iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)

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App News: Hearthstone Hints at iPhone & Android, Magic 2015 Making Changes, R&R Apps Galore and more...

David Neumann
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App News




Blizzard Hints at Hearthstone's Other Platforms
Way back when Hearthstone: Heroes of Warcraft was just a glimmer is Team 5's eye, we heard that it would be releasing not just for PC but for iPad and Android tablets as well. They made good on part of that promise when it released for iPad back in April, but we've heard nothing of the whereabouts of the Android version of Hearthstone.

Earlier this week, Blizzard Entertainment brought Android back to the forefront with an update.

Looks like Hearthstone should be available for Android tablets before the end of 2014 but the iPhone and Android phone version is not going to hit until early 2015. Apparently, they're having a bit of trouble getting the UI to fit on a smaller screen. Surprise, surprise.

Anyway, those of you with Android tablets are, at most, 2 months from being able to play Hearthstone on your couch, which, frankly, is the best way to play it.

There is also some older Hearthstone news, but I don't think we covered it here at iOS Board Games. Last month, Polygon reported that the next expansion for Hearthstone will be a card-only expansion consisting of more than 100 cards. No single-player content like Naxxramas, just a straight out dump of new cards. No word on when the expansion will go live, but I wouldn't expect them until 2015.



Magic 2015 Losing Premium Bundles, Getting Expansion
When Magic 2015: Duels of the Planeswalkers was released this summer, it looked like it might be the best version of Duels of the Planeswalkers yet. While similar to its older brothers, this version offered open deck building which is something users have been wanting for a while. It also introduced a new pricing plan that, it turns out, wasn't so great.

Unlike the aforementioned Hearthstone, you couldn't get all the cards in Magic 2015 by grinding. Turns out there were a small subset of cards--some powerful cards--that could only be gotten by dropping money and buying "premium boosters".

Wizards of the Coast apparently thought it wasn't cool, either, as they will be changing how cards can be gained in an upcoming patch due for November 5th. The patch will change Premium boosters into Battle Boosters which you can earn through online play rather than forking over cash.

For those of you who have already sunk money into Premium Boosters, Wizards says they'll have something for you to make up for the money you've spent. What that might be, however, hasn't been stated.

Also coming on November 5th is the Garruk's Revenge which includes a campaign across Alara as well as access to new cards from the Alara block.

The expansion will be released for Android on Nov. 5th and coming to iPad shortly thereafter.



R&R Games Brings More Games to iOS
R&R Games made a splash on iOS a few months ago with the release of 1st & Goal. It is a good port of the board game and Brad liked it quite a bit.

Little did we know that R&R had been on the App Store for quite a while before 1st and Goal was ever released. Currently, they have 2 other titles on the App Store: Peeple Watching and AttrAction.

Peeple Watching is a party game of sorts, where you pick someone in a public space and then are asked 7 questions about them. Points are gained depending on what the others in your group answered. Frankly, it sounds creepy as hell to me, but it does come with "fake" people too, so you don't have to be a weird voyeur. Anyway, it's only a buck and can be found here.

The other title is AttrAction which is also an honest-to-goodness board game. In it, players flick magnets which attract or repel the other magnets on the board. It's kind of like a magnetic Crokinole. It's for iOS Universal and has local wi-fi and pass-and-play multiplayer. You can snag it for $1 as well.

Of course, 1st & Goal is still out there for iOS Universal and Android for $5.



Pro Strategy Football 2014 Released
Pro Strategy Football 2014 is the latest release of the PSF series. Like the previous titles, Pro Strategy Football is far closer to a board game than twitch games like Madden. Here, it's all about strategy, calling plays and then seeing what happens. It's actually a ton of fun.

Pro Strategy Football 2014 improves on the series a bit. Rosters are updated for this year and there are different difficulty modes to ensure that both the football grognard and newbie can get into the game.

Developer Pro Strategy Games has even promised to have a Career mode, allowing you to carry a team from season to season, make trades, etc. Unfortunately, that's not in the currently released version, but should be making it in via an update soon.

Pro Strategy Football 2014 is for iOS Universal and costs $5.


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Thu Oct 23, 2014 5:13 pm
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Slitherine's Great War Commander: A very challenging strategic wargame for multiple platforms

Walter OHara
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Burke
Virginia
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Commander The Great War
Publisher: Slitherine Ltd
Available on PC, Mac and Ipad
Itunes Link SRP as of review: $19.99
Ipad version reviewed

I've been meaning to get to this review sooner rather than later, but this is no light historically-flavored game, like my previous two Slitherine reviews (Quadriga and Frontline: Road to Moscow). Frankly, it's taken a long time to plod through just a few games. Commander The Great War (CTGW hereafter) is designed for serious wargamers who are in it for the long game-- and willing to pay a serious price for the privilege. Yes, that's right, CTGW is not going to be a cheap purchase, it's 20.00 as of this writing. Is it worth the high end price tag? Right up front I'll say yes, it is, with a few caveats that I will expand upon.



SCOPE: Commander the Great War is a grand strategy scaled game. Players assume the role of supreme leader of a nation or coalition of nations on either the Entente Cordiale or Triple Entente sides of the Great War (meaning World War One in this instance). In pursuit of this role, the player will be making strategic decisions for the individual nations on his or her side, including army movements and attacks, naval movements (and resulting battles) as well as research and development of new military technologies.


Game Start and setup-- with some nice multimedia bits

If I were to draw an analogy to a boardgame, CTGW relates to Advanced Third Reich and/or World in Flames the most, in that the player has to operate on the same grand strategic scale in a major theater of war, and there's a similar diplomatic and research element to those games. Yeah, I know, World War Two. I just don't know of any that fill the same niche set in the First World War era-- certainly not Guns of August. In terms of computer games, Matrix Games' own Guns of August (PC version) is roughly similar in scope, but not mechanics. To End all Wars (also published by Slitherine) looks similar in scope but is mechanically very different (being developed by Aegeon), but I have no experience with it.

The setting for Commander the Great War is vast; playing out on a hex map of Europe from North Africa and the Arabian Peninsula up to the North Sea, East to the Ural mountains, West to the Atlantic and French coast. That is a lot of hexes and a lot of ground to cover, especially in the grand campaign games after 1916, when so many fronts are opened up. This can get a little confusing on the Ipad, as one furiously swipes across the map to see what the enemy units are doing during his opponent's turn.

There are five preset Campaigns:

1914 The Great War
1915 Ypres – Artois
1916 The Battle of Verdun
1917 The Nivelle Offensive
1918 The Kaiserschlacht

Echoing the course of the Great War, the Triple Entente (Germany, Austria, Turkey) are favored in the first two scenarios and somewhat in 1916. In game terms, 1917 and 1918 become a real challenge for the Triple Entente player as more and more military technologies are present at start of the game (tanks, better airplanes, better artillery, armored trains, better ships, and etc).


I'm playing Serbia in the 1914 campaign versus the AI. Serbia is a thankless role, but the whole shooting match starts here and it's worth a shot as the Entente Cordiale player. I do have the advantage of interior lines, and a ponderous response from the Austrians, but numbers eventually tell.

No matter which you select, don't expect to be done with any grand campaign quickly. The AI is slow to make decisions (More on this later) and progress is very incremental-- there were no Schlieffen Plans for me.


Here are my vacation snaps from the invasion of the Low Countries (also the 1914 scenario). No grand Schlieffen Plan here; it's more like a bulge forming in the Allied line as the Germans pour in after limited local success. This pattern repeats throughout the game-- It's ALL about finding a spot to break through and exploit-- it's a real gamble, and broad front assaults are almost impossible

There doesn't appear to be any instructions or help file anywhere, but most of the action happens in a few screens and are very easy to figure out. Mechanically, moving land troops is just dragging them from hex to hex and clicking on highlighted squares when the moving unit is adjacent to enemy units. Terrain and Zones of Control factor into movement and combat in a very general way, in that you will move faster on a railroad and be held up by terrain features, or not be able to pass an enemy formation.


Example of moving Serbian movements into the abattoir.

The mechanics aren't the interesting part of the game, not so much. Movement and Combat are pretty simple. It's the other decisions you make per turn that will change the long game one way or the other for the player. Those decisions are made using a simple five tabbed menu:


How to fight a war, emphasis mine!

The management menus lead to production, research, diplomacy and management sub-menus. This is the point where I remind you of your role-- you may want to fight those tactical battles, they're fun and very visually rewarding. However, you're in it for the long haul here, and you are making decisions about what you'll be doing not just this year, but the next two years. So you need to start making the hard decisions early.. do I spend a lot of money on researching better weapons and hope I'm just lucky and don't need a lot of infantry replacements? Or do I feed more men into the meat grinder I'm dealing with right now?

The Diplomacy screen is rather innocuous, I haven't seen much come as a result of using it. Players need to focus on Production and Research decisions exclusively-- resources are what they are-- very precious. You have what you have and you must spend them wisely to be effective.


Serbia's rather bleak production options in 1914.


What can Serbia research this early in the war? Well, I'd choose barbed wire...

When you play a side, depending on the campaign you're playing, you are playing multiple fronts and multiple nations, with multiple national priorities. The Serbian/Austrian front at the start of the war is pretty much a doomed confrontation, so the Serbians need to do what they can do to stall the Triple Entente until the other powers can get engaged. So that "Cheap Infantry now versus expensive Tanks later" equation doesn't really work there, but it will for, say, Germany or England. You also have to consider what the major front you are working on needs-- not just now, but in three turns. For instance, Russia could use those cheap cavalry units. Sure, they are crap troops-- but they are great for moving vast distances without railroads fairly quickly, and can cut off troops nicely. The Germans will be tempted to spend it on better airplanes and artillery to force a result on the Western Front. The English may be the best power on Water but that superiority doesn't necessarily last forever-- and what about buying transports and more infantry, you know, to help those Allies out somewhere?


And this is where you get feedback from your decisions, each turn. What will be next in the production queue, what is coming up in the research queue..

There are a lot of variables in CTGW, and a lot to experiment with-- just don't expect a quick payoff. As I've already mentioned, this is a long game, and you NEED to be in it for the long game. Don't bother if you want a quickly resolving tactical battle game like Frontline. That's not the focus of Commander Great War. Even success creates tough situations-- combat is often very bloody for both sides-- when you lose most of your attacking force in a victory, what then? What happens next year when the other side comes roaring back in a counterattack? I certainly hope you planned for reinforcements!

What does all this mean? You have to plan ahead in almost every turn. In this respect, the game really generates interesting, and often historically flavored results. The game really does feel like World War One-- there's no way a broad front strategy works-- The Western Front ends up a pushing match, the Eastern Front has great scope for movement. The best results for the Western Front is to exploit a salient and push through in localized areas. That often is such a grinder that the Entente player really IS tempted to explore other fronts like Turkey.

The technological developments really enhance that feeling. Germany is tempted to use its finite surface fleet early-- but things really change for them when U-boats come into play.

If I sound enthusiastic, I am-- however there are a few drawbacks to this game-- it's slow, which is why I found it harder to review, than, say, the last 2 Slitherine games I've bought. I find that the AI is very capable, but is facing so many decisions that it does bog down somewhat after about four turns. Before the last update, the AI was consistently freezing right about turn 4. That seems to be fixed. It's still not greased lightning but remember, this isn't an arcade game. Each turn will require a lot of actions on the player's part, expect that to be the case for the AI as well. The other element that I find a drawback to total enjoyment is the lack of transparency. I often was stumped about units appearing out of the "Fog of War fog" that is on the edges of the map.. sometimes I was asking myself how the heck that unit got THERE.. teleporting? I also would like to know what the AI player's decisions were in the proceeding turn. I know it's historically appropriate for the human side to NOT know this, but it would help understand the mechanics, which certainly aren't explained.

Summary: Commander Great War is like a sipping whiskey; drink it too fast and you'll choke. CTGW is far too complex of a brew to be swallowed whole on first sip. You'll have to be patient, take it in gradually. This game will reward patience and foresight, but not an arcade player. Commander The Great War is a game of elegance and simplicity, and it will reward a player with a strategic mindset. Is it worth 20 bucks? That's up to you. I think there's a LOT of game in that 20 dollars, and a real wargaming fan will consider his money well spent. Replay value is excellent.
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Thu Oct 23, 2014 3:00 pm
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Weekly Stream: Battle Academy 2. Join us this Thursday 10/23 at 9pm EDT!

Brad Cummings
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Connecticut
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Battle Academy 2 is coming to iPad this Thursday, October 23rd! This is a sequel to the hit strategy wargame of 2013. PC gamers have been able to enjoy this one for a few weeks, but now it’s going mobile. I played a bit of BA2 at HOW14 and the reworked UI seems perfect for tablets. The graphics have also been updated with a grittier, less cartoony style. We will be playing this one and will have a review up shortly, but in the mean time, join us as we play through the game live on Twitch.

Join us as we celebrate the launch of this highly anticipated game. We’ll play through a few scenarios and show off many of the new features. This will be a great chance to see if this game is a fit for you. Be sure to watch.


Here are the details:

When: Thursday, October 23rd, 9:00pm EDT
Where: BoardGameGeek on Twitch
Who: Just me!


If you can’t make it live on Twitch, be sure to check out the archive after the fact.
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Wed Oct 22, 2014 1:05 am
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App News: Battle Academy 2 rolls out Thursday

David Neumann
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Battle Academy 2: Eastern Front Coming Thursday
We just received word this morning from Matrix Games that the sequel to Battle Academy, Battle Academy 2: Eastern Front, is due to hit our iPads this Thursday.



The first Battle Academy was widely praised, so we're expecting great things from the sequel.

Battle Academy 2 has been available on Steam since September and, if it's like BA1, should be a straight copy of the PC version when it moves to tablets.

What does BA2 offer? Let's look at the blurb from Steam:

Slitherine wrote:
Control both the Axis and Soviet forces in more than 30 missions across 4 single player campaigns and corresponding multiplayer missions.

More than 130 units storm across the battlefield. Learn the hard lessons of the early war in Panzer III and BT-7, or feel the ground shake to fury of the Tiger, Panther, T-34 and IS-2.

New gameplay features include smoke, infantry dash, fighter cover, partial damage, and trenches – along with a detailed combat model that’s second-to-none.

The seamless multiplayer experience has been expanded with the addition of cooperative support – can you and a friend work together to defeat the enemy?

And already fearsome modding flexibility has been further expanded with editor improvements including automatic edging, achievement editor, and reinforcements. All atop a powerful scripting system giving complete control of all the game systems.


Not sure about that modding ability on the iPad version. Something tells me that Apple might not allow it. We'll have to wait until Thursday to find out for certain.

Battle Academy 1 was one of the first "premium" titles for iOS, coming in at $20. We haven't seen iPad pricing for BA2, but I would expect it to be up there.

We should have a post with links up for BA2 when it hits late Wednesday night (or Thursday. I'm assuming it will roll out Wed. night like other Thursday releases).


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Tue Oct 21, 2014 2:37 pm
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Sentinels of the Multiverse - App Review

Brad Cummings
United States
Connecticut
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The Stats:
Compatibility: iPad, Android Tablet
Reviewed On: iPad Air
Current Price: $9.99
Version: 1.0
App Size: 255 MB
Developer/Publisher: Handelabra/Greater Than Games
Multiplayer: Yes, pass and play
AI: NA
Itunes link: Sentinels of the Multiverse
Google Play link: Sentinels of the Multiverse


Few games have taken the tabletop world by storm like Sentinels of the Multiverse. This was the Super Hero card game on the market before the big guys even considered the space. It features a cast of original heroes, some pretty direct copies of existing properties, that face off against a cast of villains, each with their own plots and powers. The game’s popularity has spawned spin offs, actual comics, and more. We now have, on our iOS and Android devices, the chance to play the game that started it all.



Admittedly, this is my first time playing Sentinels of the Multiverse. Super heroes have never really appealed to me. I find most of the stories to be a predictable arms races. Does it matter that you are super when everyone you fight is also super? That foolish prejudice of mine aside, it is a cooperative game I have always wanted to try, and I am excited to have it on my iPad. It is important to now that this review is coming from someone very new to the game (Dave is a huge fan of this game and should be reviewing it on that other publication soon).

Being new to the game, I first hit the big “How To Play” button on the front menu. What I saw was a text rulebook, and my heart dropped. “Another game with no tutorial?” I thought. Luckily, nestled in the top right corner was a “Play Tutorial” button. What followed was an excellent tutorial hosted by an animated version of game designer Christopher Badell. It is a superb tutorial teaching both the rules and basic strategy.

That being said, there is still a lot to learn. Each villain and hero plays differently and has a slew of new cards. The amount of new content for each character can be daunting to new players. While the tutorial was great, I would love more ways to ease into the remaining content. In the game setup screen you can see the special abilities of each character and villain, but it would be great to get a better summary of how each character is meant to play, even a brief overview.



Sentinels of the Multiverse is a cooperative game, and, on mobile, can be played solitaire or pass and play (no online play). Once you’ve selected your heroes, the villain, and the location, it is time to fight! The heroes’ goal is to bring the HP of the villain down to 0. Each villain can win by either defeating all the heroes or, for some villains, by another mechanic, for example Baron Blade wins by getting his discard pile to a certain number. The game is played in turns, one for each hero, one for the villain, and one for the environment. The heroes’ abilities are represented by cards ranging from one-off attacks to powers and on-going effects. Each hero can play one card from their hand and one power each turn. Powers range from dealing damage to drawing cards, it depends on the strategy of each hero. There is a wide variety of strategy and mechanics. On the villain’s turn, they follow a preprogrammed set of moves which could involve playing cards from the villain deck and dealing damage to the heroes. The environment or location also gets a turn, usually playing cards that affect both the heroes and villain, adding another wrinkle to the strategy.

All of this is presented in amazing comic book style. The locations are brought to live with well done 3D backgrounds. The heroes and villains have different artwork as they take damage or become more powerful. If you are fan of the board game’s art style, you are going to love what they have done here. The comic book feeling is carried into to the menus and the gameplay screen. Each character is given their own panel, and these panels shifts as turns change. You can tell the folks at Handelabra have a love for Sentinels of the Multiverse as well as comic books in general. I may be getting greedy, but I would loved to see them take this one step further. Currently there are no combat animations, which I think, if added, would help round out the aesthetic and give your actions more weight. However, what’s there now is excellent.



The lack of combat animations is just one part of a lack of information in some parts of the game. With so many different factors influencing each action in the game, it would be great to understand these more clearly. Admittedly, the game does this well with combat, clearly explaining why you are being hit with a certain amount of damage. These needs to be carried to other areas. For example, I would love to know how many cards the Villain will play next turn, or how close they are to their special victory conditions. This information is all available out of context on the cards themselves, but I would love to see it within the flow of the game. As a new player, there is currently a lot to keep track of. The team has tried to make identifying card abilities easier with a range of icons. This is a great first step, but still a bit overwhelming for new players.

While Sentinels of the Multiverse could give more information in some areas, it also suffers from a case of too much in other areas. Each time damage is dealt, either to your heroes or to the villain, you must decided in what order it is allocated. This is useful on some occasions, but there are many times when the choice is irrelevant. Luckily, there is a choose for me button to automate this, but I do wish it would be automated in cases where the choice truly doesn’t matter. Not only is it a bit clunky and happens often (several times a turn), as a new player I found the choice confusing. I kept picking my brain to figure out why damage order mattered in a given situation.

All of this does not tarnish the fact that Sentinels of the Multiverse is really fun to play. The amount of content available is amazing. The possible combinations of heroes, villains, and locales is staggering. There is nearly endless variety. I am excited to solve the puzzle that is each villain and learn the synergies of the different heroes. This iPad version makes gameplay quick and easy, managing all the book keeping and letting you focus on the real choices



The gameplay that has made this game a cult hit shines bright in this digital version. The tutorial makes the game welcoming to new players and is a great place to enter this renowned series. This is a must have addition to your digital board game collection.


This compelling cooperative game is so close to being super.

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Mon Oct 20, 2014 6:28 pm
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Live Stream: Sentinels of Multiverse

Brad Cummings
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Few games have been anticipated like Sentinels of Multiverse on iPad. This breakout cooperative game is now available on iOS and Android.

Dave has had his hands on this game for a while now, so we will follow his expertise as we play through a few games. Be sure to join us!

Join us:

BoardGameGeek on Twitch


Watch live on Twitch or check out the archive after the fact.
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Fri Oct 17, 2014 2:00 am
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App News: New Pathfinder Screens, Talisman Dungeon News and Screens, North Star Looking for Help, Galaxy Trucker Updated and more...

David Neumann
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Whitefish Bay
Wisconsin
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Pathfinder Adventure Card Game News and Screens
Obsidian Entertainment announced at Gen Con that they were working on a port of Pathfinder Adventure Card Game: Rise of the Runelords – Base Set from Paizo Publishing.



I spoke with Obsidian yesterday and found out a little bit about the game as well as snagged a few new screenshots.

First of all, the game will be released for iPad and Android tablets. It should be release in Q1 of 2015, but they are still working on getting the interface right for a digital version of the game. The screenshots indicate that they are definitely trying to bring as much theme into the game as possible.



The game will be single-player and pass-and-play at release. There are a lot of interrupts in PACG, with players able to contribute to other player's turns all the time. They are working on tweaking the rules and making the app work a little differently than the physical game so that pass-and-play doesn't become a mess of always having to pass the iPad around to see if other players want to help out. Things they're looking at are automatically having players help each other, as long as the effect isn't detrimental to the helping player, and having each player suggest what they're willing to help with on other player's turns ahead of time, so they'll be no need to ask when the time comes. If successful, they're hoping that these tweaks might even make asynchronous multiplayer a possibility down the road.



The game will launch with all content through Burnt Offerings, but they aren't quite ready to talk about content past that at this point.

One thing's for sure, the game looks fantastic. Add PACG to the growing list of great games going digital in 2015.



Talisman Dungeon Submitting Next Week
Nomad Games has let us know that the upcoming Talisman (fourth edition): The Dungeon Expansion expansion for Talisman: Digital Edition is going to be submitted next week, meaning that it should only be 2-3 weeks before we get it in our grubby little fingers.

The Dungeon expansion includes a new board that wraps around the main game board as well as over 100 new cards, new spells and five new characters.



The Dungeon will appear as a $5 IAP when it launches in a couple weeks. You can pick up Talisman: Digital Edition for iOS Universal here and for Android here. Both of them are just shy of $7.





North Star Games Creating Digital Division
We mentioned in our Gen Con coverage that North Star Games, LLC was creating their own digital division, but we were short on details. Well, we're still short on details, but we do have a few more than we knew before.

The first game that the new digital division will port over will be Evolution. They are currently targeting having a beta ready by Gen Con 2015, but haven't nailed down a release for a finished version.

They are currently looking for experienced Unity or Objective C/C++ developers, so if you're qualified and looking, go ahead and contact them.



Galaxy Trucker Receives First Update
I think it's safe to say that we love the digital port of Vlaada Chvátil's Galaxy Trucker. From what I gather, however, some people don't. Particularly those with iPad 1's.

Earlier this week, Czech Games Edition released the first update for Galaxy Trucker making the game a bit more iPad 1 friendly. Here are the patch notes:

Czech Games Edition wrote:
Fixed problems with connection to server.
Fixed crashes on iPad2 and iPad mini.
Galaxy Trucker is now optimized also for iPad1!


See? iPad 1 and 2 users should be good to go after this update!

You can pick up Galaxy Trucker for iPad on the App Store for $8.



Doodle City Released
Doodle City is a new game from Aporta Games that is being released at Essen RIGHT NOW. They've also released Doodle City as an app that, helpfully, tells you of the Essen release of the game all the time.

Doodle City is a game in which each player has a grid in front of them. The grid contains different icons such as taxi stands, hotels, shops and houses. On your turn, you will roll dice indicating which rows and columns you can add roads to, in the attempt to connect these icons and collect victory points. It's really more of a multi-player solitaire puzzle than a head-to-head board game, and in fact you can play it solo just to see how high of a score you can get.

It's a very well done app, with colorful and lively graphics and, even though I didn't explain the game well, it is a pretty fun game to play.

There's no AI in the game, so if you want to play solo, you'll be playing against yourself which works really well with this game. There is also pass-and-play or asynchronous online multiplayer.

Doodle City is free until October 20th, so go pick it up on the App Store now and give it a shot!



Soqquadro Released for Android, iOS Coming
Soqquadro is a new game from Cranio Creations that appears to be a scavenger hunt. Pull a card and then run off around your house to find something that matches that description. As you find items, you move your pawn up a scoring track and the first person to reach 16 wins. The game is played in real time, but does pause every now and then when a Challenge needs to be dealt with.

It sounds like great fun, and something my kids would love to do. It's currently out for Android devices and should be released for iOS soon.

You can find it for under $3 on Google Play right now.



Titan Updated
Titan HD is one of those games that we always kind of forget is out there for iPad. It's a shame, too, because it's a really well done implementation and the developer keeps updating it, 3 years after its initial release.

It was updated earlier this week and here are the change notes:

Titan HD wrote:
* Muster Diagram can now toggle between remaining and eliminated characters
* Ratings adjustments now weight early eliminations less heavily
* Fixed UI issues on iOS 8
* Fixed an infrequent stability issue in online games
* Fixed an issue in legion history related to undoing certain moves
* Fixed a minor documentation error


You can pick up Titan HD for iPad on the App Store and it will set you back $8.
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Thu Oct 16, 2014 5:24 pm
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App Release: Sentinels of the Multiverse

David Neumann
United States
Whitefish Bay
Wisconsin
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In life you have to do a lot of things you don't f*cking want to do. Many times, that's what the f*ck life is... one vile f*cking task after another.
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Sentinels of the Multiverse Released


The Stats:

Compatibility: iPad, Android Tablets
Current Price: $10
Developer/Publisher: Handelabra Games and Greater Than Games, LLC
Version: 1.0.2 (Android), 1.0 (iOS)
Download Size: 179MB (Android), 255MB (iOS)
Multiplayer: Pass and Play
AI: No. Game is cooperative so no AI necessary.
iTunes Link: Sentinels of the Multiverse
Google Play Link: Sentinels of the Multiverse
Amazon Appstore Link: Sentinels of the Multiverse
BGG Entry: Sentinels of the Multiverse


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278 Comments
Wed Oct 15, 2014 4:29 pm
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Weekly Stream: Sentinels of Multiverse. Join Us Thursday 10/16 at 9:00pm EDT.

Brad Cummings
United States
Connecticut
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Few games have been anticipated like Sentinels of Multiverse on iPad. This breakout cooperative game will finally be released on the App Store this Wednesday.

Dave has had his hands on this game for a while now, so we will follow his expertise as we play through a few games. Be sure to join us!

Here are the details:

When: Thursday, October 16th, 9:00pm EDT
Where: BoardGameGeek on Twitch
Who: Myself and Dave


Join us live on Twitch or check out the archive after the fact.
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18 Comments
Tue Oct 14, 2014 5:00 pm
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Card Dungeon - iOS Review

Brad Cummings
United States
Connecticut
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The Stats:
Compatibility: iOS Universal
Reviewed On: iPad Air, iPhone 6
Current Price: $1.99
Version: 1.1
App Size: 168 MB
Developer/Publisher: Playtap Games
Multiplayer: NA.
AI: Na.
Itunes link: Card Dungeon

Cloning and copying is rampant on the app store. As a part of the mobile games industry, apps like 2048 make me a bit furious. True, all video games and board games copy from one another, but the problem comes in the ease of directly copying mobile games (due to small teams and project scopes). When I first saw screens for Card Dungeon, my initial reaction was that it was an attempt to cash in on the potential success of Card Hunter (an earlier web based game with nearly an identical art style). As development continued, it became clear that Card Dungeon would beat Card Hunter to mobile, and potentially snatch the fans of the original.

Now that the game has launched, it is clear that art-wise, this is 100% the case. Everything from the level headings to the card art is extremely similar to Card Hunter. However, mechanically the game is entirely different. Gone is the brutally difficult TBS gameplay, replaced by an interesting rogue-like mechanic that has conquering a series of challenging dungeons. It really is it’s own unique game, I stand partially corrected.



Card Dungeon hinges on a simple card mechanic. At any given time, you can have three cards in your inventory. These cards each feature an attack or spell that you can use against the monsters you find in the dungeon. The trick is that each card is slowly deteriorating. The more you use it, the closer it gets to being destroyed. This is represented graphically by the card turning more and more ragged. This means you need to constantly be refreshing your available actions by picking up new cards found by slaying monsters and searching chests. Your move set is constantly shifting, which means you have to constantly be learning and perfecting new strategies.

To start a run of Card Dungeon, you select one of several dungeons, each featuring their own boss. You then choose a character as well as a perk and a weakness. With this setup, you head into the dungeon, attempting to pass all the levels of each dungeon and defeat the boss without dying.

Like many games in this genre, you can have good runs and you have bad. The selection of cards that come up as you kill monsters and open chests, will determine how far you can get. Many runs will be awesome, while others will just be frustrating. The randomness of card selection (and a pretty large variety) forces you to innovate and find new ways to solve problems. It is rewarding to discover a new way to take on a room of monsters.

The cards range from basic attacks to powerful spells that can even change the dungeon. The game excels at presenting many possible solutions to any problem. For example, when encountering the first boss, I placed a lava pit in a doorway and lured the boss into it repeatedly until he was defeated. As moving and attacking have to be done on separate turns, positioning is a huge part of the game. Many attacks will send enemies flying, while others can pull them to you. There is quite a variety here and a lot to be discovered. This is, by far, the most compelling thing about Card Dungeon; this is where the game really shines.



Card Dungeon is turn-based. Each turn you move or use a card, and then each monster in your vicinity gets a move. It’s a game about timing and planning. You want to get each monster in the right place at the right time to avoid damage and make use of your cards. The turn-based mechanic is awesome for board gamers, but also creates challenges. In combat the system is great, but once you want to explore, the turn system can really slow things down. The game features neutral monsters that will not attack unless provoked. The problem is, if they are in a room you are trying to cross, they all get a turn, meaning to move one square can take 15 to 30 seconds. It just seems unnecessarily slow in the exploration portions.

The game is presented in portrait, which led me to believe this is a phone-centric game. After trying to play standing on a train, I can tell you, it is a challenge to operate with one hand. The biggest crux is the game’s camera. it is rotated by two fingers and is necessary to really get an idea of what is in the dungeon around you. This is challenging to do even on iPad (the sensitivity it strange), and is a huge challenge while playing on an iPhone. I would love to see a feature added to allow dragging around the map with one finger. Getting a read on a dungeon room is important in the game, I just wish it was easier to execute.

Card Dungeon and I got off on the wrong foot with the art style. However, gameplay, especially combat, proves that this is it’s own game, with some neat ideas. In the end, the turn-based exploration really slows the game down, and, combined with the odd camera controls, makes it a challenge to play. Even with these challenges, it does bring some interesting ideas to the table and is worth a look if you enjoy rogue-like mechanics.

A fun rogue-like that could use a bit of polish.

Poll
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Poll created by thequietpunk
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15 Comments
Tue Oct 14, 2014 2:00 pm
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