Now I’ve never been much of a card player folks. In fact, I’m the sucker you invite to a poker game if you want some easy money, I never fold. I also had to cut my relationship with Magic the Gathering short when I did some basic arithmetic and realized that I would lose just as much money at Magic as I did at poker. Even relatively straightforward card games like Cribbage, Pinochle, and Tichu confound me because I just can’t seem to motivate my self to count cards.
Well, I just realized the other day that I have been playing far more card games during the last few months than board games, almost exclusively in fact. I think it started with Friday the 13th at the pub one night. I fell in love with that little trick-taking style game, so I decided to give Biblios a try. Loved that one too. Then Imperial Settlers dropped out of the funky air of GenCon and I was deep into the cards. I was so hooked on Imperial Settlers that I actually forgot it was really just a card game. A month or so later, I was introduced to Doomtown: Reloaded, and oh my wild west heavens was I hooked. The other night, I played a round of At the Gates of Loyang, another card game with a similar feel to Imperial Settlers, with equally cute wooden pieces.
Then, Friday night, Ben had to go and introduce me to the new Fantasy Flight Living Card Game, Warhammer 40K Conquest. I’m going to quote every one of Rahdo’s final thoughts videos here: OK, let me cut to the chase, this game is fantastic.” Conquest is stupidly simple to learn, serioulsy, it is ridiculous how easy the rules are. But that is where the simplicity stops. Conquest is largely a tactical card game with area control aspects, with some opportunities to develop strategies that span multiple rounds. But for the most part you will be attempting to control planets each round to gain income, destroy your opponent’s troops, and win the game. With 7 factions out of the base set, there are lots of awesome tactics to explore. Like any constructible card game, you’ve got tactics that allow you to manipulate your resources, deck and discard piles, and alter units in play. But you also get a whole host of tactics that affet unit mobility and area control. Fantasy Flight has produced a fine game here, it is unfortunate that their other fine game, Netrunner, may drive this game into obscurity in a few years. If you have any interest in tactical card games, give this a try. It is far easier to learn than Netrunner, and should have comparable depth once add-on packs pile up.
Now I did finally sit down to play an actual board game last night, Dead of Winter. This puppy has been hyped to mars and back, so naturally I expected it to be just another horror game where you have few choices to make and lots of random cards to read. I was wrong. Dead of Winter has plenty of interesting and enjoyable choices to make. Each person is in charge of a group of characters trying to survive a Zombie apocalypse. Each character has unique abilities and stats, yeah, so does every Cthulhu game on the market. But in Dead of Winter you have to smartly use a dice pool to activate your character abilities to control zombie hordes, deal with short-term crises, and work towards objectives. I only played it 2-player, so it was a fully cooperative game. Super fun, but the game will really shine with 3 or more players, each with secret objectives, and the possibility that one player is a traitor working against the team. Dead of Winter is not normally the kind of game I try to bring to the table, but I just might. The replay value is immense, with 30 unique characters and tons of objective cards. It also has the crossroad mechanic, which was sorta blah in the 2-player game but should be amazing with larger groups. We now have a rental so give it a whirl.
Game on gang!