<![CDATA[Flintlock Game Studio - Blog]]>Sat, 25 May 2024 09:44:06 -0700Weebly<![CDATA[Rum & Bones at WonderCon2016]]>Sun, 27 Mar 2016 06:01:46 GMThttp://flintlockgamestudios.com/blog/rum-bones-at-wondercon2016by Jonny Atlas

Played some Rum & Bones with the folks at CoolMiniOrNot!

As tactics games go, the ship vs ship pirate theme is fantastic. There are some incredibly fun mechanics that absolutely drive the theme. It definitely felt like a battle on the high seas. I did find some of the more intricate mechanics (focusing on the heroes and sea monsters) a tad clunky - but perhaps that's because the core mechanics are buttery smooth. Overall, it's an enjoyable way to spend 1-2 hours, and does a solid job of riding the line between tactics game and out-of-the-box boardgame.

And of course, the minis are absolutely gorgeous. I wouldn't expect anything less from the folks at CMON.
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<![CDATA[BloodRage at WonderCon2016]]>Sun, 27 Mar 2016 05:58:55 GMThttp://flintlockgamestudios.com/blog/bloodrage-at-wondercon2016by Jonny Atlas

Absolutely loved playing Blood Rage at the CoolMiniOrNot booth. Each player controls a Viking clan fighting for glory as Ragnarok approaches. The clan with the most glory at the end of the world wins.

It's a unique strategy game with great RPG elements. The card drafting system is a solid power distribution mechanic, and the pace of the game keeps you thoroughly engaged. While this is a competitive game, none of the competitive mechanics feel spiteful--which is a huge feat in and of itself.

The mechanics are simple to pick up yet rich with strategic depth. The lack of differentiating factors between clans is a bit of a weak point, IMO, as it potentially limits replay value (though the depth of strategy certainly helps in this regard).

Do I even need to mention how awesome the minis are? Overall, we give it a solid thumbs up.
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<![CDATA[Ghostbusters at WonderCon2016]]>Sun, 27 Mar 2016 05:56:21 GMThttp://flintlockgamestudios.com/blog/ghostbusters-at-wondercon2016by Jonny Atlas

Got the chance to do a couple playthroughs of Ghostbusters: The Board Game by Cryptozoic Entertainment. I'll admit I was already likely to enjoy the game based on theme alone. This review will probably be the longest of the day, and I may be a bit biased.

First, the components are great. Love the translucency of the ghosts, and the details on the sculpts are awesome. The cardboard pieces are sturdy, and the character sheets can definitely take a beating.

Thematically, the game really hits the mark. It's impressive how much personality they are able to evoke from that little plastic Slimer. Every hero has a role that fits their personality, and the act of "busting ghosts" feels spot-on.

The non-boss ghosts themselves are a bit more passive than I'd hoped. They act primarily as the game's ticking clock, rather than an ever-encroaching force to be reckoned with. Nonetheless, there are still some great mechanics on display when busting and spawning ghosts, and their ticking clock mechanic acts as a weight ready to crush those foolish enough to ignore them.

At first glance, the modular board, multiple scenarios and leveling mechanics are reminiscent of Zombicide. However, that's about where the similarities end. The game's campaign mode allows for a deep experience and extensive replay value. Ghostbusters: The Board Game is, essentially, a fantastically themed hybrid of Zombicide and Descent (2nd Edition), with great unique elements and incredibly smooth mechanics.

It's also a great starting point for people interested in the growing co-op adventure genre. It's easy enough to pick up, and sets the stage for its mechanically deep follow up - Ghostbusters II - which I had the privilege of playing earlier today. Stay tuned for more!
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<![CDATA[Ghostbusters II at WonderCon2016]]>Sun, 27 Mar 2016 05:48:06 GMThttp://flintlockgamestudios.com/blog/ghostbusters-ii-at-wondercon2016by Jonny Atlas

I had the awesome privilege of playing a prototype of Ghostbusters II with designer Mataio Wilson from Cryptozoic Entertainment this afternoon!

Much of what I wrote about the original game is true here (aside from the components, which do not yet exist). What Ghostbusters II does wonderfully is build off the foundation of the first game to create a significantly deeper gaming experience.

The addition of equipment cards (that can persist from scenario to scenario as you play through a campaign), event cards, a deeper penalty system (with multiple effects), and a truly diverse roster of enemies all serve to refine an already solid gaming experience. Ghostbusters II's varied objectives remind me of Last Night on Earth, and the additional weapon mechanics add a fantastic puzzle element to each scenario.

Mataio and his team have produced a sequel that is truly a vast improvement on an already great game. The Kickstarter launches April 11th, so get ready for a bustin' good time!
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