When We Last Left Our Heroes…

28 09 2012

Well, we said it at the beginning of the week… This will be a very light week, and in terms of posts this week has been fairly light. We did give you a heads up about the new expansion of King of Tokyo called Power Up!

We unfortunately did not have opportunity to shoot any video during the week, but it doesn’t mean we haven’t been working hard behind the scenes! Stay tuned in the weeks to come as we are currently working on no less than 4 great interviews with game designers, of some games that we are pretty excited about!

Thanks as always for reading, and of course you can expect more gaming news, reviews and general mayhem, here at Theology of Games!

Power Up! King of Tokyo Expands!

27 09 2012

The hit dice roller King of Tokyo, created by Magic the Gathering designer Richard Garfield is slated for an expansion titled Power Up! There aren’t a lot of details about the expansion except the contents. It looks like they are adding another monster Pandakai, and over 50 evolution cards to give your monsters more options to power up and become King of Tokyo!

See our review of King of Tokyo by Firestone – Right here!

A Lighter Week

24 09 2012

This week is crazy for both Jeremiah and Firestone, so we won’t be posting with our usual frequency. On the upside, we’ll actually be in the same state—in the same room!—for a couple of days, so we’re hoping to put together a video review or a playthrough, or something. (And we’re also planning to introduce some youth pastors to The Resistance…Thanks for understanding, and thanks for reading!

When We Last Left Our Heroes…

21 09 2012

It’s been a busy week for us here at Theology of Games—unfortunately, not because of gaming, but because of our busy lives. But we did get out a few new reviews, and share some news about the gaming world with you all! Stay tuned for more from the world of gaming next week! Here’s your weekly recap of the week that was, on TOG!

We all got giddy over the news of Wizkids’ plans to release a Lord of the Rings themed dice building game!

Jeremiah reviewed the indie game “Walls of Light”.

We looked for a little feedback on the blog and the possibility of a video post or two.

And Firestone reviewed Wizkids original dice builder, Quarriors!

Thanks for reading and thanks for the feedback! We hope you’re enjoying reading the blog as much as we are writing it!

Quarriors—A Quawesome Queview…Errr Review

20 09 2012

By Firestone

Maybe the most influential game of the last few years is Dominion. It’s made a TON of money and spawned a ton of similar games. WizKids’ Quarriors is one of the more unique “copycats” to emerge from the pack.

It’s called a dicebuilding game, rather than a deckbuilding game. Rather than buying various cards, as you do in Dominion, you’re buying dice. And let me tell you, these dice are cool. They’re all sorts of colors, and each type is unique and engraved with a different design.

Quiddity is the currency in the game. Just like in Dominion, you start the game with a few “coins”—in this case, a few dice that either give you 1 point of Quiddity (on 5 of the 6 sides of the die) or 2. You also start with a few weak monsters.

I won’t go into all of the details for a turn—they’re kind of involved, and MUCH easier to explain when someone’s sitting in front of you where you can explain by showing. Basically, if you have any creatures left alive at the beginning of your turn, you score VPs—then they go away. Then you draw six dice and combine them with any that were already in your Ready area, roll them, and decide what to do with them. Any Creatures you rolled will now attack each of your opponents. (That’s one of my favorite things about this game. There’s no trying to decide whom you should attack. You just attack each opponent, regardless of how many there are.) Your opponents’ creatures may be killed because of the attack, but any that survive and are still alive at the beginning of that player’s turn will score VPs. Now you buy dice. There are two “classes” in the game—Spells and Creatures—and you can use any Quiddity you rolled to buy one of those die.

The game ends when someone scores a certain number of VPs—which varies depending on the number of players.

There are a few things for Christians to consider before playing the game. Spells are the first thing. It doesn’t feel as though you’re “casting a spell.” You’re just rolling a die that gives you a certain boon if it lands on a certain side of the die.

Another thing to consider is that the second expansion is called Rise of the Demons.  One of the Creatures you can purchase is a Demonic Overlord. I know it’s “just a game” but I’m not comfortable with my kids using a Demonic Overlord to help them out in the game, so I won’t be purchasing that particular expansion. They’ve since come out with another expansion called Quarmageddon, and there’s nothing questionable in that expansion.

Let’s be honest: When you’re dealing with dice, the luck factor goes way up. But the bottom line is that it’s just a ton of fun to roll these terrific dice. I’ll play Dominion with my gamer friends, but I play Quarriors with my family. It’s lighter and luckier, but it’s also more fun.

A Look Inside?

19 09 2012

So, without going into a long story full of slightly boring details, I will simply say Firestone and I (Jeremiah) will be in the same state next week for several days. And while we won’t have much free time to work on the blog, we have kicked around the idea of doing something fancy, like a video review, or celebrity death match, or something of that nature while we’re in the same time zone. (Okay, videos on the internet aren’t exactly “fancy.”)

I thought I’d take a minute and open up the forum to you. our readers. Does a video feature pique your interest? Is there a title you think we could review together that would benefit from hands-on in-your-face video review action? We’d love to hear your suggestions! Leave ’em in the comments or over on our Facebook page! And as always, thanks for reading!

Walls of Light – Review

18 09 2012

– By Jeremiah

A few weeks back I was sent a review copy of the indie game Walls Of Light, designed by Jesse Catron (designer of the Kickstarter project Salmon Run!), and during last week’s game night I had the chance to pull it out and give it a go. So here’s what I thought about the game!

There are some elements of the game that I really liked, and others I could see definite room for improvement on…

The Game Concept and Theme – The back story for the game is quite endearing: Players take on the role of master craftsmen who have been commissioned to restore the stained glass windows of an ancient cathedral to their former glory following years of neglect.

The Game Components – This is where the game falls short for me. To be fair, the game is independently published and the components themselves are manufactured through TheGameCrafter.com, so many of the pieces are not custom designed for the game. The boards are custom printed, but they are designed to work with generic game pieces. So while I appreciate the creativity of the game design, some of the mechanics don’t quite perform up to expectations.

The Setup – There are 6 “window” boards; each one has 2 sides with different arrangements of “panes.” Most of the panes are blank but a few have a color or a special ability filled in already. There are two score keeper boards that are placed in the middle of the table, and the six windows are placed 3 on each side of the score keeper boards and assigned a number 1-6. Each player is assigned (or chooses) a color, red, blue, or yellow (note they are all primary colors). They then get a handful of their color’s “winks” (yes these are translucent, generic “tiddly-winks”), which we all immediately agreed to call panes instead of winks, and the game begins.

Game Play – The player turn starts with the role of three d6, one of each player’s color. The player can then place one of their panes on a blank spot on a window that corresponds to a number rolled on any one of the dice. If there are colors that are already in place on the window that matches the number rolled on the die matching that player’s color, the player may choose to place on top of another color to create a secondary color. The players can choose to also play a card from their hand that will let them swap panes, or change a number that was rolled, or re-roll etc.

Scoring – When a window no longer has any blank panes, the window is scored; whichever player placed the last pane gets a bonus for doing so, which gives them extra points for each different color on the window. Then each player scores points for each of their own panes on the window (this is why players would have reason to cover up other colors). Once a window is scored it gets flipped and marked complete; it can be played on and scored multiple times, but once all six have been scored at least once the game is over.

So What Did I Think?
I think it was a very light weight game with a great concept, but there were a few things I felt could have been executed better. The winks, when placed on top of another color didn’t necessarily make the secondary color we were expecting (according to our remembrance of Kindergarten art class), which made it necessary to keep track or move them to see what colors should be represented in that particular spot of the window. This is also not a game for the color blind. (Oddly enough, two of my gaming friends, including my co-blogger, are.) There was also some dispute at the table over the colors printed on the boards. The blue looked purplish without another printed purple spot face up somewhere to contrast it.
Again, I think the concepts were sound and original, but I think the game suffered in these areas from the “generic” nature of its manufacturing. In terms of game play, after the first turn we took off and started to create our own strategies, which got more interesting the more we started invading and covering each others colors to keep them from scoring. To me that’s where the fun in games like this comes in: Figuring out what your opponents are doing, and then reaching for your monkey wrench—there are plenty of opportunities for that. The biggest complaint I had in the game was that you could continue to flip and score windows continuously, which caused great ambiguity with the end game. Eventually I found we were doing the math to try and figure out when to put the second-to-last pane down to let the next person complete the window, ending the game. It did allow for players who might have been way behind for most of the game to creatively place their panes to make a last minute run and have a shot at winning (which I did successfully) but I felt like we really could have kept the game going indefinitely.

Overall – If you can get past some of the tactile elements and maybe add a house rule concerning the end game, it’s a fun little dice roller. We’re excited to see what else Jesse has in store for us with the coming release of Salmon Run! Stay tuned for our interview with Jesse coming soon!

Thanks as always for reading!

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