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Through the Ages’ first expansion will be releasing on digital platforms first this September

By Joe Robinson 30 Jul 2019

The impact of digital ports on board games is something that I feel will take a few years to play out. It’s definitely becoming a bit of a gold-rush, with everyone and their mum getting a port these days, but whether these PC and Mobile adaptations will end up working in tandem or somehow replacing physical games is something worth keeping an eye one.

Through the Ages is one of our favourite ios board games, but there are plenty more!

One such potential effect is going to start emerging this September. Through the Ages is a critically acclaimed strategy board game where you lead and guide a civilization ‘through the ages’, recruiting leaders, mastering technology or military strategies and building wonders and marvels. It uses mechanics such card drafting and action points and is currently 3rd on Board Game Geek’s master ranking.

It was first released in 2006, republished in a new edition in 2015 but hasn’t received a single expansion in all that time… until now! Czech Game Edition have just announced the first ever expansion for the game, titled ‘New Leaders & Wonders’.

If the title is a bit bland, this next bit of news is anything but – the expansion is coming to the digital adaptation of the game first, on September 12th, 2019. A physical release will follow two months later on October 24th. The new expansion will include new cards in the form of leaders, wonders, and new military cards and buildings.

[youtube https://www.youtube.com/watch?v=Ki97o4NtJoI?controls=0]

While it’s great news to see that TtA is finally getting an expansion, it’s interesting the digital release is happening first, and so far in advance of the physical release. I could perhaps understand if It was a less well known game, but being so high on the BGG must denote some kind of success, so this is still an interesting move on behalf of CZE.

Check out our review of the digital game if you haven’t already, and we’ll take a look at the new expansion when it lands in September.

New Leaders & Wonders will be coming to PC, iOS and Android.

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The Cluckshroom is the Minecraft Earth Mob You Never Knew You Wanted

By Joe Robinson 29 Jul 2019

As Minecraft Earth continues to roll out its Closed Beta Test to more cities, we’ve been trying to keep a general eye on it to see how its shaping up versus the current leaders in the GPS/Location-based game space, namely Pokemon GO and to some extent Harry Potter: Wizards Unite, even though it doesn’t seem to have performed as well.

Want to read up on more Location-based games? We’ve got a list for that.

One of the more recent things to happen to the game is the inclusion of a new mob – the Cluckshroom. Yes that’s right – despite the fact that literally nobody asked them to, Mojang have decided to find out what would happen if you merged a Chicken with a Mushroom Cow: The Cluckshroom.

cluckshroom

According to CraftersEarth, this is going to be a Rare/Blue Outline Mob. This is also a mob that, at the moment, is unique to Minecraft Earth, and so won’t be found in any of the other Minecraft titles out there.

Er, shut up and take my money… I guess?

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The Weekender: Rise & Fall Edition

I’ve been cooling it on the Auto Chess testing lately because one of my personal favourite board games is getting its digital release next week, and I’ve been taking the Android version out for a spin.

Raiders of the North Sea is essentially a worker placement game, but it has a cool twist on the usual gameplay and has some pretty amazing artwork. Also: Vikings. The app seems very slick so far, so I’m looking forward to getting our full review out. I’m not sure we’ll make it in time for launch, but it’ll definitely be ASAP.

Meanwhile, in the world of mobile gaming…

Out Now

Civilization 6: Rise & Fall Expansion (iOS Universal) (PC Review)

We’ve been wondering when Aspyr would be getting around to porting the Civ 6 expansions to mobile. Rise & Fall released to the PC audience last February, so it’s been well over a year and we’ve had a second PC expansion (Gathering Storm) in the time since then. Rise & Fall isn’t the most impactful expansion, but it definitely elevates the base game out of the mundane and so in many ways is a bit of an essential purchase if you’re a Civ 6 fan. Along with new leaders and civs, new mechanics emerge in the form of Emergencies, Golden/Dark Ages and Governors. You can head on over to our sister website for a full overview of the expansion.

It’s a shame it’s so expensive ($29.99!), although as part of the release all of the existing IAPs have been made cheaper. You can now pick up the base game for $10, for example. Gathering Storm is supposedly on track for release alter this year as well, and together they make the base Civ 6 experience a better challenger against Civ 5’s comfortable domination of the franchise.

[youtube https://www.youtube.com/watch?v=IOT9T15mkX0?controls=0]

Stick Fight The Game Mobile (iOS & Android)

I mention this one because I’ve played the PC version and it is quite fun, if you’re looking for a cheap and cheerful party game. You control stick men on 2D battlefields and you have to jump around, try to pick up weapons and be the last stick standing. The physics are hilarious and the action surprisingly tense. It’s only for three players and one disadvantage of the mobile version is that you can only play online (versus all crowding around a single PC, for example), which is a shame.

The mobile version has gone free-to-play with a single $1 IAP for something called ‘Diamond’, but I imagine this is more of a token gesture to monetise the mobile game, rather than true ‘freemium’ design although you never know with NetEase involved.

[youtube https://www.youtube.com/watch?v=8YOSVNGc9eY?controls=0]

Upcoming Games

Pokémon Masters (iOS & Android)

Pokémon GO’s time as the most popular Pokémon game on mobile might be coming to an end, as more games are about to land on our phones. Free-to-Play Pokémon Rumble Rush released this week, but you can also pre-register for Pokémon Masters, a 3v3 battler where three trainers each take a Pokémon each (known as a ‘sync pair’) into a head-to-head battle with another team. Pre-registration is available on both app stores, and there’s an overview video you can watch that goes over the basics:

[youtube https://www.youtube.com/watch?v=Gms2G2cs54w?controls=0]

Keep Talking and Nobody Explodes (August 1st, 2019) (iOS & Android)

This digital party game has been on our radar for a while, but we weren’t sure when the mobile version was planning to release – turns out it’s next week! This is a co-operation game where one person has ‘the bomb’, while everyone else has the manual that can disarm the bomb. The carrier will need to be able to describe what they can see, while the rest of the team will need to be able to succinctly advise the carrier how to disarm the bomb based on what they’re told. What could go wrong?

What’s good about this one is that only one person needs to ‘own’ the app as only the carrier will need, while everyone else can consult the bomb manual directly from the official website. It’s coming to both app stores and will cost $9.99.

[youtube https://www.youtube.com/watch?v=IYGTTebmOO0?controls=0]

Updates

Not many updates making a splash this week – Star Traders: Frontiers has been updated again, naturally, and the various Auto Chess games have all had extra tweaks and updates, depending on your poison.

In other news, Night of the Full Moon was updated to Version 2.0 this week. This is a larger update than most, and ]comes with it the inclusion of a new DLC – The Red Hood. NotFM is a pretty solid CCG/RPG hybrid which, while it didn’t blow us away when we first looked at it in 2017, has continued to go from strength to strength in the years since. It’s got plenty of DLC now to pick up if you’re interested, and the price for entry is currently ‘free’ on both iOS and Android.

Sales

In addition to the Civ 6 and Night of the Full Moon promotions mentioned above, there are a couple of sales that might be of interest this week:

  • Tides of Time (iOS | Android), which is a fun and quick 2 player card drafting game, is currently $0.99 – it’s first price-drop since launch.
  • Tactical RPG Avadon 3: The Warborn is down to half price again this week, only the second time this year.

Seen anything else you like? Played any of the above? Let us know in the comments!

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Fluxx Digital Review

Heraclitus of ages past surmised that, at heart, fire is the fundamental element of things. In other words, all things are beset by constant change. That philosophy has been boiled down to the saying ‘no man steps in the same river twice’. Sure enough and true to its name, no one plays the same game of Fluxx twice, for the party game is an ever-mutating affair. Its cavalcade of rules and action cards mean upsets are the norm. Fluxx been a standby filler game for ages now, and the app has always been a serviceable one. Thanks to a new 64-bit version, the game is back from the grave. It plays like a breeze but lacks the pep and polish most party games need to shine.

Fluxx has a metagame built right into its rules. Most of the cards in the deck tweak what’s possible and required on a ‘normal’ turn. ‘Draw X’ and ‘Play X’ are the usual culprits, with some rascally limits on hand size and Keepers popping up here and there. Most crucially, the Goal of the game itself is also a moving target: the winner is the player who, at the end of their turn, has Keepers in play matching those described on the goal card also in play. It’s a lock and key system which always gets jumbled up, since the same player who has the required Keepers rarely has the corresponding Goal. It’s a right mess trying to line up the victory conditions. The deck just reshuffles and play marches on interminably until someone wins. I’ve had games done on the first turn (my maiden voyage on the app was like this, somehow) and games which last an hour. The bedlam is entirely the point.

Fluxx 2

It’s manageable, just. And the app is well-organized, with big, bold icons and buttons for the UI. The game is mostly about timing and holding back strategic options for last-ditch switch plays. Fluxx has a story-like quality because even in lightning-fast rounds of the play, things feel stretched out and even long-winded. So if a million betrayals and thefts happen, the injury and insult is leavened by the game’s rapid-fire changes. Easy come, easy go makes for easy-going players.

Fluxx is in excellent company. There are a few playing-deck games about changing rules and guessing rules, like Mao and Eleusis. (Sidenote: The latter game was the seed inspiration for Zendo, another game published by Looney Labs) The conceit of changing rules feels nominally ‘clever’ without actually adding any difficulty. It’s not really that sophisticated, but it is good for a laugh, and I enjoy the volatility and uselessness of deep planning. Fluxx never puts on airs, it never promises a grand or thoughtful experience. Just some good old-fashioned sloppy fun. It’s a little old-school, though, and there are plenty of other short games which do pack in some mental crunch-time, even in just twenty minutes. As far as comparisons go, you might like Fluxx if Munchkin or Exploding Kittens are up your alley. It’s also useful as a kind of pressure-release valve for when the gamer brain wants to get its fix without too much strain involved.

Fluxx 3

Now, all of this might sound like one long back-handed compliment. Au contraire, my friend. Fluxx simply has settled into an unusual and somewhat dated niche, that of the insane, anything-goes filler. One of the most egregiously Type-A dudes I know loves Fluxx to pieces, though, so you never know who might become a fan. You play the game, or rather the game plays you, more than a bit. Technically part of the appeal of Fluxx is that it has a million different versions, with decent themes and comic-style art for all of them. The mix-and-match aspect isn’t present in the app, though, unfortunately. The regular deck of cards is plenty robust from a gameplay standpoint, strictly, but it’s missing the flair that Chthulu Star Trek Anatomy Mega-Fluxx has. This boast is only half in jest.

For all its zaniness, the game really is quite simple and shockingly devoid of decision-making. Depending on your breed of gamer, flat decisions might be an absolutely deal breaker. For the omnivore it’s no big. Far from a knock on Fluxx’s design, this straightforwardness makes it a great beer-and-pretzels game. Low mental overhead means extra presence of mind for banter and the hey-how-are-ya catchups which are part and parcel of why tabletop gaming is fulfilling. Systems and socialization in the same package. Fluxx fits in the flow of life, what with its playtime and light ruleset.

Fluxx 5

Well, on the socializing front Fluxx as an app oversells and under-delivers. Because there is only one physical index to track the game’s state, people’s attention wanders just a tad too much. If there’s much food, drink and merriment to be had, a lonesome iPad is bound to get lost in the shuffle. So while Fluxx is a great party game, the app itself won’t make a splash at those same parties. Whereas with a deck of cards spread out on the table, there are constant reminders of what’s going on. It seems a cruel paradox, but I find light-weight games have a harder time justifying their app versions, because the book-keeping and portability gains are offset by this reduced social presence on the table.

One could argue, fairly, that this reviewer has been rather hot-and-cold on the most pressing issue: is the Fluxx app any good? Well, the answer depends (fluctuates, even?) on what kind of void it is meant to fill. It’s certainly good for a bit of nostalgia, or shooting the breeze, and must be said that the game’s online play options are good. But as an app for premeditated play-sessions, the digital Fluxx has lost some of its spark.

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Raiders of the North Sea Will Burn Lindisfarne Next Week

By Joe Robinson 24 Jul 2019

You may remember earlier in the year we reported that Dire Wolf Digital were working on a fair few digital boardgame ports, including everything from Mage Knight to Wings of Glory. Raiders of the North Sea by designer Shem Phillips (Garphill Games) was one game mentioned, and we’re very excited to learn that it’ll be landing on our mobile shores as soon as next Tuesday.

There’s an official game page you can check out, as well as some teaser footage:

[youtube https://www.youtube.com/watch?v=YoKjsticxQ4?controls=0]

Raiders of the North Sea is actually the second game in a trilogy themed on the Viking-age, with Raiders representing Scandinavian raiding activities for much of the 8th & 9th Centuries. It’s essentially a worker placement game, with you needing to slowly build up your resources and crew cards so you can tackle bigger and better challenges for victory points; the person with the most being crowned the winner. It’s a four player exercise (an expansion for the physical game did bring it up to five, so maybe we’ll see that at some point), and multiplayer will be both live and asynchronous, as well as featuring cross-platform play between iOS, Android PC and Switch.

It looks like there’ll be plenty to keep you busy outside of the main gamemode as well:

  • Turn-Based Strategy lets you play at your own pace!
  • Learn the Oars in a full tutorial that teaches you the strategy of the game!
  • Explore the North Sea in a 10-game campaign!
  • Lead Your People in single-player games against AI opponents!
  • Rise to Greatness in multiplayer battles!

Dire Wolf obviously will have the other games mentioned in the original story to contend with, but you can also add another potential project to the list – Architects of the West Kingdom. This is the first entry in a follow-up series of games by the same designer, and in replies to their tweet about Raider’s release date they seem to some-what confirm there may be scope for them to work on Garphill’latest creation:

Personally, I’d much rather they tackle Explorers of the North Sea, the third game in the North Sea Trilogy, but to be honest Mr. Phillips create such good products that so long as he’s getting love and exposure, I don’t mind what’s being worked on.

We’re working on getting review code as we speak, so hopefully our review will be ready at launch.

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Nocked! True Tales of Robin Hood Review

There is no canonical version of Robin Hood. The earliest printed tales we have date from the 15th century, but it was an oral tradition much earlier. And it seems he wasn’t always the jolly socialist we know and love. These first stories feature many well-known names, but a violent Robin who is more interested in regaining his lands than giving to the poor.

So it’s fitting that the best part of Nocked! True Tales of Robin Hood, a text and strategy hybrid game about his adventures in Sherwood forest, is how you can shape Robin as you like. Even the gender and love interests of this Robin are yours to make your own. Beyond that, you can fashion Robin’s morality from classic outlaw to a far crueller thief.

You can make Robin a wronged nobleman or a champion of the peasantry. They can be a practical champion or one who dabbles in monsters and mysticism. 

nocked 1

Choosing to add supernatural elements to this much-loved fairy-tale is a controversial choice. And it’s something any player has to buy into full-heartedly because it’s everywhere. On the whole, it works, adding a lot of extra choices and colour to the classic stories, as well as allowing the occasional mood change. An early encounter with a ghostly knight on a hill was a welcome touch of horror amid the pageantry. But as the story moves on, it becomes too frequent, becoming everyday and pedestrian when it should be mystical and exciting.

As far as the core characters of the legends go, though, they’re all here and bought to life in vivid colour. Some, like Marian, you’ll meet close to the beginning. Others don’t turn up until you’ve got a good way into the story. The drip-feed helps build the anticipation for big entrances. Bumping into well-known names, like Little John, wielding his staff atop a river crossing, feel like punch-the-air moments.

nocked 2

Of course, none of this would work without some quality writing, and here Nocked! delivers in droves. Descriptions make a great job of setting the scene and drawing characters, who advance in complexity alongside the story. Fantastic art and music help draw you deep into Sherwood. Yet for all that, it’s well-edited and restrained as a good gamebook should be. You’re never too far from making important decisions instead of getting bogged down in reams of text.

Indeed, the writing is so good it does a great job of supporting those decisions. Often, text adventures like this are complete crapshoots where there’s almost nothing to go on other than blind instinct. Nocked!, by contrast, telegraphs potential consequences with great skill, dropping hints to use when choosing your path. You can shape Robin however you like, but when the chips are down it can pay to re-read the passages before a decision.

nocked 3

Some rudimentary strategy elements add depth to your text-based decisions. Early on this consists entirely of resource management. Later you’ll be able to use those resources to make more long term decisions as you build a base of operations deep in Sherwood forest. Some decision options, often the more desirable choices, come with a resource cost which is clearly marked in-game. Where it gets more interesting though is in resource allocation at pivotal moments. 

Say you’re in a battle against a group of fearsome bandits. Nocked! neither leaves it all to text or numbers but a mixture of the two. You’ll get to direct the major characters in the scene and allocate your pool of Merry Men to attack, defence or other operations. These choices can have major consequences for how the story plays out. 

nocked 4

Yet they actually feel less strategic than making text decisions. The numbers are clear and visible whenever you need them. But the outcome of spending or allocating them to different options doesn’t carry the same sense of hidden hints. This creates an odd contrast, where the subjective decisions feel weightier than what should be objective ones. Nocked! uses numbers creatively, adding timers for tension on top of stats and resources. But while they add colour, they don’t offer any extra sense of control.

Nocked! True Tales of Robin Hood is not a short game, but the many faces you can give to Robin give it plenty of replay value. A bigger question is how many players will want to. This is no Six Ages, with a seamless blend of story and tactics. Rather it’s a top-quality gamebook which throws a few numbers around to add a vague sense of strategy. Fans of the former genre will lap it up; fans of the latter should approach with a bit more caution.

Nocked! was originally released on iOS in 2017, but it made the jump over to Steam last week.

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Santorini Review

Santorini is an incredible abstract strategy game. Yes, it rehashes the old truism ‘easy to learn, hard to master’ as its tagline, and its artstyle is rife with chibi-style Greco-Roman mythical figures, but trust me, every part of this syncretic approach works. Abstracts have a habit of punching well above their weight, and this one will twist your brain in knots. On a 5×5 grid, players take turns moving figures and placing buildings, step by step, the iconic ivory-and-azur builds of the island Santorini. It is a skillful game with a rich, cutesy presentation. 

The core ruleset is wicked simple, but also stays true to abstraction as a genre by offering a robust challenge. Santorini’s masterstroke is to offer an additional layer that gives each player a unique power which breaks the normal scheme of things. Gaia has extra pieces for example, and Artemis can move twice. The game is satisfying even in its powerless, vanilla form, so mixing in these variations makes for a truly infinite challenge. In this, it reminds me of Cosmic Encounter as much as Chess. Both are helter-skelter in its variety, regimental in core procedure. Each turn a piece must move (either adjacently or orthogonally) and then build nearby. A piece can move at most one step up but can ‘jump’ any steps down. The game ends when one player advances their piece to the third level from a lower level. It can also, more rarely, end because the other player cannot make a legal move with either of their pieces. That’s the gist of it, barring certain edge-cases and power interactions.

santorini 2

I had forgotten how rusty I’d become and upon firing up the app for the first time I proceeded to lose to the temptingly-named ‘novice’ AI. A few times. This game has teeth, folks, and its bots will trounce the unwary. Re-learning good play was like revisiting Chess, or perhaps Cinco Paus. Certain patterns and rules of thumb emerge. The center is vitally important, one generally seeks the upper ground to gain the upper hand, and initial placements are almost never around the periphery of the board. It’s difficult to generalize beyond this, but after just a few thoughtful short play sessions, Santorini creates something like a flow state: pure challenge, effortless concentration. Can’t say I’m a grandmaster or that these bouts of time spent were filled with earth-shattering insights, but I can vouch that the flow means it’s an inviting game to lose yourself in.

It’s also an inviting game to learn. The system and rules are so simple as to appear plain, indeed many people bounce off abstracts because they seem ‘dull’, but Santorini has plenty of spirit and style. It’s a good game for kids to pick up, because it has a low barrier to entry and some whimsy to its presentation. Said whimsy belies an absolutely ironclad, zero-variance mental slugfest. ‘For kids’ means the highest praise, cool enough to attract fickle attention but clever enough to hold up over ages. There’s a metagame and deeper level of nuance behind power matchups, but the standard ruleset is extremely refined and punishing. The game has opted for a series of short videos to illustrate bite-sized examples of the game. There’s a mother-lode one for how to play, and a bunch of spin-offs which each explain a specific character’s power. The game also has really clean-cut iconography, with suggestive visual icons for a power above the ruletext and an eminently readable board. The color saturation and architecturally distinct levels make parsing the field at a glance a breeze. So, yeah, it’s polished.

santorini 3

It also has a decent online multiplayer, though here some features are lacking. You find matches either through random pair-ups, or by invitation only with a code. There is an ELO-based ranking system but no official ranked mode. Last but not least, all online multiplayer uses a 45 second turn timer. Usually that’s enough to speed things along without undue pressure, but one would hope that exceptions for particularly vexing turns were possible. 

The single player ‘Odyssey’ mode is very fun, structured as a series of God-specific challenges with optional trophies to unlock. Your playstyle and strategic headspace probably has favorite gods and least favorite foes, so if nothing else, Odyssey is a nice way to sample the field. It’s kinda like Splendor’s challenge mode, creating artificial constraints the player has to solve creatively. The game isn’t drowning in content but it is dripping with replayability. Do note that more than a few of the gods are premium DLC, and that their respective parts of ‘Odyssey’ are also locked.

santorini 4

Here at Pocket Tactics, we’re deeply fond of our board game adaptations. Usually they’re a long time coming, and when they arrive they breathe new life into an older, august title. Well, even among these, Santorini is special. For one, its history stretches back a little further than most. It had pretty much become an obscure collector’s item, praised but unknown, from its 2004 self-published version until its 2016 Kickstarter gave it a new art style and high production values, along with widespread, cost-efficient distribution. The game has always been very good, only lately to have been given the just distinction of becoming well-known. It’s even better than most other adaptations, partially because the game is simple, so plenty of attention has been given to bells-and-whistles. There are sophisticated animations, unique effects for each god power, and a full-throated soundtrack. 

Santorini is a picturesque dream of an island, and the game with its namesake is as good as it gets. It marries perfectly two distinct brands of appeal, the wildly imaginative to the coldly analytical. Enough beauty and wit are in this one to keep Santorini on a gamer’s homepage and daily rotation for a good while. Great for abstract die-hards, excellent for those just getting their toes wet. The DLC pricing is a smidge high, and the lack of asynchronous multiplayer a little disheartening, but these are trifling drawbacks to a paragon of what abstract board games can be.

santorini 5

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The Weekender: Eye of the Beholder 2 Edition

So I’ve been trying out The Mighty Quest for Epic Loot past couple of weeks. Fun Fact: This game originally launched in 2015 on PC as some weird blend of loot-tastic action/RPG and a Dungeon Master type deal as players built their own Castles/Dungeons for players to raid for said loot. It didn’t last that long, closing down shy of two years after launch. In January 2017 it came back on mobile, soft launched in only a few territories. Whatever they were testing seems to have worked because it released world-wide in full the other week. 

The problem is, it’s now just one Red Hot(TM) Free-to-Play gacha mess. Energy gating how long you can play in one go, chests that you can unlock by spending keys, which can be bought for money. Hey, want to double the loot you got from this chest? Watch an add! Can’t be bothered to play? From Level-5 there’s an ‘Auto’ mod, and you can even buy ‘Instant Win’ tickets that by-pass playing levels out entirely. I mean look at this non-sense:

epic loot

The worst thing is, they’ve gotten rid of the Castle building elements, which I personally think was the most interesting part about it, but what do I know? Here I am, playing it anyway… It’s an incredibly pretty game. Like, I really dig the production values that have gone into designing the character models and levels and I’m not going to lie, I’ve taken more-than-appropriate satisfaction from putting different pieces of bad-ass gear to my dude. 

Tl;dr – Don’t play Might Quest for Epic Loot, you will probably end up hating yourself (while looking like a baws).

Meanwhile, in the world of mobile gaming… 

Out Now

Beholder 2 (iOS Universal) – Full review coming soon!

If this had already been announced, I must have missed the memo as I was not expecting to see Beholder 2 on the release docket this week. We reviewed the first game back in 2017 and while it had some interesting ideas in terms of the choices and trade-offs, it was too easy to succumb to ‘efficiency’ rather than trying to deal with morality. Beholder 2 seems to be a rather expanded affair, with your character a fully-fledged member of the Ministry of Security. You must work your way up the career ladder, spying on your co-workers and praising the leader at every turn. It’s only on iOS at the moment but the first game made it do Android eventually, so it’s hopefully just a matter of time.

[youtube https://www.youtube.com/watch?v=VxeSZ-M8ThU?controls=0]

Fluxx Digital (iOS Universal) – Re-Review Coming soon!

This is technically a ‘re-release’ rather than a new release, but you’ll remember the other week we reported that Playdek has decided to revive their digital adaptation of Fluxx from the dead. Originally released in 2012, it was lost in the Appocalypse a couple of years ago – now it’s back! This is a card game for 2-4 players where the rules and objectives can change at any moment. It’s chaotic and pretty unique, as card games goes.

We do have a review buried in the site archives, but it hasn’t aged well so I’ve got Michael on the case to re-review it for us, so watch this space. Also note – if you bought the game originally between 2012 – 2017, so long as you still have access to the iTunes account you bought it on, you’ll be able to re-download it on your modern iOS devices without have to re-purchase the game. The originally release was never on Android as far as we know, and we don’t know if there are plans to bring it to Google Play anytime soon.

Fluxx ios

Also released this week  of note was Cosmic Frontline AR, which we reviewed yesterday (it’s not very good, unfortunately) and Healer’s Quest: Pocket Wand (Android), which at first glance is a strategy RPG in the style of Final Fantasy, except it’s also got comedic themes woven into its DNA. It seems a little generic on paper, but we’re wondering if the light-hearted presentation makes it stand out.

Finally, for the more aesthetic among you, the developers behind 2013’s iconic Journey have released a new game this week. Sky: Children of the Light is a free exploration/adventure game where you can fly around, explore and go on adventures with other players.

Updates

A few update of note this week, so let’s run through them…

Chess Rush

Tencent’s version of Auto Chess received an update this week, which along with the usual tweaking of pieces and new rewards/content drops, also included a co-op mode. I’ve yet to test it out, but it sounds intriguing.

Santorini

The digital version of Santorini has had a few updates since launch. Two this week fixed a few bugs as well adding in an easy share feature for private matches, along with a discount for God of the Week promos. If you’re wondering, our review will be dropping on Monday – sorry for the delay!

Harry Potter: Wizards Unite

The first official patch since the end of June, this week’s update offers a few quality of life teaks, such as making the Exstimulo potions a bit more effective, and showing how much Spell Energy you have left in more obvious places. You can also change your code name in the settings, if you want, but only once.

Star Traders: Frontiers

In this week’s episode of the Star Traders: Frontiers Update Show, the latest update adds a new ship, new salvage, replaces the Pirate template as well as a few others goodies that keep this game ticking.

Sales

On the sales front, here’s what we’ve got:

Seen anything else you liked? Played any of the above? Let us know in the comments!

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Cosmic Frontline AR Review

Galcon is a mobile strategy classic, boiling down real-time strategy to easy taps and simple numbers. One criminally underappreciated feature is that Galcon can be played anywhere you can turn your phone on, with the device held at any angle and for any length of time.

Cosmic Frontline takes the basic Galcon gameplay — a set of planets, one or two opponents, and swarms of ships that spawn as you successfully hold said planets — and lets you display those planets on a background generated from your camera. That is, the playing field appears to be floating above your desk in real life. It’s a cool effect, but how does it play?

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I think most of us can agree that Galcon would not be greatly improved if it were only playable from certain angles and locations, with the phone held awkwardly static until the level could be completed. By adding AR elements to this basic design, Cosmic Frontline ensures that the player will spend half their gaming time searching for an appropriate flat surface to cast planets upon and the rest of the time holding still while trying to place orders.

That means the game is not playable in many situations. If you’re commuting, the play field will fly off into the distance when your vehicle starts moving. Even when I was waiting at the bus stop, the planets managed to attach themselves to a passing car and zoom away just as victory was in my grasp. There’s an option to reduce the appearance of AR, but all that does is paint the background with a very pretty starfield; you still have to hold the device steady to keep the camera on the planets. The one new interesting wrinkle to the addition of AR is that sometimes planets will spawn behind you or otherwise slightly out of frame, forcing you to change your perspective slightly in order to keep everything in view.

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It would have been better to just go all in and make the game only playable in a giant field where you have to run from planet to planet to issue orders. At least then you could get some exercise beyond holding your arms very still. An option to play without AR at all would also be preferable; with a stationary camera you could play the game in bed and it would still be a really pretty-looking basic RTS, perfect for mobile.

Cosmic Frontline is a great-looking game, and fun too in limited doses. There’s a variety of planet designs, plus asteroids and space debris to keep it looking interesting. The swarms of ships move smoothly and realistically. The AI is smart enough to take advantage of any weaknesses, and the levels are set up in ways that provide different challenges each time. When the game is set up right, it’s pretty neat to see these spinning planets and whirring ships flying around your bedroom.

That means Cosmic Frontline is a great tech demo, or an A+ final project in a game development course. It’s even pretty fun when conditions are just right. Any other time, however, it’s not worth your money.

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Get a glimpse at Minecraft Earth in action, and then sign up for the beta

By Joe Robinson 15 Jul 2019

I’ll be honest, even though it’s been fun playing around with Wizard’s Unite with my wife, Minecraft Earth is the one I’ve been really looking forward to. I still am, as there are things about Harry Potter that could definitely be better and really, the IP doesn’t have a strong a pull to it in my eyes.

If you’re like me who’s also waiting for Microsoft’s answer to Pokemon GO, you’ll be pleased to know that not only can you now sign-up for the beta, you can also watch a short trailer with some gameplay in action:

[youtube https://www.youtube.com/watch?v=-TzDT3bcPTU?controls=0]

Tappables? Really? Who names these things? Anyway…

That small slice shows off everything from what the main map will look like, to what resources you can collect, to how building and sharing works. There are few other things we know about that weren’t shown, like Dungeons, but I’m sure it won’t be long.

The Closed Beta will be iOS only for the moment, and it’ll be limited in terms of the locations and number of people that they will be bringing on board. You can sign up here, although you need to be over 18 to sign up, and need either a Microsoft or an Xbox Live account. 

You’ll need an iOS 10 or later device (and Android 7 or later when it rolls out there) and be warned as progress etc… is likely to reset as they make changes and improvements. Check out the FAQ for more details.

Can’t wait to plonk down the very first Fort PT.