Category Archives: Card Games

This category is for card games. This includes titles traditional game titles, as well as those that have been re-created from other genre’s. The reviews are listed in chronological order, and if you’re looking for a particular title please use the search bar at the top of the screen.

If you have any questions, comments or concerns about our reviews, be sure to message us on our contact page or email the author and we’ll be more than happy to discuss our viewpoints.

It should also be pointed out that this area doubles as an archive, so reviews may go back quite a bit.

Tabletop Review: Paranoia – Trust your friend the Computer

As a follow up to my wonderful time at Regncon, I will regal you with a tale of Paranoia. A table top game I played for several hours with a random gang of fantastic fellows. With a very fun and good game master.

But before you can continue with the article make sure you have ultra violet clearance. Anyone without the proper clearance will is considered a terrorist and will receive a summary execution.

Always follow the rules if alpha complex and the computer is your friend. Happiness is mandatory.

*Spoilers* ultra violet clearance reading this is considered treachery. You won’t disappoint friend computer will you?

I started of by exiting a cloning chamber, putting my feet on the cold floor. As a TOS pops up in front of my face. Introducing me to the wonders of friend computer and the joys of working in alpha complex. Quite outrageous really. I had to click yes on a pop-up window in front of my eyes. This annoyed me a lot, so I opted to poke the guy next to me in the ear instead. He was very distraught about that, so I did it again instead of ticking of yes. There system did not like this one bit and a pesky terrorist star popped up over my name. Apparently five turns you into an enemy of friend computer. As we wetter getting out bearings, a horrible rumble shock the foundation. So I headed for the door, but before I could exit a very rude lady in red came offside inside and demanded that I put on a black jumpsuit. seems like being dressed in mosaic bars is not acceptable. Since I’m infrared and all. We were also handed a standard issue mop. Which I was explicitly told had to be taken good care of it.

Outside I came into a long corridor, where a slightly inoperative cleaning bot sat and whined, barley moving. As a gang of reliable trouble shooters, we decided to do the best we could go help the poor thing. I kicked it very hard, twice. Only to be greeted with a horrid sound. One of the other fellows decided to talk to it, hoping that the poor sod could tell us. It simply replied with another whine. At this point another fellow pushed his hands in under the machine. To see if he could wriggle out the thing that was stuck. The bloody machine nearly took his hands off instead. We decided to push it towards maintenance instead after a friendly suggestion from friend computer. Suddenly a wild terrorist appeared running towards us. Which caused one of the others to squeeze his ever wet sponge, pooling up a puddle on the floor. Which caused the five star terrorist to take a nasty stumble. Followed by a nasty beat-down until he died. For the good deed he got rewarded with exp. Whatever that is.

Paranoia is the latest iteration of the game. Which does the best it can to combine witty dark humor and the everyone is out to get you mentality. Backstabbing is to be expected followed by brutal murders, no matter how inconsequential the task. 

The character creation is an interesting affair. Pick a skill your good at, such as athletics +2, which will then cause the one left of you to have -1 to that stat. Until at least 5 skills have been picked. Then pick three adjectives to describe your character. Which you then pass over to the person on the left hand side, so he can reverse one of the adjectives. Such as nice is turned into mean instead. 

Meanwhile skill checks are done with six sided dices, where one is friend computer. Take the skill, combine it with a stat above and roll the combined sum worth of dices. To dodge, you can use athletic and violence. Every time a five hits five our six, it counts as a success. Even if the computer notice you. Being seen is bad and removes a point of moxie. Lose eight and you’ll go of on the deep end.

Eventually mutant powers manifest as well. Which is handed out by the GM and is represented with cards. Doing good and positive things brings exp, which can increase skills or number of clones. You’ll be number one in no time. It’s not like the other people in the party will put a knife in your back and take the glory for your accomplishments.

Gear, mutant powers and the rest of the goodies comes in a pack of cards. We never really touched on combat, and ran a simplified version. Apparently the game box comes with a GM screen, a funny clones introduction manual to alpha complex and a booklet with a very tongue in cheek adventure, which I roughly introduced above, and a stack of character sheets. After all I can’t spoil all the fun. Unless you want to.

Njål Sand

Tabletop Editorial: Yu-Gi-Oh! 2017 – New Rules / New Game Field!

Now, what I am about to say may shock all the duelists out there and I am also going all touch and go on my grammar right now to explain this but, here we go anyways!

With Yu-Gi-Oh! Arc-V coming to a end and Pendulums no longer being the main focus of the card game, Konami is switching things up with the new game mechanic called LINK and I am not referring to the Legend of Zelda on this one.

LINK monsters are blue colored monsters that are almost the same color as Ritual monsters but are not to be confused with them for two major reasons. The first reason being they have absolutely NO level and NO rank, so we can assume that they are immune to gravity bind and other such cards right from the get go.

The second reason being they have no way to go to defense mode, which means they are immune to cards like Book of Moon, This ultimately is a double edged sword since they can never be in defense mode that means you will always take damage if destroyed in battle with a stronger monster, but it also means immunity to cards that forces monsters into defense mode.

Their summoning method also is a bit more different. It act a bit like Synchro summoning where the player has to send monsters to the graveyard and the monsters in total sent to the graveyard is equal to the LINK monster you can bring out. So where Sychro Summoning is basic math of 2+4=6 for a level 6 Sychro Monster. LINK cards operate by a more simple means, I send two monsters so I can grab a LINK 2 monster as indicated by the bottom right hand corner of the LINK card.

I should mention that the LINK “level” and I use level loosely in this regard is where the defense power of a monster generally would be.

Now for the big news BIGGER than the LINK monster, but still equally important. That being the new Game Mechanic and overhaul of the complete dueling we have known up to this point.

The Extra Monster Zones, no longer can a player freely Sychro Summon, Xyz Summon, or Fusion Summon! But instead they must now compete for two spots above the monster zones called Extra Monster Zones. In these SHARED zones the players must fight for control because these two zones are the ONLY PLACE a player can Synchro, Xyz, Fusion, or LINK a monster.

The reason we can guess is Konami decided to finally fix the flood gate, but there is another reason. The LINK monsters as I mentioned earlier are the new Monster on the block, and these cards contain a bit of Tetra Master, you know from Final Fantasy? In their design, that being the Red Arrows indicated on their picture.

You see these red arrows are key to summoning, because where ever they point too. Those monster zones now act as Extra Monster zones and can Synchro, Xyz, or Fusion into those zones as well! So if you can get a LINK monster into the Extra Monster Zone you can being to mass summon again! Assuming you don’t get locked out by your opponent.

Also should mention that LINK monsters wherever their Red-Arrow points too, means those monsters in those zones are LINKED to it. Get it? Because LINK monster? But anyways, enjoy your new game mechanics, engage the rage quitting, and enjoy the new mat I designed myself, took me like eight hours!

Oh yea, Pendulum monsters cards now share the zone with Magic & Traps, if you play them as a Pendulum card you are then limited to using three Magic & Traps total.

Source: New Mechanics
Source: LINK Summoning

-Daniel Clatworthy