Tag Archives: Plaid Hat Games

Episode 69 – Essen Day One!

The doors fly open and tens of thousands of gamers swarm upon the Messe Essen for Spiel 2013! Meanwhile, at the other end of the halls, Michael settles in for another round of interviews direct from the show floor. This time around, we’re delighted to welcome folks from companies big and small, from first time visitors to well-established names. Oh, and there’s some REALLY interesting talk about the upcoming 7 Wonders expansion that’s due for release next year… Babel! Download the show directly by clicking this here link, or hunt it down through your iTunes.

This episode’s guests:

Thomas Provoost from Repos Production - http://www.rprod.com/

Henning Poehl, designer of The Rats in the Walls - http://boardgamegeek.com/boardgame/147581/the-rats-in-the-walls

Colby Dauch, lord ruler of Plaid Hat Games - http://www.plaidhatgames.com/

Asynchron Games’ own Olivier Chandry - http://www.asyncron.fr/

Eric Hanuise from Flatlined Games - http://www.flatlinedgames.com/

Dave Cousins from North and South - http://www.northandsouthgames.co.uk/

Jamoma Games’ Jacob talks Suburban Dispute - http://jamoma.com/

dv Giochi’s Barbara Rol and Bang! The Dice Game co-designer Michael Palm - http://www.dvgiochi.com/

Leave a comment

Filed under Podcast

Episode 53 – Storytime with James, Colby and David!

This one’s quite the epic, comprising of three interviews with designers who tell their stories in very different ways!

You’ll be aware of the work of James Wallis, ‘the godfather of indie RPGs’ – with games like Baron Munchausen and Once Upon A Time under his belt, he’s built quite the reputation in the gaming industry. Now he’s back with a blast RPG called Alas Vegas; a tale of amnesia, violence and life in the desert. We talk about the game, his experience with Kickstarter and much more. There’ll also be a few lies in there, but it’s up to you to work out precisely what is true…

Colby Dauch of Plaid Hat Games then returns to discuss how the company has expanded in the space of a couple of years from producing only Summoner Wars to having a massive range of titles in their catalogue. With new releases on the way including City of Remnants and a tie-in with the forthcoming Bioshock Infinite video game, Plaid Hat are moving up in style. There are also a few revelations about what they have planned for the future, including a brand new design from Colby himself.

Finally, David Malki! from the excellent webcomic Wondermark joins me to talk about a new game he’s co-developed – Machine of Death. Set in a world where the technology exists to reveal the method of your demise, Machine of Death has spawned a book (along with an upcoming sequel) and now a party game of ‘creative assassination’. Brace yourself; this isn’t your average dinner party extravaganza…

Want some links? You got ‘em!

Direct Download link for the episode: https://archive.org/download/LMDEpisode53/LMD_Episode53.mp3

This episode’s sponsors are Artipia Games, promoting the rather charming Drum Roll on Kickstarter: http://www.kickstarter.com/projects/magecompany/drum-roll-the-board-game

James Wallis’ campaign for Alas Vegas: http://www.kickstarter.com/projects/jameswallis/alas-vegas-an-rpg-of-bad-memories-bad-luck-and-bad?ref=live

Spaaace – James’ company site: http://www.spaaace.com/

Plaid Hat Games’ site: http://plaidhatgames.com/

Machine of Death on Kickstarter: http://www.kickstarter.com/projects/1234131468/machine-of-death-the-game-of-creative-assassinatio?ref=live

Wondermark by David Malki!: http://wondermark.com/

1 Comment

Filed under Podcast

Episode 36 – A Few Good (Mad) Men

So here it is, the first Little Metal Dog Show of 2012, and my oh my, it’s a doozy.

I’m joined by three upstanding gentlemen to discuss the gaming year that was 2011, talking about our favourite games that we’ve played as well as a few of the terrible ones. Steve, Ben, Campfire and myself also look to the future (well, this year) and reveal some of the titles that we’re looking forward to getting to try out in the coming months. Oh, and I’m also joined by a certain Rich Sommer. “Who he?” I hear you ask, “His name sounds familiar!” Well it bloody should, for he plays Harry Crane in the rather splendid TV show Mad Men as well as acting as gaming evangelist-in-residence on US network G4. Enjoy!

This episode’s links are here – hoorah!

Direct download: http://littlemetaldog.podbean.com/mf/web/3gafhh/LMD_Episode36.mp3

Summoner Wars from Plaid Hat Games: http://www.plaidhatgames.com/sum_home.html

Caveman Curling from Eagle Games – Kickstarter: http://www.kickstarter.com/projects/167427101/caveman-curling-a-game-of-stones?ref=live

Rich Sommer’s rather splendid games blog: http://games.richsommer.com/

Rich on G4TV: http://www.g4tv.com/videos/55658/game-night-with-rich-sommer/

Rich’s Twitter: http://twitter.com/richsommer

Campfire’s Twitter: http://twitter.com/campfireburning

Steve’s Twitter: http://twitter.com/moosegrinder

Ben’s Twitter: http://twitter.com/JoyrexJ9

1 Comment

Filed under Podcast

Stepping Stone – Dungeon Run review

People play games for many reasons, but I find you can generally split them into two camps; those who love the chaos of a dice roll against the folks who demand total control over their gaming destiny. Personally, I’m in the first camp – I don’t mind losing a game should a crucial dice roll not go my way. For me, the joy in a game comes from the playing and the stories that are told. The latest release from Plaid Hat Games, Dungeon Run, is a game that is very much reliant on dice – lots of dice, in fact – so before I go on, I’ll put my cards on the table and say that it’s not for everyone.

Originally a print and play title designed by the curiously named Mr. Bistro, it was picked up by Plaid Hat, given a very shiny makeover and is now available in your Friendly Local Game Store. Set in Colby Dauch’s Summoner Wars universe, it’s kind of halfway between co-op and confrontation with players becoming mighty(ish) heroes who explore a randomly generated dungeon in order to take down one of four Big Bads.

You kick off by choosing one of eight characters, each of whom begin with some standard powers as well as a small deck of extra abilities. Dealing a couple out before you start, you choose one then discard the other – there’ll also be the opportunity later in the game to trade in cards to get your hands on more powers, bolstering your character as you progress. Once selections have been made, it’s off to the dungeon…

All players begin in the entry hall and have a range of actions that can be performed, up to a maximum of two per turn. Should you choose to move, you pull the top tile from a pre-prepared stack – this pile is sorted out before the game starts and is a random selection of regular and special rooms. If a regular one appears, the active player rolls a single dice and checks if any cards will be put on the tile; these will either be monster to beat up, traps to disarm or gear to grab and will go on the room depending on what number comes up. Special tiles have instructions that need to be followed printed on them every time you enter the room and can cause some… interesting situations.

Should you come up against a monster, you’ll indulge in a little combat which is heavily reliant on dice. The enemy rolls first and will normally get a few hits on you. Your roll follows and dice can be spent either cancelling out the hits, getting in some damage yourself, or a combination of both. It’s an interesting little system that I think works quite well, but that’s not everything. Should a fellow dungeoneer be on the same tile as you, they can choose to assist you… or hamper your efforts.

Click this for a MASSIVE demo picture.

This is where Dungeon Run gets interesting. As I mentioned previously, it’s not a co-op game in the traditional sense – at any time, you can choose to be nasty and screw your opposition over, either affecting your side of a fight or even straight out attacking you. This is more important at the end of the game as once the Boss for the dungeon has been defeated, the player who dealt the killing blow recieves the Summoning Stone, essentially becoming the new target. Manage to get back to the entry hall with the Stone in your clutches and you’ll be declared the winner – and that’s it. You could make your way all the way through, get the hell beaten out of you one room away from the exit and still lose, but that’s the way the game goes.

Production quality throughout is excellent. You get eight plastic minis to represent your heroes, room tiles are nice and thick, cards are great quality. I personally like the artwork (which is splashed all over the place, cards, rulebook, everywhere!) but then I like how Summoner Wars looks too – your mileage may vary. The rules are clear and concise too; all available actions have also been condensed down onto little cards that mean you’ll barely look back at the book.

One (minor) down side, I’d like to have seen miniatures for the the baddies, but perhaps that kind of thing will come with expansions (and you just know they’re coming – Plaid Hat Games aren’t exactly shy about expanding Summoner Wars, so why wouldn’t they do the same with Dungeon Run?). Having them appear on cards is fine, plus it keeps the cost down, but there’s nothing like moving little dudes around a map.

Also on the (slightly) negative side, despite the rules saying it can be played from one to six, I’d say it’s only really good with three or four. Two players feels like an exercise in frustration and there’s just not enough in the box to spread between five and six. The solo experience is pretty good and functions as a kind of score-attack extravaganza, but the game really works best as a group experience.

I’ve found in playing Dungeon Run that you need a certain kind of person sitting around the table with you. As I said earlier, you need to be someone who doesn’t mind their game being predominantly ruled by the dice. Though some rolls can be mitigated or boosted by using equipment that you might pick up throughout your quest, most of the time it’s all down to the decisions you make with the numbers you roll and if you roll poorly, you’ll be pretty much boned.

You also need someone who will be happy to throw themselves into the experience. In order to get the most from it, you’ve got to be a bit of a swine from the get go. Yes, it’s nice to help each other out when someone’s in need, but don’t be afraid to get in there and start mixing things up a bit. After all, at the end of the game there’s only going to be one winner so you should do all you can in order to make sure you come out top. When you’re running through the dungeon everyone else will be doing what they can to cut you to pieces – it’s only right to get your attacks in first.

Last of all, your fellow players need to have a good attitude. If you know someone who is going to moan because people are picking on them, put Dungeon Run away and play something like Forbidden Island instead – this game NEEDS confrontation to work properly, so if that’s not your bag this won’t work for you.

Treat this like something hardcore like Descent and you won’t enjoy this at all. It’s light. It’s throwaway in the extreme. But it’s fun. If you don’t take it too seriously and just have a laugh, Dungeon Run will be a nice little addition to your collection. It’s an arcade game transferred to your table, but to me that’s no bad thing. Perhaps I should start putting 20p in a box every time I play – that might pay for the expansion when it comes out…

Dungeon Run, designed by the enigmatic Mr Bistro, was originally released in 2011 and is available through Plaid Hat Games for around £35/$50. Cheers to the folks at Plaid Hat for sending a copy over for us to play!

1 Comment

Filed under Reviews

Episode 32 – Essen 2011: Day Two

The second of four Little Metal Dog Shows live from the show floor at Essen! From award winners like Qwirkle and 7 Wonders to brand new releases, this one’s an epic. With twelve interviews with game designers old and new, this latest episode should give you a good flavour of what goes on at the world’s biggest board games fair… Download it here!

This episode has interviews with the following splendid people…

Christine Goutaland from Days of Wonder - http://www.daysofwonder.com/en/

Jeroen from Splotter Spellen  - http://www.splotter.nl/english/index.html

Repos Production’s Thomas Provoost - http://www.rprod.com/en/index.html

Kris Gould from Wattsalpoag - http://www.wattsalpoaggames.com/default.aspx

Flatlined Games Eric Hanuise - http://www.flatlinedgames.com/

Colby Dauch from Plaid Hat Games (who was really there representing Playdek) - http://www.plaidhatgames.com/ / http://www.incineratorstudios.com

Bart from White Goblin Games (and Mark Chaplin, designer of Revolver) - http://www.whitegoblingames.com/

Michele Quondam from Giochix.it - http://www.giochix.it/edizhome1e.htm

Susan McKinley Ross, designer of 2011 Spiel des Jahres winner Qwirklehttp://www.ideaduck.com/

Radoslaw Szeja from Kuznia Gier - http://kuzniagier.pl/english.html

Nobuaki “Tak” Takerube from Japon Brand - http://japonbrand.gamers-jp.com/

Anna Genovese from Ghenos Games - http://www.ghenosgames.com

I’m joined – as I was for Day One – by Paco Jaen from GMS Magazine, a fantastic site and podcast that you really should check out over at http://www.gmsmagazine.com/

Episode 33: Day Three should be available soon…!

Leave a comment

Filed under Podcast