Our Game Reviews
March 16, 2010
"Sword And Poker" Stabs Its Way Into Our Hearts
This iPhone/iPod Touch game is something special. It's so simple, yet enthralling, highly addicting and fun. It's even got that "just one more turn" feel that make so many of the classic games .. well, classics.
Here's the elevator pitch: Sword & Poker one part an RPG character-building dungeon crawl, including gathering treasure and parlaying your riches into better items like armor and weapons, and one part Poker Matching Game.
And yes, the beef of the game is on a grid like poker board. You and a monster square off mano e monstero, taking turns trying to match 2 cards from your hand to make poker hands with the 3x3 grid of cards on the board. If you can make a match either horizontally, vertically, or diagonally then you deal damage to your opponent. Keep it up and soon you'll find yourself with a dead monster at your feet and a vast dungeon chalk full of riches waiting just for you.
The amount of damage you do for any given hand depends on the rarity of the hand you played and the weapon you have equipped. At first scoring One Pair may knock the monster in the chin for 1 point of damage. But save up your dungeon booty, upgrade to a samurai sword, and soon you'll be hacking 10 points out of the baddie with a single pair of 2's. Something like a Flush may net you 30 damage, slicing some of the mid ranged monsters in half.
Of course the monsters are doing their best to deal damage back at you, and their abilities and capacity for hurt are closely tied to the type of critter you're fighting.
The game is well-flavored here. Heavy hitting monsters are the most straight forward. Hulking minotaurs and shambling mummies deal massive amount of damage with simple brutish hands. Dark, slinky creatures might not put up such a powerful upfront fight, but they'll make up for it with vampiric powers that siphon off your health, or through sneaky trixy plays like stealing cards from your hand. There are even funky spells that rearrange cards on the board halfway through a round, or spells that heal and steal. It's all there, and it's balanced very, very well.
Therefore we cannot recommend this game enough. If you have an iPod, if you like poker, and salivate over grinding through better equipment RPG style, then this game is totally for you. We give it 4.5 stars.
Critical Gamers Staff at
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February 17, 2010
Settlers of Catan for the iPhone - A Definite Winner
A baby joined our group this last week so I had a lot of time to sink into something handheld and entertaining. I found myself bored pretty quickly after tinkering with some of Reiner Knizia's iPhone & iPod Touch games. In principal the games were fun, but I needed something that I could play, put down on a moment's notice, and quickly pickup where I left off. Also puzzle games require a level of coherency that my sleep deprived brain couldn't embrace.
I suddenly remembered the news of a Settlers of Catan game for the iPhone. I quickly installed it, fired it up, and I was greeted with a clean menu system and a level of familiarity that I wanted. I could easily pick up a numerous series of sessions of the game without a bother in the world, and a variety of game configurations left me with a bunch of cool things to try out. Random maps, victory point and robber options, and a generous amount of AI opponents to chose from were all features that made me satisfied the game would hold up well to repeat plays.
I should note that I haven't played Settlers in years. The game was my gateway game of choice for a long time - and remains to be in some circles - but I've since moved on to newer, more modern things. But something about the iPhone version fit me like a glove.
The immediate first impression starts with a UI that's clean and crisp to the eye. More importantly the level of usability is high -- you can easily offer trades, build roads, towns and cities, or buy and play cards with only a few gestures.. The presentation of the dice rolls and subsequent resource rewards are also both very clear and quick to vvisually process.
The game also does an excellent job of drawing your attention to the specific portions of the island that are being acted upon by other players. Construction projects clearly blink twice while the game quickly and smoothly snap-scrolls the screen to the portion of the map in question. And when it's your turn to build roads or cities, etc, the game visual prompts you with all of the potential positions for where you can spend your resources. Building out your small empire on Catan is as easy as tapping the screen.
Finally a nod to the AI. While tournament players might laugh at this, casual players like myself will find the AI characters quite capable. They're great at finding the best potential placements of their towns, and when you're ahead they do some nice moves to block you out of particular resources on the map, or block you out of trading, The game also has a very good trade offer and counter offer system that seems to work quite well.
I should also note that the game ships with a variety of AI personalities which you can play against, all having different values for things like Expansion, Aggression and Overall Skill. You can even hot seat with more than one human player in case your stuck on a bus or a long flight with a friend.
On the dark side: there haven't many things to complain about. I've noticed only one niggling 'feature' that rubs me the wrong way. Say you run out of settlements to place (the incarnate board game only ships with a certain number of houses after all). The game doesn't present you with an obvious error saying "sorry, no more houses for you! Next in Line!" Instead it greys out the possible construction project in the same way it does when you don't have the adequate resources to pay for it. So you may end up with nine out of ten victory points and yelling at your phone, telling it that you have the gosh darn resources to build a settlement and win the game, only after you've made an ass out of yourself do you notice the small fine print on the building screen "No more settlements available". They could have made this a bit more obvious, especially since you usually run out of settlements on the games with higher than 10 vicotry points.
Overall the Settlers of Catan for the iPhone and iPod Touch is a standup title. It's well produced, bug free, and easy to pickup and play. Most importantly it's a blast.
Our Rating: 5 out of 5 Stars
The Settlers of Catan for the iPhone and iPod Touch can be purchased in Apple's App Store, accessed from your iPod or iPhone.
- From the Editor
Critical Gamers Staff at
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February 5, 2010
The Wings of Naxxramas Revolutionize WoW TCG's Raids
The whole notion of a cooperative raid deck to a standard 1v1 Trading Card Game still remains an exciting prospect to us, even after the long series of raids over the years. They have had some drawbacks though. Some raids are long, arduous affairs that you might spend all day on. Others are just plan impossibly broken hard.
Thankfully the latest Naxxramas Raid Deck [Amazon, Troll&Toad] fixes a lot of the things we find lacking in others, and then some. Here are top 5 reasons why we think its head and shoulders above all of the other raid deck experiences to date:
5. Variety Most of the raid decks have a plethora of bosses all under the umbrella of a specific theme. Well Naxxramas is composed of four different wings of bosses , each falling under the same Undead Bastage theme, but each wing providing a different attitude toward bad guys. The Spider Wing is littered with quick acting bosses that attach multiple times, the construct quarter is full of hard hitting, high health scary behemoths that would make Jack Palance crap twinkies, and so on. Each wing challenges your group in different ways for a spurt of 3-4 bosses, and that makes the whole deck building experience pretty darn interesting.
4. Multiple Climaxes These Wings we spoke of also change the flow of the raid entirely. The standard practice of multiple boss raids like Molten Core or The Black Temple had players run full gamuts of 10+ bosses in a row, and then hopefully the players had enough left in them to take on the final boss in a climactic battle of epicness. Problem is, Upper Deck's cramming of 10 bosses in a row required some of the bosses to be pansies and ultimately forgettable in previous raids.
Not so in Naxx. Whenever your group finishes a wing, everyone reshuffles their deck and starts anew on the next wing. The net result: Upper Deck has scaled up the bosses, each becoming more difficult, lethal and ultimately a more interesting fight. And on top of that, the game is balanced to make the final boss in each wing become a climatic fight of epicness, because why not? -- the game is going to reset after you defeat him anyway. So that's 4 times the climactic, tough battles, condensed into bar form.
3. Treasure Packs Sold Separately
While each raid deck ships with its own treasure pack, you can buy additional treasure packs separately, too. The implications for collectors is obvious, but for gameplay it's even better: You can reward your players phat loots after every wing. While technically you're not supposed to let players alter their decks between wings, traditionally in the MMO that's just what happened: your raid would tackle one wing, grab the loot, and use that loot to help defeat the second wing. And that's truly what raiding is all about - the getting to the next wing, raid, boss, etc.
2. The Raid Leader and Strategery
A new and very welcomed move in this raid deck is the addition of a Raid Leader. Every once in awhile one of the raid events will engaged the Raid Leader and have him make some pretty interest decisions. Things all the way from the Leader choosing to discard multiple cards himself, or have each raid player discard a single card, etc. These events are also sometimes beneficial, so directing the beneficial ability to the correct player at the correct time could mean the difference between success and failure.
But that's just the icing on the cake. Each of the themed wings also provides a buff to the raiders once the wing has been defeated. Some add damage to abilities, others increase the effectiveness of equipment, etc. It's up to the raid leader to decide which wing to tackle and in which order, using bonuses from one to defeat one of the harder wing, or to even bypass some wings all together and push to the final boss fight. The strategy lies within these choices and weighing such variables as what sort of classes you bring to the raid, how many people are in your party and the quality of their decks. Yep, there are definitely some good decisions to game.
1. Multiple Sessions
Raid Decks require a huge block of time - like upwards of four hours per session. Traditionally they were reserved for special weekend game night sessions, or we would hold off to play them on our quarterly dork fest, scheduling them between smaller games. In the weekend gaming sessions WoW TCG Raids landed somewhere on our Saturday mornings (through afternoon) gaming calendar like a giant gorilla dropped from a 747 flying 10,000' over a Saturday brunch in the country.
But this notion of Naxxramas wings, each a complete prepackaged experience, and when complete include a step where players reshuffle their decks to reset the state of .. everything, and start anew, is a mechanic that happens to provide an incredibly perfect breaking point. Now Raid Decks can be on normal game nights without the risk of our players becoming dead beat dads, or lining themselves up for an early 30's divorce.
In other words an already amazing experience has just become more approachable and game night friendly. It's also become an epic experience that occurs over multiple days of fresh, rested layers, instead of dragging in one long, tiring block. And that is an absolutely fantastic win-win for gamers.
Critical Gamers Staff at
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November 27, 2009
Critical Gamers' 2009 Holiday Gift Guide

Welcome to the one-stop index page for all of our Holiday Board Game Gift Ideas for 2009! There have been some tremendous games that were released this year. Some released created new genres of games, others lovingly refined old formulas. We'll break down these top releases and let you know the perfect present for your gaming friend or love one, all while avoiding the frenetic crowds and annoying cell phone vendors at your crazy local mega mall.
So lets kick things off with our favorite game of the last year, Dominion, which has two new expansions this year!
Continue reading: "Critical Gamers' 2009 Holiday Gift Guide"
Critical Gamers Staff at
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February 9, 2009
World of Warcraft Minis Review
We don't have a long standing relationship with miniature games. In fact, our only experience was with Warhammer, and that was only a few of us who put the World of Warcraft Minis through its paces. Already hooked on World of Warcraft, and WoW TCG, we immediately liked what we saw through the drum-up to release, from the few official preview articles, and the hands-on prerelease demo that we participated in while at the Penny Arcade Expo. The question still remained, though: Will WoW Minis hold up to repeat play, and as a secondary question, will it supplant our interest in the WoW TCG?
After toying with the premier release of WoW Minis over the last few months, we have our answer.
Continue reading: "World of Warcraft Minis Review"
Critical Gamers Staff at
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November 27, 2008
Carcassonne Catapult Expansion Lobs One Over The Fence

We've always felt Carcassonne was fun. The only thing that needed spicing-up through expansions were new mechanics that kept the game fun while adding interesting depths to the already fantastically balanced strategy.
Unfortunately unless you're trying to make Caracassonne more approachable for kids, this expansion easily manages to ruin both of those things. Caracssonne: The Catapult [Amazon, Funagain] includes new Fair pieces to mix in with your stock landscape tiles. If a Fair is drawn the player gets to put his meeple on a relatively shodding tiddily winks launcher which tosses him in a tight arc. If any meeple breaks his fall on his way down, the that meeple is carted off board into to the local medieval infirmary. There are a few different modes, too, including one where you shoot chits at each other and score points on catches, or where your meeple replaces the flatted victim on the board.
That's it. It's a randomized aggressive potshot that's fun for the first few random launches, but then gets as tiring as watching Steve Wiebe try to get the kill screen in Circus Atari. Moreover, this expansion flies directly in the face of the interesting - yet light - strategy placement of Carcassonne & expansions that we hold in the highest of regards.
Let's hope this new direction is a short stint. Here's the official word:
It's fair time in Carcassonne. A traveling salesman arrives and brings his newest invention: a wondrous catapult!
His demonstrations amaze the crowds and inspire the creative to find many uses for this new contraption. Of course, not every planned use is well thought out or successful...
Contains:
- 12 landscape tiles
- 24 catapult tokens
- 1 wooden catapult
- 1 measuring board
Critical Gamers Staff at
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November 24, 2008
Critical Gamers 2008 Holiday Gift Guide - Party Games

Now while we love a board and some strategy in most of our games, they're not the right fit for a social evening. That's where party games come in - they tickle the exhibitionist side of everyone, and promote social elements of gaming in a far stronger light than the cerebral mind-game of positioning and placement. Most importantly, they make us laugh our buttocks off.
We're not going to lie to you; the releases in 2008 weren't very friendly to the party gamer. Sure, you could suck it up and buy the heavily commercialized Partini
, but it's just the rehashed/ reboiled essence of decade-old Cranium repackaged under a new publisher, and we simply can't suggest that to anyone.
So for this year's guide we revisit our favorite Party Games. These titles still top our table even after numerous repeat plays, some over the span of years, and that's saying something. So as much as this is a Holiday Shoppers List, also consider these choices our Best of Party Games Eva' list, too.
Continue reading: "Critical Gamers 2008 Holiday Gift Guide - Party Games"
Critical Gamers Staff at
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November 22, 2008
Critical Gamers 2008 Holiday Gift Guide - Strategy Board Games

In part two of our Holiday Shopper Guides we look into gifts for the Strategy Gamer. These are the folks who grew up playing Chess, Stratego, and the classic Diplomacy, and are now ready for evolved games with better themes and potentially deeper gameplay.
Most of these games are for the more serious gamer who in their mid-teens and up. If you're looking for a title to fit the younger generation or pickup a mainstream game then you should checkout our 2008 Family Games Holiday Gift Guide, which lists some greats games that are more relaxed and interest a wide range of player types. For
those of you looking for strategy war games: we ask you to checkout our War Game Holiday Gift Guide for 2008 which runs down our list of the best war gaming gifts for this year.
But those who want some great stand up strategy games then look no further. We've got quite a list here, including many critically acclaimed award winners that'll satisfy any strategy gamer when they tear off the wrapping paper come late December.
Continue reading: "Critical Gamers 2008 Holiday Gift Guide - Strategy Board Games"
Critical Gamers Staff at
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November 20, 2008
Critical Gamers 2008 Holiday Gift Guide - Family Games

We once again kick off our annual series of Board Game Holiday Shopper guides with probably the most difficult of gaming archetypes: The Family Gamer. Our goal was to compile a list of fun games that span the disparate interest levels of younger players, teens, and adults where challenge and creativity is more interesting than following the rules.
Here's our most important criteria for the choosing games for our Holiday Board Games Guide for Families:
- Games that are interesting for adults, too. Even though we recommend these games to families, we still want play any and all of these games because they're fun for us despite the fact that we're in our 30's.
- Games that are simple to learn - but yet interesting and offer a quite a few levels of depth. They have to be rewarding for everyone who comes to the table.

- Games that keep everyone involved from the first turn to the last, unlike the traditional family games from our past - like Monopoly.
- The games come to a conclusion in about an hour so they're easy to budget time for, and you won't feel that board game hangover as you burn the midnight oil.
There's no surprise that this list jives with many characteristics of Eurogames which came out of Germany in the 1990's - since they were designed for exactly this type of gaming. Also, these games listed here would be great for non families, too, like any social board game group looking to get together a few times a month to play games and just hang out.
And here's our list of Family Games for the 2007 Holiday Season without any further ado:
Continue reading: "Critical Gamers 2008 Holiday Gift Guide - Family Games"
Critical Gamers Staff at
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June 16, 2008
Ticket to Ride Card Game Review
Publisher Days of Wonder has once again brought another solid release to the approachable gateway gaming franchise Ticket to Ride, with Ticket to Ride the Card Game [Amazon, Funagain]. Set within the traditional American rail frontier, this installment takes Ticket to Ride to a few new places while holding onto many good aspects of the successful line of board game predecessors.
But without the colorful & fun train pieces, and the classic scramble to claim routes on the board to lock your opponents out of cities, does the Ticket to Ride card game bring enough strong new experiences to the table to warrant your purchase?
The general answer is... Those of you new to the Ticket to Ride line of games should probably start with one of the board game varieties - we suggest Ticket to Ride Europe.
If you're already a fanatic of the Ticket to Ride line of games, then be forewarned: Ticket to Ride the Card Game leans heavily on the use of your memory. If you don't mind that then there's plenty of gaming to enjoy in this new, clean and fun installment.
Continue reading: "Ticket to Ride Card Game Review"
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June 4, 2008
Lawsuit: The Board Game Review
Lawsuit [Official Website, Amazon] is a board game for kids. No really! Designed to entice little kiddos ages 6-9, Lawsuit puts each player in the occupational role of a Lawyer, working their way through their own careers.
We have lots of friends who lawyer away in to the wee hours of the morning, and hands-down we love them all. But we know what you're thinking - 'cause we thought it to: in this day and age of stereotypical 'I'm gonna sue you butt off!' we expected Lawsuit to be a bit upsetting, awkwardly making vengeance and greed "fun!" for such a young age group.
When we cautiously lifted the lid and started playing we made note of only a few moral monkey wrenches. Best of all - there's never a point where one player sues another. Instead, it's a game of collecting legal fees from cartoonish cases, which you can use as moral talking points if you wanted to.
Still - those of you with the same cautious knee-jerk reaction that we had might not find much here; as a children's game Lawsuit doesn't have many original virtues. Most of the game is centered around counting spaces and exercising math skills associated with counting money. These mechanics are stock from just about any children's game for ages 6-9. So if you're uncomfortable with the litigation theme for your youngins then you may want to look elsewhere.
But if you're looking to introduce the occupation of Lawyers ('cause, like, maybe you are one?) to your little ones, then Lawsuit just might be the game for you. No really.
Continue reading: "Lawsuit: The Board Game Review"
Critical Gamers Staff at
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May 21, 2008
WoW TCG Official Card Sleeves Review

Flash in the pan gamers might not care about material things, but Collectors love to keep their cards in tip top shape. True die-hards shuffle their cards without bending them to ensure lasting value, or precisely position their fingers to pickup each card without peeling back or wearing corners. But still - the normal dealings of collectible card game gameplay devalues their babies no matter how careful players and collectors are.
We're somewhat with these obsessive folks, and we originally tried Ultra Pro Deck Protectors to our disappointment. They were cheap, see-through pieces of .. plastic. Sure, they protected our cards, but they were wrapped in a frictionless, floppy baggy that made shuffling a trial of dexterity. Even worse, cards tended to rotate with the slightest vibration in the floor, or fly off tables with a simple toss from the hand. The cards were near impregnable, will give them that, but as they arched through the air in their protective pouch, onwards down into the dog dish, we wondered: is all this really worth the trouble?
Protecting our investment became a chore more than feeling of pride. Isn't gaming supposed to be fun? Then Upper Deck released these bad boys.
The official World of Warcraft TCG Deck Sleeves [Horde, Alliance, Neutral] come in 75 a pack - not 40 sleeves like the leading brand. That means one pack of these things will cover your entire deck and side deck. Quite nice. And though they're slathered with a pretty slick Alliance or Horde emblem on one side, that's not the best part.
The best feature of these cards is that the back is textured. It makes shuffling a snap, and it keeps the cards from hitting mach 3 when they land on the table.
Conclusion
What seemed like a token sell-out product from Upper Deck churns out to be a killer hit. Sure the deck sleeves seem like a little thing, but isn't it hte little things in life that we're supposed to stop an appreciate?
Darn right.
Edit: These used to be available at the Upper Deck Store, but no longer. You can find them at Amazon.com. If they hit the Upper Deck store again then we'll let you know!
Rating: 4 out of 5 (our rating system)
Critical Gamers Staff at
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May 10, 2008
WoW TCG Servants of the Betrayer Review
The Servants of the Betrayer [Amazon, Funagain] release marks 5th set of the solidified World of Warcraft trading card game. No longer the new kid on the block, Upper Deck now has a foundation of cards and mechanics to work with, and as the middle set release in the Outland series (between March of the Legion and The Hunt for Illidan coming later this year) the Servants of the Betrayer has the potential to both solidify the style of the game, the set, and steer the entire franchise in new directions at the same time.
But does it pull it off?
The Setting
This set release includes a standard lot of heroes, each sports new flip powers, specialization the works -- as is the norm. But Upper Deck found the story of Outland - the shattered and floating home world of the orcs that the current detailed focus is the World of Warcraft MMORPG - needed an extra oomph beyond the stock set of heroes.
Outland is ruled over by a particular bitchy demon named Illidan Stormrage who's nicknamed The Betrayer, hence the name of this expansion release. Outland's story is saturated with backstabbers, traitors, and unsavories, and Upper Deck aimed to bring that feeling home in the WoW TCG version of this setting.
Continue reading: "WoW TCG Servants of the Betrayer Review"
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April 8, 2008
Gisborne: a Eurogame Board Game to Avoid
We tend to ignore the bad releases, and as 'Critical Gamers' one could superficially complain that we're doing our readers a disservice. In reality we cull all of the crappy games you shouldn't play, silently dismissing them to the bottom of the stack.
\We hope to start talking a more proactive approach to steering you way from games.
We haven't played Gisborne (Clementoni, 3-5 players, 40 minutes) ourselves, but we can smell a frustrating and unimpressive experience when we see it coming. We've done some research and what we've found just ain't up to snuff to win moneys from our gaming budget. And we thought we should warn you.
Gisborne is a game in which players explore New Zealand during the colonial age, and though isn't necessarily a game you should completely avoid, it sports some glaring faults. The over engineered components - once sloppily assembled - don't easily fit back into their box without a heavy sigh of dismantling, and the rules take a few gaming runs to go through to fully understand. Finally, the game is only a slight advancement on the innovation scale. In the end, this is not the most approachable Eurogame - a genre of games that are meant to be approachable - so we highly suggest that you spend your money elsewhere. It seems that this game can only be recommended to Eurogame fanatics who want to stay on top of the genre.
Here's an entertaining critical look from a Board Game News' review, specifically about the game's pieces and woefully inferior packaging techniques:
"Ideally, you'll convince a mortal enemy to open the game box. You'll invite him over under the pretense that you want to settle your differences, that you want to limit future confrontation to family board games and not acid-filled scarfs and showers booby-trapped with razor wire. You'll wave towards the box in a friendly manner, inviting him to open it, while you fetch him a drink from the kitchen. Will a Merlot be good?
Whatever he asks for, though, you can put it out of mind and pour a celebratory glass for yourself since his doom is near thanks to this lethal chunk of cardboard... " - W. Eric Martin's Review on BGN
Overly critical? Perhaps. In the hopes of being somewhat impartial (despite this article's name), we'll end this story with some links for you to research the game for yourself:
Critical Gamers Staff at
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