Showing posts with label privateer press. Show all posts
Showing posts with label privateer press. Show all posts

Tuesday, November 5, 2013

Warmachine On A Budget!

Part I: Building An Army

By Randy
@coffeeswiller

If you've ever played any tabletop wargame at all, you know that they're expensive. Very expensive. You need rulebooks, paints, brushes... and models. Lots of models. It seems like you can never have enough models to do everything you want. I'm personally more of a roleplayer, and am more interested in having a wide variety of models to represent the players in the Iron Kingdoms RPG, and the variety of creatures and characters they will encounter. Yes... expensive. What I'm hoping to do here is to give a brief guide to playing Warmachine, Hordes or the Iron Kingdoms Roleplaying Game on a budget.



This is what will interest most Warmachine/Hordes players will be most interested in. How do you build a faction army cheap? The simple answer is that you can't. Sorry. This isn't a magic bullet. The more complex answer is that with certain factions, you may be able to stretch your money a little further. Here's how!

Starter Boxes

Every faction has a starter box. This is a fully playable battlegroup, complete with a Warcaster or Warlock and some Warjacks or Warbeasts. These MSRP for $50, and are a great deal if you price the pieces out individually. In most cases, you'll want to start here. The downside is that you might not want that particular caster, but having a variety to choose from will be worthwhile in the future.



Two Player Battle Boxes

Both Warmachine and Hordes have a Two Player Battle Box. For an MSRP of $99, you get two starter kits, plus an additional sizable unit for each faction. This is an insanely good deal... especially if you can pick it up at a discount (a search while I was writing this turned up deals from $61-$75). This will limit you to one or the other faction (Khador & Protectorate of Menoth for Warmachine, Circle Orboros o& Legion of Everblight for Hordes). The upside for this is that if you and a friend want to jump in and try it out and are willing to use those factions, this is perhaps on of the best deals around. I personally picked up the Warmachine box, and I was glad to fill out my Protectorate & Khador factions. So many models! As a bonus, they also come with quickstart rules.



Grind

Privateer Press released a nifty boardgame a few years back called Grind. It was based on a Warmachine game that was printed in No Quarter magazine. I would love to say that I played this game; I really would. But I didn't. What I really liked about this game was the value. What I found is that the contents of this box, plus one Cygnar Heavy Warjack kit (the Ironclad/Cyclone/Defender one) and one Khador Heavy Warjack kit (the Destroyer/Juggernaut/Marauder/Decimator one) and you can put together six heavy warjacks: 3 Cygnar, 3 Khador. That's value. And that's not even taking the light models into account (just for Cygnar; Khador doesn't do light warjacks). The Cygnaran 'jacks are spot-on with only the tiniest bit of conversion necessary. The Khadoran ones have ever-so-slightly smaller smokestacks, but that's barely noticeable. Totally worth the price. I'll bet the game is probably good, too.


Side by side, warjacks from the kit (left, Defender) and from The Grind (right, Cyclone).


Proxies

Inevitably, you're going to want to try out a model that you don't have. You're considering adding one to an army list, and you think it's synergize with others, but you want to make sure. Use another model as a stand-in! This is called proxying, and it is perfectly fine for friendly (read: non-tournament) games, as long as you're up front with your opponent. If you're a roleplayer, you probably already do this. It makes far more sense to say the Defender (a Cygnaran heavy 'jack) is a stand-in for an Avenger (a spiffy new Cygnar heavy) that you want to check out. Just make sure that when you proxy a model, you use another with the same size base, and preferably one similar so you and your opponent can easily track the board state. It's worth noting that you won't be able to do this in tournaments or at events, where you'll need the actual model and the stat card to field a particular model.

The foamboard sticks in the foreground are proxied Wracks.

Other Deals

As was commented below, Privateer Press through their online store offer Christmas specials. These consist of prebuilt faction packs with 25-30 point armies. Not to mention other deals you may find at other retailers! online retailers will likely offer discounts, but local game stores may also have customer loyalty programs, as well. (Thanks to greibach for pointing this out!)

Magnets!

One way to get more mileage out of one of the plastic heavy warjack kits is with magnets. The kits have all the parts you need to build three or four different jacks out of the same kit, and you can use rare earth magnets glued in to swap out heads, arms and weapons. So that kit will still only be one warjack, but you can swap out which type it is. Nifty, huh? (Thanks again to greibach for this!) Update! I just showed how I magnetized a Cygnar Avenger-Centurion-Hammersmith kit!

Best Warmachine/Hordes Factions by Budget:

1. Khador: With the Two Player Battle Box and Grind, Khador is probably the cheapest to build up an army. Going by MSRP, the Battle Box is roughly equivalent to the MSRP of the Khador models and gives you an extra faction, either for you or a friend. You can angle in a bit cheaper with the Start Box plus the Man-O-War unit, but extra models are always nice and may be worth having to trade.

2.  Cygnar: No Battle Box support for Cygnar, but you can fill out your heavy 'jacks with extras from Grind. As I said above, one Heavy Warjack kit plus the two extras from that game will give you three Cygnaran heavies (one each Defender, Ironclad and Cyclone). I recall a slight modification to an upper arm joint, and clipping the hand off one forearm and replacing with one oriented for the correct arm, but that is very minimal. I have not yet tried to do anything with the light 'jacks other than proxies. When I have any amount of disposable income, I may do an order from the Privateer Press Parts Store and get some pieces to convert them into other Cygnaran light 'jacks.

3.Protectorate of Menoth: Again, the Two Player Battle Box is a great starting point for Protectorate players. Two heavy warjacks, one light one, Kreoss and a unit of Exemplar Cinerators. The Starter Box for the Protectorate has Kreoss, two light 'jacks and a heavy.

4. Circle Orboros & Legion of Everblight: These factions are in the Hordes Battle Box, and their lists look like a comparable deal to the Protectorate, above.

5. Other factions (Cryx, Retribution of Scyrah, Skorne, Trollbloods, Mercenaries, Minions, Convergence of Cyriss): Other than the starter boxes, no great deals like above. It's a shame, since these factions all have some impressive models. I think I could field a pretty high point cost Cryx force; they make excellent RPG baddies!

Note: This list above is not necessarily factoring in competitive play, but mostly looking at getting the most models on the table. There is a discussion on Reddit about this that goes more into what factions are the cheapest in terms of fielding a competitive army. My list above should be considered in terms of getting faction models on the table for Iron Kingdoms roleplaying.

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I hope that helps you if you're looking into building an army on the cheap. It's true that wargames are a big drain on the wallet, but some planning can certainly help things along. The next installment will focus on painting. Do you have any moneysaving tips for Warmachine, Horders or the IKRPG? Post them below!

Monday, September 9, 2013

I've Got 99 Problems But A Lack Of Bits Ain't One:

Miniature Modeling for Advanced Beginners

by Randy
@coffeeswiller

Hello, all! I think it would be an understatement to say that the Growing Up Gamers crew was on a big Privateer Press kick lately. The Warmachine Tactics Kickstarter really got us going, and speaking to Matt Wilson also really got us excited. This is not a new thing, however. I have personally been a fan of the Iron Kingdoms from very early on, and had a years-long roleplaying campaign based there. This article, however, focuses on the miniatures.

Elf warcaster Kaelyssa, on a custom Cygnar ruins base. 

I have been painting minis on and off for about twelve years, not counting a handful that I mangled in high school. Rather than a veteran, I would classify myself as an "advanced beginner". What does that mean? I can paint models, and they usually look pretty good. I can make pretty nice bases, do fun conversions... but when it all comes down to it, I don't have a lot of time to invest in it. So I try to get a lot of mileage out of the techniques I do know.

Scenic base, probably for a warjack.

One thing I love is what is called converting miniatures. Basically, this is taking a miniature and altering it. It can be as simple as a repose or a swap of a weapon or head from another mini. Or it can be a more drastic thing where you take a bunch of parts from different minis and/or made from epoxy putty and making something altogether different. It helps to have a well-stocked bits box.

Work  in progress: Mage Hunter Eiryss on fallen tree base.
What's a "bits box", you might ask? Well let me tell you. A bits box is a box where you keep any stray mini parts that aren't going on a mini. You have a kit with three different weapon choices? Put the other two in the box. You sawed the head off a mini to put on another mini? Put the rest in the box. Made an order from the Privateer Press Parts Store? Put 'em in the box! Here's my bits box:



Here's a few choice bits:

Weapons & accessories!

Heads!
Flag!

...and here's what you can do when you have a stocked bits box:

Master Necrotech Mortenebra, iron lich and crafter of Cryx's legions of Helljacks!

For the record, this is an alternate version of the Cryx warcaster Mortenebra that I started quite a while back, before she was released as a mini. Since then, she has gotten her own mini, and I picked up the upper torso from the stock mini to use. The parts are from eight different models from Wyrd Miniatures and Privateer Press, with some parts built from sheet styrene, putty epoxy, paperclips, some old guitar strings and a brass rod. I'll put up more pics when I paint her up.

So... anyone else into miniatures? What are some of your favorite? Any miniature modeling topics you'd like to see here? Let me know!


Sunday, July 7, 2013

Privateer Press's Matt Wilson talks Warmachine: Tactics!

by Randy, Angie & Julian
@coffeeswiller
@growingupgamers


Hi, readers! We have an exciting treat for you today. Matt Wilson of Privateer Press agreed to give us an interview about Warmachine: Tactics, the computer version of their amazing tabletop miniatures game. The Growing Up Gamers crew have been big fans of Western Immoren, the setting for Warmachine, its sister game Hordes and the Iron Kingdoms roleplaying for about a decade. This is a world at war, a world of steampunk-inspired fantasy where nations go to battle with great machines of war called warjacks. Controlled and directed by powerful armored spellslingers called warcasters, these steam- and magic-powered robots are the game's namesake.



Matt Wilson, creative genius behind this world and founder of Privateer Press, is quite a guy. In addition to to being the game designer who brought us Warmachine, Matt is an accomplished artist whose work can be found both in Privateer Press products as well as in Magic: The Gathering; I highly recommend checking out his art site. Matt's company Privateer Press now makes tabletop miniature games (Warmachine, Hordes, and Monsterpocalypse), board games (Level 7, Grind, and the Bodgers line of games), hobby accessories (the Formula P3 line of paints, brushes, and hobby tools), and now is about to go electronic with Warmachine: Tactics.


A Warmachine computer game has been anticipated for a couple years, since the announcement of a partnership with Privateer Press and WhiteMoon Dreams. Two weeks ago, it was announced that Privateer Press would be going to Kickstarter to fund development of their game. We feel that this is a great move, as it allows fans to really get behind the game and have a more direct connections with the people producing it. The project launches July 10th, and we had the opportunity to ask Matt a few questions. Check out what he had to say!


Metal on Metal, by Matt Wilson


Growing Up Gamers:  I am so excited to play Warmachine on my computer! What can I as a player expect from this? Can I build my own warcaster? 

Matt Wilson: WARMACHINE: Tactics has both a multiplayer mode and a single player campaign mode. The multiplayer mode has a lot of similarity to the tabletop version, but as this is a different medium, we're taking advantage of what it can do to enhance the experience, while at the same time, eschewing that which works better on the tabletop. In the single player campaign, while you're not building your own warcaster, you are in control of the character's progression from level to level. Each campaign focuses on a single central character, the first of which we'll be revealing in our Kickstarter video.



GUG:  Different characters and campaigns? Awesome! How close will this adhere to the rules for the tabletop game? Have there been any challenges in translating those rules to a computer game? And is there anything your team is bringing to the digital game that couldn't be done on the tabletop?

Matt: The experience will feel familiar, but it's not the same game. Conceptually, it's the same world and environment and we're adhering the the same basic mechanics on a fundamental level. But the math behind the scenes works differently. There aren't any cannon fodder soldiers that go down when they take one point of damage as sustainability is much more crucial in a game of this scale, lest balance be tipped too quickly in a match. And definitely, the medium gives us the opportunity to do things like interactive terrain, that is less viable on the tabletop. Of course, the very exciting part of this game is getting to experience it all happening in front of your eyes. We've taken a very cinematic approach to the action. Seeing Warjack power attacks happening as real-time events in the middle of a combat round is just awesome!

GUG: Are there plans to port to any consoles if the Kickstarter is successful?

Matt: Our focus is entirely on PC and Mac, but we are developing with other platforms in mind should the opportunity arise. The team at WhiteMoon Dreams has designed a UI that can work on virtually any platform with any control set. In other words, it works just as well with a touch screen as it does with keyboard and mouse, as it does with a standard console controller. So, if opportunities do come up in the future, we won't have to reinvent the game from scratch.



GUG: The GUG crew is no stranger to Kickstarter; we (as Escapade Games) used that platform to fund our upcoming game, Storm Hollow: A Storyboard Game. Crowdfunding allows a connection between game creators and fans that traditional publishing just did not do, and we love the way it has allowed game designers to bring their products to market. The press release made it pretty clear why you chose to crowdfund Warmachine: Tactics. I would follow up and ask, why now?

Matt: It took a long time for me to believe that Kickstarter was the right route for us to take in order to make this game. While Kickstarter has quickly proven to be a powerful platform for fundraising, it's still a new platform, and one that is little understood. We needed time to study it, to determine if the risks inherent in crowd sourcing are worth accepting given what we are trying to achieve, and to understand the actual business necessary to manage a successful Kickstarter project. The majority of Kickstarters fail. Of those that fund, many individuals and businesses alike find that they have not properly planned how to manage the capital that they've raised. In conducting a Kickstarter, you're making a huge promise to the people who back your project, and more than anything, we wanted to be confident that we could deliver on that promise. So, before our project will even launch, we have put a great deal of time, effort and money  into developing enough of WARMACHINE: Tactics so that our potential backers can have the same confidence we do.

The myth about Kickstarter is that it's a place to fund ideas. We're not Kickstarting an idea, we're Kickstarting a project that is in motion, that has proof-of-concept and a business plan, and that is being executed by an experienced team with overhead and expenses that must be maintained during this startup period prior to even launching the project on Kickstarter. Getting to this point, responsibly, took time, and I wouldn't have wanted to launch it a moment sooner.



GUG: Why does Privateer Press need Kickstarter? There has been a lot of talk among fans of crowdfunding as to who belongs there, whether or not bigger players should be there, even suggesting that they might be edging out independent studios. What can you say about that and the kind of commitment it takes to delve into making a video game, and whether it would have been possible to do otherwise?

Matt: For Privateer and WhiteMoon Dreams, the two practical routes to getting a WARMACHINE video game made are the traditional publisher/financier method, which entails lengthy review processes and a great deal of expense on the part of the developer in an effort to try and align the product they are trying to make with the right financing entity — which in the current video game industry environment I would liken to trying to force a planetary alignment with your own bare hands — or, crowd sourcing. For a company the size of Privateer Press, creating a brand new video game isn't analogous to creating new board game product, it's literally launching an all new business. In order to make this happen on a timeline that is within the foreseeable future and not have to nut away funds for the next ten or fifteen years, saving up enough to launch such a venture, crowd sourcing has become a viable and attractive opportunity.

Kickstarter itself has released its own stand on what's appropriate for Kickstarter. The idea that 'bigger players' have a negative impact on other projects is a theory with no scientific support. Instead, Kickstarter has proven the positive impact 'big players' (or let's say popular companies and personalities) have had on the community as a whole because all the data they have shows how many first-time backers those big projects brought in, and how many of those backers went on to back other projects on Kickstarter. Whether or not Privateer is a 'big player' is somewhat in the eye of beholder. The fact is, we're totally independent, as is WhiteMoon Dreams. But Privateer does have its own community of players and I believe that many of them are going to be first-time backers on Kickstarter with this project, which means we'll also be helping the Kickstarter community grow by conducting our project there and exposing new people to the platform and all the projects going on there.

The best thing about Kickstarter is that its patrons are the ones that ultimately decide what belongs there or not. Anyone arguing that a particular project shouldn't have been on Kickstarter because of its owner's pre-established popularity, is arguing against the very spirit of Kickstarter, which is that the 'crowd' has been given the power to decide. Beyond the terms of use that Kickstarter has defined, it's not for any individual to say what should or shouldn't be put on Kickstarter — the community of Kickstarter users will decide that as a whole, and currently, the community as a whole does not appear to agree with the negative sentiment.



GUG: We are big fans of Magic: The Gathering, a game you are certainly familiar with, given your illustrations can be found on a number of cards for that game. A few years back, Wizards of the Coast released Duels of the Planeswalkers, a great videogame version of Magic available for consoles. Aside from being fun, that game serves as an excellent tutorial for learning to play Magic and has been phenomenal for bringing new players to that game. Do you anticipate Warmachine: Tactics having a similar role?

Matt: WARMACHINE: Tactics will be a great way to introduce people to the ideas of the game and the setting, and we certainly hope it will introduce more people to the hobby of tabletop gaming, but it doesn't function as a tutorial. In the Magic example, you're actually playing the same cards with the same rules in the video game that you are in the physical game. But WARMACHINE: Tactics is somewhat different in scope, and the mechanics that must be understood on the tabletop are largely invisible in the video game experience, so you're not likely to come away from WARMACHINE: Tactics fluent in all of the rules necessary to know in order to play the tabletop game But you will understand the fundamental strategies and the nuance of how different elements in your squad interact and support each other. I do think being good in one would give you some advantage in the other.

GUG: Since tabletop Warmachine is not a solo game, we were wondering about the depth of the campaign mode versus multiplayer mode. Do you expect most players to spend more time playing in multiplayer mode, with the campaign  being sort of a tutorial? Additionally, will there be an AI for solo play outside of campaign mode?

Matt: The single player game is not a tutorial, but it will be a great way to learn the depth and strategy of the game because it does structure your learning experience through the course of the campaign. But the single player campaign is where we get to tell our story, and that's something that both Privateer and WhiteMoon Dreams share — a love of great stories. So making sure we had an amazing campaign experience has always been a requirement of the project. Whether or not more people will play mulitplayer than the campaign, or vice versa, I can't predict. But the multiplayer environment is going to be something that is constantly expanding, so I suspect that always-fresh experience will keep people engaged in multi-player quite a bit. We're not just doing one campaign, though — it's a big world with a lot of characters, so the single player experience will also be something that is constantly fresh. And we are building an arena where you can test your squad builds against an AI, for sure.

GUG: Sounds great! Will we see our favorite Warmachine warcasters in campaign mode? 

Matt: There are dozens of warcasters in the setting, so whether or not you see your favorite featured immediately remains to be seen! But the ultimate goal is to realize as much of the setting as possible in this game. And the better we do with our Kickstarter campaign, the more we'll be able to get in there.



GUG:  Many of the fans of Warmachine are miniature hobbyists (myself included!) and would say that some of the fun of the game is painting models to bring to the table. Will there be a nod to the creative types, perhaps the option to "paint" warjacks and units with customized colors, or choose alternate color schemes?

Matt: All I can say right now is that we're hobbyists, too, so this isn't something we have overlooked. Okay, I'll also say, "Stretch Goal".

GUG: Thanks for that tidbit! Where in the Warmachine timeline does this take place, or is it outside that timeline? Prime starts in 604 A.R., and Colossals takes us to 608 A.R. 

Matt: The campaign is going to feature characters that are new to WARMACHINE, some of them introduced in next year's expansion book, Vengeance. As such, the timeline is concurrent with the timeline in the story found in the game books.



GUG: In terms of the collaboration and division of labor between WhiteMoon Dreams and Privateer Press, how involved has Privateer been in the development, and what level of freedom has been afforded to WhiteMoon Dreams to make their mark on Warmachine: Tactics? What has been done to ensure the game feels like Western Immoren, the world of Warmachine?

Matt: The level of collaboration between Privateer and WhiteMoon Dreams is huge and will have a huge effect on the outcome of the game. I'm personally part of the core gameplay design team. I'm also storyboarding character animations and cinematics and I'm leading the writing on the campaign story. In doing all of that, I'm also drawing on the resources at Privateer, like Jason Soles and DC in development, and Doug Seacat, our lead writer, who can assist with making sure the story and game are as faithful to the tabletop game as possible. But there's no real give-and-take here, like one might expect, because WhiteMoon Dreams is 100% invested in making a game that looks and feels as true to WARMACHINE as it can. We're so totally aligned in our goals, and I spend so much time with both companies now, it often feels to me like one giant organization. Even moreso as we've been developing these new characters for both the tabletop game and video game. We've got rules being developed at Privateer that are getting interpreted into the video game at WhiteMoon Dreams, and we've got artwork being created at WhiteMoon Dreams that will appear in our books and that our sculptors are using to create miniatures for the tabletop. It's an incredible level of synergy to see happening between two distinct companies and the end result is that we're going to bring WARMACHINE to life in video game form. It's one of the most exciting things I've ever been a part of.

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I hope that you are all as excited about Warmachine: Tactics as we are! We will link to the Kickstarter once it goes live. In addition, Matt has agreed to do a follow-up interview at that time. I'm sure we'll have loads more questions once we see what the backer tiers and stretch goals are! Do you guys have any questions for Matt? Leave them below! Here's the teaser trailer:





Images courtesy of Privateer Press

Tuesday, October 2, 2012

2 Ways to Play: The Iron Kingdoms RPG Then & Now... and a Giveaway!

2 days left of on our game giveaway to support the Story Realms Kickstarter.  Today, we will be exploring a game that the entire Growing Up Gamers crew have played and loved: Iron Kingdoms.  This dark fantasy role-playing game depicts a world ravaged by endless battle and devastating machines of war.  It was one of our favorite games to play with D20 System and now a new version is out that much more resembles the mechanics of the Warmachine system.  No one here is more qualified to talk about Iron Kingdoms than Randy, who ran the games we played and has spent countless hours reading about the Iron Kingdoms and painting many miniatures of the games heroes and villains.



By Randy


When I first saw the Monsternomicon, Volume One on the shelf at the local game store, I knew I had to have that book. It was 2002, when Dungeons & Dragons third edition was still fresh and new. I cracked open the book and had my first glimpse of a neat, new world... one that took a step back from the standard fantasy tropes, threw in an industrial revolution that was half steam powered, and half fueled by arcane magic. Welcome to the Iron Kingdoms.


The narrative of the settings is that it is a world at war in many ways. There is the struggle between the nations of the world, as some seek to expand and others try to protect their borders, and their allies. There is a struggle between the forces of progress, and those who would stamp out the smoke-belching factories. Religious zealots, too. These conflicts offers ample plot hooks for all manner of stories you might want to tell and participate in.

The D20 version of the Iron Kingdoms was introduced in a series of modules called The Witchfire Trilogy. The story introduced us to the complex antagonist Alexia Ciannor, and the unholy blade she came to possess, the Witchfire. The Monsternomicon that I mentioned before followed, then a short volume called Lock & Load. After that, it was a long wait for the Iron Kingdoms Character Guide and the World Guide, but the wait was well worth it. Those books are, in my opinion, some of the most well-written RPG books ever to grace my shelves. One of the most memorable campaigns I ever ran was set there. It is really a pity that the publisher, Privateer Press, was far more focused on its wargames set in the same world, although to be fair, the books supporting those offered great source material.

A month ago, my wonderful wife brought me a copy of the new Iron Kingdoms Core Rules home from GenCon. I have been waiting for quite a while on this one, and it is a beautiful book. Full color, loads of art... and a new system. The system is based on the rules of the wargames Warmachine and Hordes, and is even compatible somewhat with them. It marries the character advancement options of previous RPGs with the "wargamey" rules of a tabletop miniatures game. And the execution is good.


I admit to being very sceptical the first time I heard about it. I honestly love miniatures, and have a great time painting them. I use them in other roleplaying games, too, but I wasn't sure that I wanted to be nudged toward being a Warmachine player. I recently just played a battle scene pitting units from Warmachine against characters built from the Core Rules, and I had a great time. It was indeed very much like a wargame, and it certainly shone. We played a combat that would have been insanely complex in the D20 system in a pretty short amount of time; that's a plus. I still have yet to try a more traditional RPG adventure, though I suspect the system's relative simplicity will allow that to run smoothly, too.

So... which is best? Time will tell. The D20 system is very familiar to most roleplayers and lots of sources exist to supplement player options. The new system, with its compatibility with Warmachine/Hordes, allows you to play epic battles in less than half the time of a comparable on in D20. Right now, I like them both. I have already played one combat scene with the new system and was quite impressed. Happy gaming!





...And the giveaway continues!  


Today we are showing off 2 more Game Salute games you can spend that prize money on.  Today we give you 2 games with very unique themes.  Also, we hit 600 backers today!  We will definitely be adding some games to the prize mix.  Keep spreading the word and check back in tomorrow to learn about what loot is going to get added in these final days of the giveaway.

Impact City Roller Derby 

Seriously, how many games have you heard about that are based on the Roller Derby?  In this fast paced board game you try to get Jammer to pass more opposing players than your opponent's Jammer.  You must use strategic movement to pass or block your opponent.  Dice rolls and special cards are used to execute different offensive or defensive plays straight from the flat track derby race.  You can even get dirty and play foul cards which allow you to risk getting caught by the ref as you cheat your way to the win.


Everything Is Dolphins

Speaking of unique, this is a pen and paper role-playing game entirely about dolphins set in a world where there are no humans.  It's also an art book.  The art is bizarre and beautiful.  It comes from a variety of high and low and elsewhere artists.  The game play hovers somewhere between side scroller video game (though it is not a video game), talking animal fairy tale, and triptastic fun.  The art is bizarre and beautiful.