ad

Tuesday, October 27, 2015

Custom tokens and Yummy Tokens

Since I don't even know when people started doing custom tokens. The first ones being sold were made by some fans I guess who just figured out that a picture printed on a piece of paper and foiled is a good idea (we also have altered cards like this via print). These type of custom tokens are available kind of everywhere one looks. But majority of those tokens are really horrible (things changed in past few years, so maybe I should use the past tense). Anyway just check ebay or MKM or well just google Magic custom tokens. Many people do custom tokens in a way that they steal art and print it and create some layout for the token. Those are the worst most of the time and many times the tokens are foil (half naked female character tokens that are shiny...simply sell...no matter of the quality). Horrible to look at from my point of view and I can't even imagine paying 5USD for such a token. Ok, yes I admit it usually features a hardly clad female character no matter if the token is Insect, Beast, Elemental or Soldier - the less armor the better^_^) so I may not be in the market's target group.


Example of token I do not like, do you?

Do you see a Green Elf?

Lately not only big portals like SCG or ChannelFireball have their own tokens. Freelance artists or shops (hiring someone to do the tokens) start selling their own tokens and they are making quite a big business out of that (I just wonder why bother selling singles sometimes...). I'm seriously wondering about this 'business' myself but since I cannot draw or paint well I'm not really sure if anyone would be interested (at least in this country my work is most of the time looked down upon). It still might happen.


My own custom tokens

But even among all those people producing their own tokens I had difficulties finding ones that I would actually like. I am always in wonder why people buy many of those tokens I find really ugly (and oftentimes foil). Anime styled tokens are also popular (usually portraying almost naked female characters no matter if it is a wolf or beast, but in this case it is more understandable). But even if those tokens are painted/drawn by someone the quality is low (probably because the person does not get paid much, or rather someone of not such a good skill does those). Some are ok even though I don't like them but if I would want to use something as tokens I would like to find something nice to look at, something that will be right away distinguished as the corresponding creature etc. Many times one cannot even distinguish what kind of token the card represents. I would not consider myself picky about this but after all I've seen I might actually be. But what I only want from a token is this -> the image should correspond the creature it represents (if the color palette corresponds the color that's a bonus), the design should be clean, the overall look should not be too distracting (that means no really shiny foils, too flashy images on which one cannot even distinguish what is painted on it etc). If there are no tokens like this I'd rather play with a piece of paper on which I type the power and toughness (and possibly the name/type of the token and its abilites).


Inkwell Looter Goblin Tokens

But among all those horrible tokens, official ones both regular and promo we can also find tokens that are actually pretty cool. The very first tokens I actually liked were from Inkwell Looter unfortunately for us he discontinued his Magic related project and moved on to something better. For a long time I couldn't find any other token I would like (I actually like SCG tokens quite a lot) till Rishada (one of Czech shops started selling and distributing Yummy tokens). I got the first token at Grand Prix Utrecht were I received a promo version of one token. At another GP I got another one. Later I've seen the whole (non-promo) batch and immediately fell in love with those.

This kind of style is something I would not expect to like. I write this because Inkwell Looter's style is similar and some of you could expect that I like this particular style. My preferred style would be anything similar to Drew Baker's style, check out his work! But well just look at those Yummy tokens. All those pics are funny and distinctive. She did a great job. The graphics design is one of the best if not the best as well. The paper could be different as this one is too sturdy for my like but I guess that is problem of all tokens out there.

So those are my two cents about custom tokens. Each of us has a different taste but when buying custom tokens I'd rather support someone who actually paints or draws the tokens himself/herself. So if you like these tokens you can visit their site at http://yummytokens.eu/index.php and possibly buy some of those pretty neat tokens.

Monday, October 26, 2015

World of Robotics Deck Building Game

Game description
World of Robotics is a Czech deck building game for 2 to 4 players. Each player takes on the role of a 'programmer' of a massive alpha robot. These programmers duel against each other by using their alpha robot, beta robots, equipment and programs. Each player starts the game with randomly chosen programmer and then chooses an alpha robot.

Programmers have two abilities that cost them Exhaustion Points and can be used once per turn (turn meaning one round of turns of all players till it reaches you once again). Each programmer has a limit of how many points that card can use. If maximum is reached (9 usually) the player with exhausted programmer loses the game at the end of his or her turn.

Alpha robots have Hit Points' value and Shield Points' value. They also have an ability. It can be used as many times as you want.

Each player has a starting deck consisting of 10 Titanium cards that give 100 resources, 2 Smoke Bombs that either draw a card or prevent next 20 damage dealt and 1 card that negates any action or reaction. Each player starts with seven cards in their hand.

During their first main phase they can buy cards from robomarket, use actions/reactions, play equipment/bots.

Next is attack phase in which robots can attack opposing alpha robot. Robots can only attack if they have a weapon equipped. Damage is first dealt to the 'Shield Points' and then HP is used. When both reach zero the player controlling that robot loses the game.

This phase is followed by another main phase (because for example you can draw more cards during combat but wouldn't be able to play the cards otherwise). The cards can be bought from 'Robot market' - area consisting of 8 piles of cards. In those piles one can encounter beta robots, programs and equipment cards. There are three more piles with resource giving cards - Titanium, Uranium and Platinum. In order to buy a card a player needs to play enough resource cards in order to pay the cost of the wanted card (played cards go immediately to robot scrap - discard). When a card is bought it is put on top of the player's deck.

At the end of turn all cards (robots, used equipment, cards in hand) are put into player's discard pile. That player then draws seven cards and the game goes on till one of the players (erm alpha robots) dies/is destroyed or one of the programmers gets exhausted.

Contents
The box (which is kinda neat but cannot hold the cards when sleeved) contains:

  • rules (that are supposedly simply but not explained well)
  • game board (we never use something like that unless necessary for the game)
  • damage counters (those are pretty bad, 20 sided die seems as the best counter)
  • exhaustion point counters (same as above - 10 sided die is ideal)
  • 203 playing cards (the quality of the print is meh, sleeves advised because this won't survive for long even though the game does not require excessive shuffling as most deckbuilding games do)

First experience (far from positive)
We borrowed the game from a local game store to check it out because we were both quite curious about it. We did not have time to try it out until recently. We both expected something completely different (we are used to deck building games and for me personally this would not qualify as one). I unsleeved several type two decks (because they are not legal anymore anyway) and sleeved the Robotics game. Zdenek read the rules and while reading them I already understood that the rules will be a bit problematic because the rules incited more questions then answers. There is not much explained in them and there are card effects that don't really make sense or it is not clear what the cards do (or rather when). He explained the game to me then and we tried to play our very first game.

I chose some programmer and later some random alpha robot because I did not understand the abilities just yet. Then we both started buying some resources so we could buy some tech or programs. When we finally managed to attack each other we got a bit stuck because there was no clear say about whether Shield Points kind of regenerate or just go down and then HP is used. But it seems we were just looking for some sense in the game because we expected a game to last for while (30 minutes). After trying to google something on the internet I landed on some description of a test game. After one player dealt 210 points of damage he won the game so we found our answer (simply the SP and HP go down) and started a new game. I chose one programmer (Lily) that can look at the top 5 cards of the deck. The second ability searches for a card in a deck but it costs two more cards from hand and discarded cards cannot be resource cards (so I never used that ability). As a bot I took one that seemed the most aggressive one - for sacrificing a beta robot it deals 10 damage to opposing alpha robot (Centurius).

Getting 600 resources on your first turn is nothing impossible and Merlin (beta robot) showed up. This robot when it comes into play will let you return one card from the discard pile to your hand. The next robot I bought is even better - Fox - "When Fox comes into play it deals 20 dmg to opposing alpha robot (if the bot does not have any SP left, it deals 30dmg), if opponent's robot is dealt damage this way, draw a card. If Fox is in play, you may discard a robot card from your hand and search your deck for a card, shuffle your deck afterwards". So 2 Merlins and Fox were enough to 'burn' my opponent via Centurius and Lily helped me look for Merlin. The game was pretty fast even with the possibility of preventing 40 damage per 1-2 turns. Preventing damage though is not what one wants. Drawing a card that was bought the same turn is way more important because still one needs to deal those 190 damage and one cannot fall behind.

The following game wasn't any slower. It ended very fast. We cannot imagine games taking more turns than let's say 6 turns. After those few games the game seemed to be primarily about choosing an alpha robot well. There are always alpha bots that counter different bots, so if the second player sees what bot is missing he or she can choose alpha robot accordingly. Then simply buy a weapon and swing. Some other cards may be needed but not a high number is needed. The deck alone works on 3-4 cards only plus those basic cards which one cannot really get rid of much. Getting defensive slows down hell a lot though and the game is not about being able to survive but about destroying opponent's alpha robot.

In the second game that I hoped to be longer I was discarding about 3 cards from my opponent's hand each turn (and the discard is random to make it even more annoying). The game ended soon as well as I just bought one weapon and attacked with that while not allowing my opponent to actually play something (my programmer also could discard a weapon if something would go awry). None of us enjoyed the game.

Anyway the very first impulse to try the game came from the fact that the game was advertised as deck building game and I usually like those. But in this case it feels completely different primarily because the game is so fast. The cards that one buys can oftentimes be used on the very same turn as there are two Smoke Bombs in the deck that allow you to either draw a card or prevent 20 points of damage. When someone uses the word deck building I would expect the players to buy more cards and when having a functional deck being able to do something (in this case attack and deal damage). In this game the cards can deal damage fast and in great amount and even those 40 damage prevented won't save the player or prolong the game much. So there is no time for different phases of the game like early/mid/late. Since here it is pure aggression (and judging from posts on the official page I guess that's what the authors wanted, just to run your opponent over and that's it. It is either you or him, not much of a way how to actually impact the game and turn the tides).

We still have to explore the game but after going through each single card we can clearly see what is possible and what not and I personally am not sure if I want to give it a second chance. Preparing the game and shuffling the cards pregame takes longer than the game itself (now that everything is sorted this statement probably won't apply much, but still you get the idea). Unless there is a market that offers only 700-900 cost cards the game will be too fast for my liking and well the game simply does not have 'control' as a deck type.

The biggest downfall though is the fact that this game simply does not have a future. The way the game is there is not much that could be done to make the game last longer or make more sense. Adding cards won't help no matter if they are more powerful or if they would be able to stall the game a bit because players will simply ignore those. The game is about buying the best card that shows up and finding a card that counters that and in the meanwhile buying something with what one can attack won't simply work. The whole design of the cards would have to be changed in order to make this game work.

This game though gave me some insight on what things to avoid when trying to come up with a deck building game and I can also see what should be done correctly:

  • First the TEXT and icons and other stuff needed for the game should be visible. That means readable from a distance (of one's head from the card laying on the table).

  • The game should be long enough to become relatively difficult or that interesting interactions can happen otherwise I don't really have a reason to play that game. If the game ends 'sooner than it begins' why bother.

  • Seven cards in hand is too much.

  • Rules should be well explained and structured. All keywords or effects explained clearly!

Additional Info
I mentioned (not really but you could deduce)that there is a possibility to get rid of a card from your deck. Some of the cards in the game have one of three icons. There is a trash icon, recycle one and Ti. The trash icon allows a player to put one of your cards from discard or hand (I think) on the bottom of one of the market deck piles. Recycle icon let's you discard the card with the icon and return a card from discard pile to your hand. The last icon simply gives you 100 resources (Titanium).

Also there three types of equipment. Weapons that allow a robot to attack, support equipment that can prevent damage or have other special ability stays in play till game effect destroys them and 'protective equipment that prevents damage (is discarded after it prevents the damage).

Verdict
1.5/5

I won't give it 1 because I see how difficult it actually is to come up with something and balancing something is even worse. Creating a game, marketing it and then actually selling it is not an easy feat. All those people merit respect for that. But game-wise this has nothing to offer me and thus I won't recommend it to anyone. (But I still have to see what attitude to the game non-TCG players will take).

Wednesday, October 14, 2015

Zoo part 2

After painting Goyfs and Guides I moved on to other cards Umezawa's Jitte, Windswept Heaths and Taigas.