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Review: Hardback

Hardback is a deckbuilding card game, which, if you’ve been living under a rock for the past ten years means that each player starts with a similar set of basic cards and gradually builds an individual deck by buying cards from a common pool. It makes the meta-game of buying cards for a collectable card game into the actual game on the table.

The twist with Hardback (and Paperback before it) is that cards are letters that can only be played as part of dictionary words. At first glance, screenshots might make it look like a word puzzler similar to Bookworm, but, of course, you shouldn’t judge a hardback by its preview images.

Hardback rev 1
Playing Hardback like a pure word game is a great way to get trounced. You can play endless nine-letter deep cuts from the OED for peanuts while your opponent scores a ten-point “OFF” combo four times in a row to win the game. Hardback is fundamentally a deckbuilding game where high scores are built around adding cards to your deck that interact well with one another. The big difference between Hardback and a deckbuilder like, say, Ascension, is that plays rely on combining cards into words, so it can be a bit harder to build a reliable point-generating system. As with most deckbuilders, there’s very little interaction with your opponents. The players share a pool of buyable cards and occasionally a card played by one player can be shared by others, but this doesn’t make a huge impact on the gameplay.

If you played the previous game Paperback, the first thing you’ll probably want to know is how Hardback plays differently from Fowers Games’ previous title. The biggest and probably most elegant change is that the use of wild cards has been totally replaced with the simple ability to flip any card in your hand into a wild but losing that card’s points. This gives you a lot more flexibility in building words, shifting the focus on the game from word-building to clever management of cards’ special abilities and their influence on other cards in your hand and deck. Scoring has also changed in a way that puts focus on the special abilities: instead of buying points your cards can generate two different kinds of currency, one for buying cards and one for winning the game. A final change is the ability to draw a limited number of additional cards from your deck that you must use in your play, which lets you build bigger and higher scoring words if you are clever enough.

Hardback rev 2
If you wished Paperback had more of a focus on building a deckbuilding-style ‘engine’ then Hardback is the game for you. On the other hand, if you are looking for a pure deckbuilder, you might find Hardback frustrating. Plays are not made of set groups of cards but can vary wildly based on the randomly-available cards, your own vocabulary, and the very limitations of the English language. The gameplay becomes a bit shaggy rather than purely tight like a classic deckbuilder.

Thematically, the game is a bit less on point than Paperback. Gone are the lurid pulp fiction covers, which were the most entertaining part of the graphic design for the previous game. Replacing them are varying font choices representing genres of books (Horror, Romance, etc.) that serve as ‘suits’ for matching card abilities. These can sometimes be hard to read and look to similar to one another–the font for the Horror-genre Y is very V-like for instance, and the style of the Adventure cards is a bit too close to the appearance of the generic cards you start with.

Hardback rev 3
The mobile adaptation is well-coded, with only a few annoyances. I hit one game-breaking bug where a zoomed-in card wouldn’t retreat back into the screen to let me play, but I could easily restore my autosave to get out of it. Some buttons were less-than-responsive and more than once I tried to hit confirm only to accidentally close the popup. It does not play very well on very small screens, because the cards have a lot of information that is presented with very tiny icons. There’s a lot of screen real estate unused, so I wish the designers could have been more economical with the GUI. However, it is certainly playable, and it’s easy to zoom in on individual cards, albeit with the occasional interface hiccup. The AI is acceptable, but a good player will quickly outpace it. Pass-and-play and online multiplayer will offer more challenge.

Basically, Hardback is what it advertises on the cover: it’s a combination of a deckbuilder and a word game. If either of those elements is a turn-off for you, or you aren’t interested in a game that dilutes the elements of one genre with another, then Hardback won’t be the game for you. But, if you like both, the combination is definitely fun and interesting, and this mobile adaptation is worth the price.

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Moleskine and Nintendo join forces to bring the 8-bit world of Super Mario to life on paper

Moleskine and Nintendo join forces to bring the 8-bit world of Super Mario to life on paper

Mario has delighted generations of fans for decades by embodying the spirit of a true hero who never gives up. Moleskine celebrates this iconic character with a new Limited Edition series of notebooks. The vibrant and colorful world of Super Mario has also been captured on paper in a whimsical video using hand-crafted drawings and stop-motion animation where pixels transform into a Mario made up of Moleskine notebooks. It’s a newstalgic mixture of contemporary technology and timeless paper.

It is somewhat fitting that Moleskine and Mario’s paths have crossed. Notebooks are where ideas are born, and Mario was born of an idea. Classic and simple story telling gave birth to one of the most successful and beloved characters in the history of video games. Mario continues to be one of the most popular characters despite the plethora of characters who have been introduced since he first came on the scene.

The collection is a nod to the original Super Mario Bros.™ video game. Two pocket-sized notebooks reproduce the physical elements of the game: the cartridge which showcases a replica of the original label and the nostalgic and instantly recognizable Game Boy™ with its simple and easy to use buttons and original imagery. The two larger notebooks capture the screens of the early gameplay: one with a sky-blue background and the other with a black background featuring controller details (the highlighted buttons are those that make Mario jump).

With lined pages, a ribbon bookmark and the signature silhouette with rounded corners, the Super Mario Limited Edition notebooks serve as gifts to others and to oneself, to fill with stories and ideas, inspired notions and silly thoughts, for Mario aficionados the world over.

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Play as Champion’s Tunic Link in Mario Kart 8 Deluxe today!

Play as Champion’s Tunic Link in Mario Kart 8 Deluxe today!

A new update to the Mario Kart™ 8 Deluxe game is available now! Race like a champion with the Master Cycle Zero and Champion’s Tunic Link from the Legend of Zelda™: Breath of the Wild game. This update also includes the Ancient Tires and the Paraglider parts.

Game Rated:

Comic Mischief

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Review: Fighting Fantasy Legends Portal

Back in the 1980’s the Fighting Fantasy books were a true phenomenon. These choose your own adventure tomes with their distinctive illustrations and atmospheric branching narrative enjoyed incredible success.  In addition to selling millions of copies, they also gave many their first taste of fantasy role-playing games. This may not be the first time that the series has made an appearance on mobile devices, but Nomad Games have taken a different approach, maintaining the core plots of the books but replacing the page turning with a map and a deck of cards.

The main frustration with the Fighting Fantasy books was that death often felt arbitrary, take a right instead of a left and splat; it was back to the character creation sheet and a return to page one. Well, there was another option – cheat. Yes, I’m ashamed to admit it but like many others, I often backtracked my fatal decisions and selected a different option. Stuffing my fingers between the pages to mark my progress to the extent that I was using up digits faster than a drunken knife juggler. At the time, I didn’t even feel that guilty, convincing myself that if the story could so easily send me to my doom then I needed some way to level the playing field. In spite of the frustrations, I loved these books and have fond memories of spending hours lost amongst their evocative black and white drawings and twisty-turning passages.

FFLP Map

The long-windedly entitled Fighting Fantasy Legends Portal consists of a trilogy of linked stories, with access to the latter ones being reliant on success in the earlier parts. The trilogy begins with Deathtrap Dungeon in which your adventurer will take on the challenge of the Labyrinth of Fang. Designed by Baron Sukumvit, the labyrinth is brimming with fiendish traps and fearsome creatures, can you be the first to survive and earn the reward of 10,000 gold pieces? The twist is that you are not alone in your quest as five other contestants, including a dour barbarian and a dark assassin, also have their eye on the prize. Trials of Champions is the second part, it begins with a murder mystery and a few rounds of gladiatorial combat before you even reach Fang Labyrinth 2.0. The final part of the adventure, Armies of Death, sees Agglax the Shadow Demon amassing an army of undead warriors. Our hero must travel from Fang with his band of veteran fighters to take on this new threat. Along the way, you will need to acquire the powers required to defeat Agglax, but do not take too long about it because his power grows ever stronger.

At the start of each adventure you choose a character class; Rogue, Paladin or Chaos Warrior and select a difficulty level. In a nod towards the sensibilities of modern gaming, the difficulty level determines how many chances you will have to complete the story. Thus, you will begin the game with three, six or nine lives. Die and you will lose one of your lives and be forced to return to the dungeon entrance. However, you restart with full health and all of your equipment and experience gains intact. You also won’t replay any of the main set pieces that you may have already overcome.

FFLP Murder

Before entering the dungeon, you must allocate points between three statistics. Skill determines your likelihood of success in combat and other actions like leaping pits. Luck determines such things as your chance of avoiding traps and finding valuable items. Stamina reflects how much damage you can take. Finally, you get to select a special skill. Naturally skilful and naturally lucky characters have a chance of automatic success when taking a skill or luck test. Alternatively, your adventurer could choose to be resistant to curses, have an increased knowledge of traps or maybe they are a quick learner. 

During the game you will have to make numerous rolls.  The number of dice you roll is determined by your ability rating in either skill or luck. All dice are six-sided and at the beginning of your quest, they will each have five blank faces. If my maths is correct this means that each die only has a one in six chance of achieving a successful roll. As your level increases, you can modify the dice; each die has the potential to be improved twice, thus increasing the chance of success to 50%. However, adventurers can also suffer long-term injuries and curses, which will affect your dice and may lead to you automatically failing.

FFLP Combat

The action is viewed from a forced overhead view with some moody graphics, a rousing fantasy themed soundtrack and a smattering of sound effects. Icons clearly show the directions you can move and the items you can interact with. As you progress through the story you will encounter several set pieces that remain true to the books, but there are also random encounters that are drawn from a deck of cards. These may lead to you having to fight a monster, finding an item, discovering a trap or triggering a special event.

Even making allowances for numerous deaths, the stories do not take that long to complete, but as well as the overriding quest there are also numerous sub-quests to keep you interested. In a neat touch, after completing the game you get to learn the fate of the various characters that you encountered and helped during your journey. Completing every quest will certainly take some time and for the completest, there is also a codex of monsters to compile.

FFLP Victory

The experienced designers have clearly made a sterling effort to reinvent Fighting Fantasy for a modern market. It sticks to the winning mix of tense combat, interspersed with classic riddles and puzzles. The modified dice system is fast paced and works well. It can lead to some nail-biting moments as your handful of dice ricochet across the screen before tethering, tantalisingly on the edge of success or failure. However, the game can be frustrating – there are still those instant death situations, made worse by having to restart from the very beginning every time you die. Granted, with the extra life failure isn’t as harsh as it used to be but having to trudge back from the entrance every time you fail feels like one trait from the past that is best left there.

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Nintendo Power Podcast episode 7 available now!

Nintendo Power Podcast episode 7 available now!

Nintendo Power Podcast is the official podcast of Nintendo of America, in which guests such as Nintendo employees and developers discuss the world of Nintendo each month.

In Episode 7, host Chris Slate (previously editor-in-chief of the Nintendo Power™ magazine) is joined by two guests from Nintendo Of America – Doug Bowser, head of Sales & Marketing, and Katie Casper from the Publisher and Developer Relations group – to discuss recent and upcoming games for the Nintendo Switch™ system, plus the debut of Nintendo Power magazine 30 years ago. Chris also chats with Phil Duncan and Olie De-Vine from Ghost Town Games about the creation of the Overcooked! Special Edition game and its upcoming sequel, Overcooked! 2.

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown:

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DIGIDICED bringing economic boardgame Stockpile to mobile, beta signups available

By Joe Robinson 18 Jul 2018

A couple of weeks ago we learned that DIGIDICED were working on a digital adaption of Castles of Burgundy, and now it seems they’re working on another digital board game title as well.

Stockpile is an economic themed board game that revolves around stocks and trading, with the player possessing the most money at the end of a game being crowned the winner. You are acting as stock market investors at the end of the 20th century, with a key mechanic being that everyone knows something about the stock market, but no-one knows everything.

This is manifested in two ways: insider information, and the ‘stockpile’ itself. The first is the more obvious:

[Inside information] dictates how a stock’s value will change at the end of the round. By privately learning if a stock is going to move up or down, each player has a chance to act ahead of the market by buying or selling at the right time.

As for the second, players purchase their stocks by bidding on piles of cards which are known as ‘stockpiles’. These will contain a mixture of face-up cards with a smattering of face-down cards that have been put there by other players, so no single player knows what ever card in a pile is:

Not all cards are good either. Trading fees can poison the piles by making players pay more than they bid. By putting stocks and other cards up for auction, Stockpile catalyzes player interaction, especially when potential profits from insider information are on the line.

The currently advertised features of Stockpile digital include:

  • Multiplatform (PC, Mac, Linux, iOS, Android)
  • Cross-platform Multiplayer: Challenge the best players or friends across all platforms worldwide or play against your spouse with pass and play
  • Thee different computer opponent levels
  • True to the rules: The Stockpile App uses the newest rules edition of the board game
  • Languages: English, German, French, Spanish, Chinese (simplified), Italian, Portuguese, Russian, Korean and Japanese
  • Game replays: Analyse your best games or learn tricks from the top players

Unlike Castles of Burgundy (which was slated for a 2019 release) DIGIDICED aren’t talking about the release date for Stockpile. What they are saying though is that a public beta will be unveiled at GenCon this year, and you can sign up for the beta at the bottom of this page.

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MLB Manager 2018 is 60 % off till Friday

Out of the Park Developments make some pretty decent baseball games. They have their main franchise on PC, Out of the Park Baseball, which they’ve also adapted to mobile in the form of MLB Manager. The former is celebrating a new release on steam in the form of Out of the Park Baseball 19.

To mark the occasion the developer are discounting their other baseball titles, including MLB Manager 18 which is the latest iteration of the mobile franchise. We currently don’t have our own review (something we’ll fix ASAP), but here’s the official blurb for MLBM 18 if you haven’t come across it yet:

MLB Manager 2018 features a living world that uses the same realistic simulation engine found in Out of the Park Baseball, the best-selling and best-rated baseball management game of all time. Each MLB team in the game features its actual 40-man projected 2018 Opening Day roster. The player ratings are based on the ZiPS player projection system created by famous baseball analyst Dan Szymborski.

You’ve got until the end of Friday, July 20th to pick up the game at a 60% discount on both iOS and Android.