GEN CON, July 30-August 2 at the Indiana Convention Center
by David C. Obenour & Kris Poland
Gen Con is now but a memory, but it’s a memory you can continue to relive vicariously through part two of our totally awesome recap! So many games. So may gamers. So much social anxiety. So little time. Please enjoy this continuation of our summary of some of the highs, lows, and creamy middles of this year’s biggest event in tabletop gaming. We’ll catch you again next year!
CONAN: RISE OF MONSTERS (PULPOSAURUS ENTERTAINMENT, unreleased)
Kris: C.R.O.M. (Get it? Get it?) is about halfway funded on Kickstarter at the time of this writing. It’s a pre-painted miniatures game played at the skirmish level. There are starter boxes for the two factions, Conan’s Circle of Iron and the evil Legion of Set. The minis look very nice and have incredibly detailed paint jobs, especially compared to most other pre-painted miniatures. Of special note are the monsters in each set. The oliphant and giant snake will definitely be centerpieces for each army. Pulposaurus even licensed artwork from the Conan comics for the game’s cards and more, making everything about this game a feast for the eyes. The rules are easy to learn, and games should be fast-paced with plenty of carnage. C.R.O.M. has a lot of potential as a skirmish miniatures game. Fingers crossed it gets fully funded!
David: Bad news – Kickstarter funding of Conan: Rise of Monsters was cancelled three days ago. Good news – Reaper Miniatures have entered into a partnership with Pulposaurus and will be delivering us the game by later this year! That’s better than just good news as partnering with a company as well-established as Reaper bodes well for the game’s continued support and availability.
THE CAPTAIN IS DEAD (The Game Crafter, 2014)
Kris: The Game Crafter embodies a really cool concept that allows anyone to turn their great idea for a card or board game into reality. They do custom, on demand printing that can turn anyone with an idea into someone with a physical product to share. The Captain is Dead is their superstar. It’s a cooperative game for up to seven players that puts gamers in a spaceship just as everything goes haywire. Players have to work together with their fellow crew members to repair the ship’s jump core and escape the hostile alien threat by completing actions in the ship’s different stations. It kind of reminds me of Red November in space and should make for a lot of fun with a sizable group of gamers.
David: Red November and Space Cadets were the two games that came to my mind when we were getting the short run-through from the folks at The Game Crafter’s booth. A hostile alien ship has driven you into an asteroid field and now it’s your job to, as a team, get the jump core back on line so you can get the heck out of there. Also, the captain is dead. Well done art with high-quality pieces – definitely worth a closer look! Good on The Game Crafter for seeing this game’s potential.
BLOOD RAGE (CoolMiniOrNot, unreleased)
Kris: Upon entering the exhibitor hall first thing in the morning on Thursday, it seemed as if everyone there immediately bought a copy of Blood Rage. I saw it over and over again and again in the arms and oversized bags of everyone around me. Viking battles, Norse gods, and the pursuit of a glorious death seem to be key elements of Blood Rage. I’ll hand it to CoolMiniOrNot when it comes to visual appeal. The miniatures are very well designed, and the game board is colorful and attractive. We couldn’t get through the throngs of people lined up to play it, so we’ll do our best to procure a demo copy soon. As Dr. Rick Dagless M.D. once sang, “One day we’ll all meet in Valhalla.”
David: Yup, it sure seemed to be all the Blood Rage of Gen Con this year. Thank you, thank you very much. Seriously though, even without playing this one I know everything I need to know. As Kris said, “Viking battles, Norse gods, and the pursuit of a glorious death.” It’s called Blood Rage for Thor’s sake. Welcome Ragnarök with open arms, brothers.
MYSTERIUM (Asmodee, 2015)
Kris: I know very little about Mysterium, other than it was once named Tajemnicze Domostwo. Good move on the name change! It’s co-op, and involves a friendly ghost in a haunted mansion. Sounds like fun to me!
David: Asmodee definitely wins for best booth at Gen Con. The only drawback was that for all of the ambiance their secluded booth created for those lucky enough to demo Mysterium, it also limited the number of tables they had and the amount of people that were actually able to play through the game. Even without a playtest or quick overview though, Mysterium seems like it’d be a whole lot of fun. A cooperative game for two to seven players, one player takes the role of a ghost dealing out vision cards from behind their GM-like screen to the attending mediums (other players) in an effort to solve their murder and achieve peace. It sounds like a spookier, more involved version of Clue. Not getting to play this one was probably my biggest regret of the convention.
CTHULHU WARS (Petersen Games, 2014)
Kris: The only thing worse than an unimaginable horror from another dimension devouring our reality would be multiple unimaginable horrors from another dimension slugging it out to determine which one will have the privilege of devouring our reality. Enter Cthulhu Wars. It’s a strategy game that pits four Old Ones against each other (up to eight with expansions). The core set contains dozens of slimy, tentacled beasts from your worst nightmares. They’re all nicely modeled and will likely look even better once players take a paintbrush to them. If you’re into Lovecraftian horrors and battling with brightly colored miniatures, this one has your name on it.
David: Though this game is a couple of years old it still seemed to be one of the highlights of Gen Con. With a ginormous box containing 64 high-quality Lovecraftian (right up there with zombies, pirates and Dr. Who in nerd appreciation) miniatures it’s no surprise why either. Also not a surprise surprise, it comes with a completely reasonable for what you get but still hefty price tag. That didn’t seem to stop people. Along with Blood Rage, lots of copies were seen in bags and under arms (two, not one), and playtesting this game required getting on a list as long as that of a Michelin 3-star restaurant.
NEFARIOUS: THE MAD SCIENTIST GAME (USAopoly, 2015)
Kris: Who hasn’t dreamed of casting off the constraints of modern day society and retreating to one’s secret lair to construct a doomsday device? All of us, right? If you haven’t already walked away from your screen to phone the authorities, this just might be the kind of game you’ll love! Perform research, spy on rival scientists, and protect your own creations to conquer the world. Victory is never guaranteed, as unique Twist cards randomly assigned to players at the beginning of the game make sure that no two games play out in the same manner.
David: That’s me. Dr. Buddy with a PHD in Friendship studies. While I hoped to kill the world with kindness, my fellow play testers seemed to have better luck with deathrays and wide-spread neurotoxins. Oh well, to quote Jake Chambers (for wildly different reasons), “there are other worlds than these” and I’ll be damned if I can’t put this degree in Friendship to use one of these times. At past conventions the major gaming companies such as USAopoly didn’t seem to quite get the level and style of gaming that Gen Con attendees thrive on. Nefarious however is perfect for both family game night and beer and pretzel night with your pals.
POCKET IMPERIUM (LudiCreations, 2015)
Kris: 4X style gameplay with only a handful of cards and less than an hour of playtime? That sounds incredible! Almost impossible, really. Designer David Mortimer must be one smart cookie. I’ll leave the meat of this one to Dave, as he was actually able to play Pocket Imperium. I’ll admit that I’m jealous and more than a little intrigued.
David: Sorry to say, but I was a little under-whelmed by Pocket Imperium. Admittedly, a 5-minute demo isn’t the same as a full game experience but what I did play felt a little too simple for its own good. As Kris said, the 4X gameplay of “eXplore, eXpand, eXploit, and eXterminate” is what you’re promised and what you get. But not much else. Is Pocket Imperium like chess or checkers, where multiple plays would reveal more nuances? Totally possible. But in an exhibitor hall filled with the best of what’s out there it didn’t quite grab me.
SHINOBI CLANS (Posthuman Studios, 2013)
David: This is just a game I sat down at because there was an open seat and I was waiting for someone else so why not demo a game? Boy am I glad I did too! Though Posthuman Studios might be better known for their Eclipse Phase RPG system, Shinobi Clans is a beautiful and tricky (in a good way) game. After drafting a hand of attacking, defending and wildcard ninja cards, the scene is set for – you guessed it – either attacking or defending any of the three dignitaries for that round. Ninjas, being ninjas, are placed in secret facedown, so you’re not sure if the other clans are assisting or clashing with your mission. With so many different card games out there it was fun to run into something so inventive while working so well within its theme.
Kris: When it comes to the whole pirates/zombies/ninja trifecta, I feel as if ninja get the short end of the nerd culture stick. You can’t turn around without seeing another zombie game, and thanks to Jack Sparrow there are still god damn pirates everywhere. Perhaps Shinobi Clans can change that. It’s a card game with couple of neat drafting mechanics, and the cards in question feature absolutely gorgeous artwork. There’s also an element of betting on who will survive and who will not after blades have clashed. I didn’t get to spend much time with Shinobi Clans, but I’m eager to dig deeper.
LUCHADOR! (Backspindle Games, 2013)
Kris: Two great wrestling games in one convention? Have I died and gone to mark heaven? While both are inspired by wrestling, Luchador! couldn’t be more different from WWE Superstar Showdown when it comes to game mechanics. Luchador! skips the cards and goes straight to rolling dice. Players roll at the same time to see who gets the advantage and, possibly, the pin fall victory. The cool gimmick here is that dice are actually rolled inside a little cardboard wrestling ring. Any dice that fall out or are knocked outside of the ring by opponent’s dice are invalidated. It seems quite fast-paced with a good push-your-luck style of gameplay. I’m definitely interested in spending some time with this one.
David: The cardboard wrestling ring. I think even if this game proved to be a stinker (which it absolutely didn’t), that ring may have been enough to buy it anyway. We didn’t get to actually play this one, but we did get a great walk-through of it from a delightful English bloke who traded ridiculously obscure international wrestling references with Kris while I just stood back and nodded like I had some sort of idea about what they were saying.
BAD DETECTIVES (Forced Output, 2015)
Kris: While I didn’t get the opportunity to play Bad Detectives, I love the idea of this game. Honestly, I’m kind of sick of so-called storytelling games that ask players to do all the heavy lifting. A lot of them feel half-baked in their attempts to creatively engage with their players. That doesn’t seem to be the case here. This isn’t just a matter of, “Tell the best story and everybody wins!” Instead, players play a detective who is horrible at their job. Everyone tries their best to muddle through a case, string evidence together, and connect victims to suspects and murder weapons. Only one detective gets credit for solving the case, so Bad Detectives seems to fit nicely into the odd competitive/cooperative genre. So stop bitching about season two of True Detective, and engage in some deducing of your own.
David: Hah! Oh poor True Detective, season two. Anyway, I was lucky enough to get the 10-15 minute spiel from designer, Zach Barton (in cop uniform) on how Bad Detective plays out and man, what a well-designed game! Taking inspiration from the well-known HQ tac-board, players string together evidence (or “evidence…?”) tiles between the victim and culprits, weapons and locations. You don’t have to be right, you just have to look right. Being right is one way of looking right, but discrediting your fellow detectives and their work is another. It’s not so much a story-telling game but a game that as it plays out tells a story – which means, sure you can just play it but you can also get into character and read out your tiles in a gruff “I’m getting too old for this shit” voice. Maybe a dozen donuts and a pot of coffee too. Damn, now I really want to play this game!
THE GRIZZLED (CoolMiniOrNot, unreleased)
Kris: It’s a testament to the quality of The Grizzled that I still want to play more of it after having the worst play-testing experience of the entire con with this game. Despite our rude, obnoxious, task-master of a playtester, The Grizzled felt special. Perhaps it’s because both Dave and I have a passion for WWI history. Perhaps it’s the artistry and care and familial ties linking the game’s creators to the Great War. Perhaps it’s the fact that this game never asks players to fire a weapon or kill another human being. There’s something incredibly special here in a game about surviving the horrors of war through friendship and sacrifice. The Grizzled is not to be missed.
David: All due respect to volunteers, who are after all, volunteers, but Kris is not wrong. I really hope that our playtester wasn’t on the table too long for The Grizzled because she was doing it a huge disservice. After buying a copy (the last one – thanks to the random gamer who had it before me but took pity on my visible dejection) and playing through it a few times I can honestly say that this is the best example I’ve experienced of a game as art. Making that even more remarkable is how much The Grizzled is able to convey in such a short playing game with such simple rules. There are six kinds of threats, you’re dealt task cards that have different combinations of these threats, you’re never allowed to have more than three of the same threat showing or you as a team have failed that mission. In the half-hour playtime, you begin to feel a small bit of the anxiety, fear, hopelessness, but mostly camaraderie that made up the experiences of those who served in the Great War.