The Dork Den Blog
For all your comic and board game review needs.
Seriously, the move from “Race” to “Roll” was aesthetically pleasing. Who cares if you don’t fight the other players directly? You drop space marines on rebels and aliens. That’s rumbling. It counts. “New Frontiers” my ass.
Rumble for the New Frontiers (that’s my name for it now) is another game about getting your feet on some planets, developing handy inventions, and turning that sweet, sweet cash into sweet, sweet VPs. Some aspects will seem more familiar to Race fans than others. You have a board representing your galaxy-traveling people, with a home planet on the front and slots for eight more around the board. You fill those by exploring planets (pulling them out of a bag) and then colonizing. The middle of your board has twelve slots for development upgrades, along with small marks for your money, colonists, and VPs.
A round consists of each player taking one of seven possible actions, each of which allows everyone to act but offers a bonus to the player who picked it.
- Explore: Pull seven planets from the bag, pick one, pass them around. (Bonus: pick a second planet after everyone has made a selection.)
- Settle: Use colonists to settle a planet, or take two colonists to use later. (Bonus: take a colonist first, which can be used to settle a planet.)
- Develop: Buy a technology. (Bonus: costs $1 less.)
- Produce: Planets without goods make a good. If it goes unused for a round, $1 is put on it, taken by the next person who chooses this action. (Bonus: Put stuff on a windfall planet without a good. Windfall planets make a good when colonized, but don’t normally during production.)
- Trade/Consume: Sell a good. Also, use any Consume keywords you control. (Bonus: 1 VP.)
- Take first spot in line and 1 VP.
- Go into isolation; take $2
The entire game is about combining these actions with the abilities you gain from developed technologies and colonized planets. Making sure that as many actions as possible will have their maximum effect, no matter when they happen (ie. having the money/military and colonists to settle one of your planets when someone takes the Settle action) is the key to winning.
Of course, there’s no single way to win. Build a military and take over a bunch of military-required planets? Sure. Military’s relatively easy to build up and those planets tend to be worth a lot of points. Get a high-money economy rolling? Hey, those planets tend to have good abilities you can combine for points, and there’s even a tech that lets you buy military planets. There aren’t a lot of different combos—your only options for points are planets, techs, and things which give you VP chips, so you have to get those things one way or another—but the ability combinations are almost endless.
I’m not a huge Race fan, but I like this. Does that mean Race fans will adore it? Mmm… maybe. It has a Race feel, but it really depends on what you like about Race vs. what you’ll enjoy in this. It has complexity without feeling overwhelming; your second game will almost certainly go better than the first, but the first shouldn’t feel hopeless unless you’re in with a bunch of experts. It’s basically good and playable, in that vein of games with the quality to sell like mad in a less crowded market, but not quite on the level that it should be held aloft above all comers in this day and age.
(3.9 / 5)
Finding the next proper comic book for Vader this past year or two has been a controversial task. With multiple series cancellations and ideas shifting around all over the place at Marvel, I questioned the validity of any Star Wars comic announcement until it finally arrived on shelves. Dark Visions promises to be a unique look into Vader and the people his mercilessness crosses paths with. The primary aspect that made the most recent run of Vader so good (in addition to great writing and art), was the time period it took place. Young Vader between episode 3 and 4 was untouched territory in the current canon, and it really shined, especially with the other comic’s focus on the period between 4 and 5. Dark Visions however seems to jump back to a much more familiar time with Vader, and that means writers can’t rely on the freshness of its setting and its mood. Dark Visions is going to have to be impressive all on its lonesome, and as always I’m a little skeptical, but ready to see it succeed.
Dark Visions #1 is narrated through the eyes of a young citizen of a fairly low-tech civilization. Their people have obviously been affected by the raging war between the Empire and the Rebellion, but they know little of it. Wars wage above them in the upper atmosphere of the planet. Dog fights and blockades ensue. Our narrator watches intently, despite being called to evacuate by the rest of his village and it isn’t until Darth Vader makes an emergency landing planetside that the young observer begins to regret his decision to stick around. As the menacing dark lord of the Sith steps out of the cockpit of his Tie Fighter, the boy knows he’s way in over his head.
Like many characters, specifically villains, Vader works best as a mysterious figure. You can’t write a Darth Vader comic from the perspective of Vader. It simply doesn’t work. He’s a quiet, dangerous, and unpredictable killing machine. To dive into the mind of Darth Vader would be unfitting for the aura of unsettling mystery that Vader gives off. To see that this comic book was indeed written from a completely outside perspective, through the eyes of a completely new and disposable character is a clever choice. We’re not dedicated to this new person, and through their insignificance, we begin to understand the sheer power that Vader’s presence demands, and that’s really cool. Considering Dark Visions is a 5 issue series, I have to gripe on this comic’s lack of actually getting anywhere. I do love seeing Vader well drawn, which he is in this comic, but Dark Visions has yet to provide something about the Sith Lord that I haven’t seen before. Hopefully issues going forward can get the ball rolling, because if they can’t, it’s going to be a slow 5 issues.(3 / 5)
Did you know the word for “clever” in German is klug? Google Translate told me, so it must be true. Would we be looking at this game if it was called “Ganz Schon Klug”?
…probably. It has an English translation right underneath. Hell, we’d probably have fun shouting it at each other, with both arms firmly at our sides.
Ganz Schon Clever is the version of Yahtzee you would make if you were twelve, bored, and not challenged enough in school. It’s a game of efficiency in the name of randomness, of synergy and cascading points with a pool of resources unknown until they’re rolled, that is likely to let you feel very smart and die a little inside when you don’t get that last roll you need in the same game.
Each turn has one person as the active player. That person rolls the dice and picks one to fill a square of the matching slot on their scoresheet. (White has no spot; it’s wild and can be used as any color.) Any dice lower in number than the chosen die goes on the Silver Platter (a picture of a dish inside the box they included because organization is EVERYTHING) and can’t be used by the active player again that turn. All remaining dice are rerolled, a second die is picked, then the dice left over after that are rolled again so a third can be picked. After that, the remaining dice (usually three of them) are open for the other, passive players to choose from and put on their own scoresheets. All passive players choose at the same time, and can pick the same die. A round consists of each person getting a turn as the active player, and the game length is in number of rounds, determined by player count.
The first round is generally straightforward. You’re just getting started filling in the sections, and each section requires at least a few entries before they start offering bonuses. This goes on for part of the second round, but soon enough you fill in a box that lets you fill in a different box. Later, you fill in a box that lets you fill in a box that lets you get an extra reroll that you use later to make sure you get just the right die to fill in another box that lets you fill in yet another box. In addition, some of the bonuses let you use an extra die at the end of someone’s turn, which lets you fill in a box which can let you fill in a box that lets you fill in a box which lets you fill in yet another box.
It gets a little bonkers.
For as much as we might look at the title and say, “Yeah, good job Hans, call yourself clever, you arrogant prick,” it… really is clever. Here’s why: the game is based around understanding the odds of various outcomes, but none of it is complicated. If you realize it’s harder to get high numbers than low ones (because of the dice choosing rules), and that for the blue section (which adds two dice) it’s harder to get 2, 3, 11, and 12 than the ones in the middle, you can form a basic strategy for choosing dice and picking which boxes to fill in with your bonuses. From there, everything depends on how efficiently you can get from bonus to bonus, and how much you can limit your reliance on very specific die rolls in order to make your strategy pan out. You can easily play without wasting dice or feeling like you’ve horribly screwed up, but you will also never fill out the whole sheet, so it always seems as though you might be capable of just a little… bit… more.
I think I have a German chip in my brain, because I adore these types of efficiency-based games. Even taking that bias into account as best I can, I think this is really well done. Basic gameplay that keeps people from getting too frustrated, and the sense that there’s always a better way to proceed, both matter in the replayability of a game like this. Just like with 13 Clues, I can see the scorepad running out of paper at some point (albeit probably with a different group of players).
The only question mark is, why is there room on the back of the scoresheet to score all four players? It’s probably to make overall scoring easier, keep it on one sheet, etc., and it doesn’t affect gameplay, but everyone who’s played looks at it funny. The fact you have to flip it from vertical for play to horizontal for scoring is awkward. But as problems go, that’s a small one. Get this game.
(4.3 / 5)
My hiatus from the Age of the Republic anthology series was never going to last. I won’t lie to you, I did get a little tired of reviewing them week after week, so I took a little break, but I was so eager to see and talk about this comic book specifically, figuring I could skip reviewing Padme. She’s an interesting enough character when written properly, but Grievous in concept is a really cool character. On top of that, Age of the Republic’s more mundane and psychological approach to storytelling might be challenged with a character like Grievous who has been shown in recent memory to be a somewhat two-dimensional character: bad dude with 4 lightsabers. That being said, originally Grievous was an extremely powerful badass with a mysterious backstory. This comic could go either direction with him, and having absolutely no idea where or when Grievous #1 takes place makes me eager to see what kind of route they take this coughing cyborg separatist who’s always had a soft spot in my heart.
Grievous #1 follows the mechanical menace hunting Jedi deep in the jungle world of Ledeve which is, as far as I know, a new planet in the Star Wars universe. We get to see a very old Clone Wars-esque Grievous here, proving to be an unbeatable monster by mercilessly and easily striking down the Jedi in his path with their own weapons. His goal: a Jedi temple hidden away among the trees on this planet. While it remains a bit of a mystery what exactly he’s after besides the utter destruction of ancient Jedi remnants we do get to see his arsenal of built-in tools and abilities that make him such a force to be reckoned with. Despite booby traps and various other means of keeping intruders out of the temple, Grievous simply can’t be stopped with his mechanical body ready to climb any walls or make any jump. When confronted by an ancient force spirit however he’ll be stopped in his tracks and put to the test. Little does this entity know, Grievous has the entire Separatist army on its back door.
There’s a couple of really awesome things worth mentioning about General Grievous #1. The writer finds a perfect balance between the Clone Wars Grievous from 2003 (the overpowered Jedi killer widely considered to be the best iteration of the character) and the actual movie Grievous who’s much more politically focused and cowardly. It’s incredibly refreshing to see Grievous in his old form again completely destroying Jedi and claiming his vast superiority despite not being able to use the Force. That being said, the writer makes a couple of really great choices I won’t spoil that will likely remind you of the movie version of the character, and it manages to be equally awesome. The creative team here managed to provide such fine amount of fan service while keeping the character real, and that’s really respectable. Additionally somehow this comic still manages to follow a lot of the same themes that Age of the Republic has been following. The spiritual side of the Force makes yet another appearance in this comic albeit feeling a little forced. I still dig it. This comic is awesome. It feels like a tease and a taste of what a General Grievous comic series could be when written correctly, and I really want it. It’s way, way too short though. Can’t have it all I guess.(5 / 5)
For a couple of years now I’ve widely considered Boom! Studios to be among the best in the comic book world. Stories like Diesel and Mech Cadet Yu are some of my absolute favorite comic reading experiences, but the major downside to Boom! unlike the big three of DC, Marvel and Image is their lack of quantity. Most Boom! comics aren’t my style and on top of that, the sheer amount of comics they’re putting out just isn’t that high, so comics I love coming out of this company are few and far between. It does however, create more personal hype when a comic like this new Ronan Island miniseries gets announced by the same writer as Mech Cadet Yu. A Feudal Japan storyline in Booms!’ recognizable art style is a total dream come true, so naturally I was instantly on board. I held high hopes for Ronan Island going in, as everyone deserves at least one good wholesome Boom! Studios comic in their life.
The exact location of Ronin Island is a bit of a mystery, but one thing becomes quickly clear: the world has been laid waste to by the Great Wind, which sounds like a massive world-scale war, or perhaps a natural disaster of epic proportions. Regardless, the world has been scattered and ruined, and Ronin Island houses some of the last remnants of tradition and people from Japan, China, and Korea all living together. With a little effort, they’re able to maintain their differences and cultures while also growing together as a single people. Our two main characters: Kenichi and Hana are very different from each other. Kenichi is, I assume Japanese. He comes from a line of Samurai in a wealthy traditionalist family. Hana is an orphaned Korean, who spent her younger years doing farm work. Both are tested in this first issue to prove their worth as warriors of their people and protectors of the island, though their testing is quickly interrupted by an invader: a self proclaimed Shogun who seeks their integration back into the mainland. Doubtful of mainland’s resurgence after the Great Wind, the island’s elders are forced to make a choice: parley with this new foreign entity, or send him back to where he came from and refuse the deal.
There are a few things worth mentioning about Ronin Island, specifically the art style which breaks away just enough from the Boom! norm to look unique while still fitting loosely into that mold. The concept of Ronin Island and its lore that’s set up in this comic is surprisingly well handled despite its lack of text heavy pages. Much of the story is learned through making inferences through the light dialogue, and with a story as simple as Ronin Island I think that’s the best way to handle it. The main characters aren’t exactly award-winningly interesting, but it’s still early in the comic, and much of this first issue focuses on world building rather than deep-diving into the two mc’s. The dynamic between the two is likely what’ll draw your attention, and I think Pak handles their few moments together so far pretty admirably. I have no idea where this comic is really going by the end of it, but it’s art and its world building was good enough to draw me back in, so I look forward to the next 4 issues here, hopefully continuing the same trend.(4 / 5)