate and the Cossacks... The wars that were waged in the Eastern Europe during the 17th century are almost unknown to many wargamers all over the world. The Western European battlefields of the period were dominated by pike & shot infantry. In the Eastern Europe the western and eastern arts of war met. Combat was much more mobile and dynamic. In our opinion it was a unique situation. We wanted to try and recreate this in a wargame."
• Civility, the first release from designers Ryan Drews and Max Kreutzer and their Bed Beard Games, has players trying to balance the twin pulls of war and peace while leading their city through economic and technological growth. (KS link)
• Dungeon Dice is not this old Parker Brothers title that I have so many fond memories of playing with my brother, but rather a new adventuring game that promises dozens of funky custom injection molded dice with which you can fight monsters, consume potions, and do the other "normal" adventuring things that one does. (KS link)
• Spanish publisher nestorgames is attempting to fund a production run of Richard Moxham's Morelli, which as noted in the game description is named for a character in Julio Cortázar's novel Hopscotch. That's already a plus in my book! (nestorbooster link) In this two-player abstract strategy game, players start the game occupying the outer ring of the board with pieces that move like queens in Chess. Each move must bring a piece into a ring closer to the center of the board. If you sandwich an opponent's token, flip it to your color. If you create a square with four stones with the central tower in the center of the square, you mark the center with your color. If you control the center when no one can move, you win.
• In the card game Zooligans, from designers Gregory Hingle and Dustin Oakley, players buy animals and build exhibits in order to construct the best zoo possible. As players complete sets of animals on public goals, they attract visitors and the player with the most visitors wins. (KS link)
• In the May 14, 2013 crowdfunding round-up, I included Heinz-Georg Thiemann's Domus Domini, which German publisher franjos is trying to fund via startnext. (startnext link) On the German gaming site Reich der Spiele, franjos' Franz-Josef Herbst explains how Domus Domini compares to other releases from the publisher, why he turned to crowdfunding for this project, and what happens if the project fails. The answer to that last question? "I will have saved a lot of money which would otherwise have been lost through the normal publishing program."
• This short description of The Princess Bride: Prepare to Die should tell you all that you need to know about the game and whether you want to play it. (KS link)