I enjoyed Burgle Bros despite some caveats, even though my fondness dimmed somewhat with time and repetition. Still, there weren’t many moments as memorable as when Brock brought back Burgle Bros after keeping hold of it for a few months. Say that five times fast: Brock brought back Burgle Bros.
Well, this time he won’t need to. Last week, I sat down with Tim Fowers for a look at his and Jeff Krause’s sequel, Burgle Bros 2: The Casino Capers, on Kickstarter now. And while anything and everything is subject to change — the perils of a preview, unfortunately — here are the three things that rekindled my affection for this heist simulator.
Remember Cthulhu Wars? Sure you do. There’s no forgetting that mountain of plastic, as eye-catching as it was bombastic. The horrors of H.P. Lovecraft molded in day-glo, waging war for command of Earth, regardless of whether that placed more emphasis on our little ball of dirt than cosmic horror really calls for.
Now Sandy Petersen is at it again, this time laboring upon another molded mountain. At the very least, Glorantha: The Gods War makes stronger internal sense, pitting rival pantheons against each other in a contest for total supremacy. But it holds so much in common with Cthulhu Wars, from the way factions develop over time to the outcomes of its battle dice, that it’s impossible not to compare the two.
When it comes to blurbs, Campy Creatures knows how to pitch. You’re a mad scientist, see? Hoping to do eeeevil experiments, right? So your plan is to kidnap as many mortals as possible, m’kay? Except there are other mad scientists also capturing mortals, and they also have a similar roster of campy creatures doing their bidding, so you need to make sure your campy creatures outperform their campy creatures, ya dig?
Sure thing, Campy Creatures. I dig.
Every so often a game fully realizes the dual promise and limitations of Kickstarter. Ambitious, but not overly so. Weird, in that there isn’t anything quite like it. Underbaked, in that it never really received much of a look from anyone outside of the project, at least nobody whose actual job is to advise why certain elements needed extra polish. Visionary, because the game’s creators might have ignored such advice had it been given in the first place.
Jackson Pope and Paul Willcox’s FlickFleet is that game. And I’m smitten.
My favorite moment in Parks is when I decided to collect only the parks I’ve actually visited. Turns out, I’ve been to a lot of national parks. My family was like that: big SUV, too-small travel trailer, a desire to “rough it” without nailing down a single tent peg. So I quit picking the easiest of Parks’ parks and started grabbing only those I recognized from personal experience. My home state alone permitted a wide array — Arches, Capitol Reef, Bryce Canyon, Zion. Farther afield I grabbed Mesa Verde, Yellowstone, Badlands, Grand Canyon, Yosemite, Haleakalā. Not enough that it was easy. Just enough to provide a challenge.
If it sounds like I’m damning Parks with faint praise, you’re darn tootin’.
Let me ask you a serious question. Clear your head, take a deep breath, find your center. Should religious institutions be required to pay taxes? Woah there, cowboy. You have two choices. (A) No. Prayer is an intangible service. (B) Yes. Even God should tremble before the tax collector.
Oh, and just so you know, depending on how you answered, you just outed yourself as either an ultra-capitalist or a showman. And the capitalist answered A.
Welcome to Shasn, one of the most unhinged, perceptive, outlandish, and timely games you might never play.
I have a theory that the hallmark of a heavy economic game is the ability to take out a loan. Not just any loan, mind you. This isn’t some family loan, a hand-wavey Pay me back when you get the chance, son. No, this is the loan a banker makes when he’s got you over a barrel with one hand and is clutching your short hairs with the other. The sort of loan that makes you wonder why you decided to lay track instead of becoming a financier.
Pipeline lets you take out such loans. The first time will wring a gasp-worthy 33% interest out of you, and each additional loan compounds from there. By the fifth visit to Mr. Manager, Sir, you’ll be required to pay back 400% of what you borrowed. Not that you’ll need five loans. But the option is there, tantalizing like an apple in the Garden of Eden.
Does Pipeline live up to its allure? For a while, sure.
There are competing theories about how often you should be able to win a cooperative game. Once every two plays? One in three? One in five, but you can improve that by building a solid deck? Nearly every time, but with graded scores? One in a hundred, because your game is Ghost Stories?
The Shipwreck Arcana — which trucks a little bit in the arcane but not even a titch in shipwrecks — hews closer to one in one. So close that even with the occasional loss, you’re hardly even rounding up.