My Holiday Gift Giude

‘Tis the season…

It seems everyone has a holiday gift guide out right now – GamerChris, DiceHateMe, BGG.  So I’m jumping on the bandwagon.  But I’m one upping those guys.  I’m not limiting my list to games.  Here are a few of the things you should consider when buying gifts for friends and family this year.

For The Family


Hey! That’s My Fish! – This is a classic.  It’s good for families and gamers.  Just buy it.

Eruption – This is a great game from Stratus Games.  A bit of take that and some surprising strategy. A review is in the works.

Survive! Escape From Atlantis – a really fun game for the family.  See my review.

Drop Site – a nice quick card game from Bellwether Games.  Fun and reenforces math skills.

No Thanks! – the classic pick up game.  Another must buy.

any of the Ticket To Ride games – There is a reason it is considered THE gateway game.  I own two versions – Europe and Nordic Countries and recommend them both.

Shake N Take – This is a really fun party game.


Despicable Me, any Muppets movie but especially Muppet Christmas Carol, Cars 2, The Pixar Shorts


For the Geeks


Macao – I can’t say enough good things about this game.  My number one.

The Lord of The Rings: The Living Card Game – I’ve only played this twice but I loved it both times.

Hive – I just received this for my birthday and it is as awesome as I remember.  Chess-like but fast.

Eminent Domain – TMG has a hit with this one.  A relatively quick easy to learn, difficult to master card game.

Notre Dame – Stefan Feld is my favorite designer and Notre Dame is his classic.

Letter From Whitechapel – This is another really fun deduction game.

Catacombs – Man oh Man! What a fun game.  I need to buy this one soon.

Fiasco – It’s one of my favorite rpg’s.  You should buy this one for someone.

Dogs In The Vineyard – I played this for the first time at MACE this year and see why it is a classic.  What an elegant game.

Spirit of The Century – Such a fun rpg that really captures the pulp genre.


Atlantis The Lost Empire – Probably my favorite Disney movie outside of the Pixar movies.

any of the Universal Monsters movies – Do a geek a favor and buy them one of these classics

Forbidden Planet

Island of Lost Souls – new to DVD This is an unrated, subtle horror movie from the 1930’s.

The Illusionist (the animated one)



any Raymond Chandler novel

Edgar Rice Burrough’s Mars series


gift card to Barnes & Noble or Amazon

an Ipod, even a cheap one, for listening to podcasts

That’s about it.  I think you will not go wrong with any of these.

If you want to get me something I want these:

Escape From Aliens in Outer Space, Die Burgen von Burgen, Alien Frontiers, The Lord of The Rings:LCG, something off of my IPR wishlist, Pulsar, Pitch Car,Quirkle, Scopa, Pandemic: On The Brink, The Resistance, any of the Small Box Games games, a cool Kickstarter game surprise.

Have a Happy Thanksgiving.

And remember to actually give thanks.

Quick Thoughts

Here are a few things that are coming up on Go Forth And Game.
An interview with Matthew Dunhun of Gozer Games.
An in depth interview with Seth Jaffee
Reviews of Martian Dice(a fun filler), Belfort(a deep game that I need to play more), an Eminent Domain update review, and JAB: Real Time Boxing(a really unique game and FUN) all from TMG.
A review of Eruption (an excellent family/gamer game) from Stratus Games
Design update on The Survivor

Under The Microscope – John Clowdus’ Irondale by Small Box Games

I’m examining John Clowdus’ Irondale by Small Box Games under the microscope this time.


You are the builders of the great city of Irondale.  It’s your job to expand the city.  With its card laying mechanic, special card abilities, focus on hard choices, and strong hand management component, it is a deceptively deep and strategic game.

Materials & Methods

Irondale comes with 24 brown, 24 blue, and 24 green cards. Each card is a building that can be built in to create the city of Irondale. The card has the building name and type, its building cost, and the building’s abilities. Also on the card are the building’s point values when built next to the other building types. Lastly the card has the building’s Master Plan.

There are four building types Commons, Academia, Improvements, and Dwellings. The type of building comes into play throughout the game. Each building costs a certain number of cards to build. But unlike other games where players have to discard that number of cards to build, in Irondale the player only needs to have the building cost number of cards in their hand. Each building has an ability. This ability comes into play when it is built or built next to. Abilities grant extra points. Disallow certain buildings to be built. Or grant a bonus of some kind. A building’s point value is shown on the bottom of the card. There are four point values depending on what the adjacent buildings are. Finally is the Master Plan iconography. There are two different building types shown. When a player builds two buildings of the depicted types they can discard this card for bonus points.

Game Play

Set up

Separate the cards into 3 decks based on the color on the card back, green, brown, blue. You take the starting building out of the blue deck – Dormitory, Grinder’s Mill, Guild Hall, Artisan’s Abode. In the Irondale expansion, there are special cards for this.

Playing Irondale

To start each player draws one blue, one brown, and two green cards. This is the Draw phase.  Next is the Build phase. A player may


build two buildings by playing cards from his hand. The player must have the building cost in cards in hand to be able to build. The chosen building is placed next to a previous building. The placement must follow the abilities on the card and on the building(s) to which it is adjacent. The second building has to be built next to the first or next to the building that the first was built next to. The Scoring phase is next. The player adds up his points from the Build phase being sure to remember points scored from adjacent buildings. He then may reveal a Master Plan to gain the points from that, draw a card and take one point, or draw two cards. The Master Plan card is discarded. To record this score he takes the top card of any deck and uses the back of the card to display his score. He must use a few cards as possible to do this. If his score was 6, he could not take three 2’s but must take a ‘6’ if possible. The card is set to 6. The next phase is the Upkeep phase. In this phase players reconcile their points cards to the fewest possible that sum up their score. Any cards discarded here are placed in the discard pile. This pile is sorted according to back color, flipped face down, and placed on the bottom of their appropriate deck. The last thing in this phase is to count the buildings in Irondale. If the building number end game condition is met, each player gets another turn. Then the one with the most points wins.


I like Irondale a lot. It has some really neat mechanics that I have not seen anywhere else. The first is the scoring system. Scoring based on what building you build next to is adds a unique aspect to the game. It adds a depth and injects a ton of strategy into what could have been a run of the mill (pun intended) game. It creates the quandaries and choice that is the meat of a good game. Then adding the abilities that are affected by or caused by those very same adjacent cards it genius.

Irondale has depth, is fairly easy to learn, and plays quickly. All in an inexpensive deck of cards. The second edition of Irondale was released recently.  It replaces the four starting cards with a start card that has an icon for each building type on one of its four sides.  It includes a scoring track card and counter for each player.  It also includes the previous expansions and some additional buildings not found in the first edition.  (I need to pick this up.)   John Clowdus has created a classic in my opinion. You should check it out here and here.  Get your copy now.  And check out my interview with John here.

The new Irondale

Conclusion:  4.5 out of 5 microscopes

A Conversation With…Geoff and Brian Engelstein, designers of The Ares Project

I welcome Geoff and Brian Engelstein to Go Forth And Game this time. Their game, The Ares Project, has just been released from Z-Man Games. It’s a science fiction themed, real time strategy game – the first RTS board game I’ve seen.

Tom: You’re a father and son design team. That is so awesome. Tell us about yourselves.

Geoff: My gaming roots go back to the 70’s, when I started playing Avalon Hill games like Diplomacy, Richtofen’s War, and Acquire. I’ve pretty much never stopped playing since then, going through wargames, RPGs, Eurogames, pretty much everything. I’ve managed to accumulate a pretty sizable collection over the years, now totaling close to 1500 games, and I still enjoy going back and pulling out the more obscure titles.

In the real world I run a product development company, doing mechanical and electronic design, and software development. We do engineering design work for many different types of customers, and have worked on consumer products, medical devices, and industrial controls.

Brian: I am a longtime gamer, as I have literally been playing my entire life. I moved around a lot, beginning with the classical Euro fare. When I was a teen however I began to be a little discontented and moved into some light wargames but mostly Card and Mini stuff. I still play everything I can though, and my favorites are very diverse. Current favorites are Summoner Wars, Sentinels of the Multiverse, and Endeavor.

Tom: 1500 games is very sizable! I hear good things about Sentinels. I need to interview those guys. Thanks for reminding me. Ok, The Ares Project – It just hit stores and it’s getting good buzz on the internets. Tell us all about it. Where did the idea come from? What it is about? All the details.

Geoff: Back in 2007 I (Geoff) had a business trip to Korea, and I met up with Tom Vasel of The Dice Tower to play some games. We played the Starcraft boardgame from Fantasy Flight, and while I liked it, it didn’t give me the feel of playing Starcraft on the computer, a game I loved. I started thinking about other games that were based on computer ‘real-time strategy games’ (RTS), like Age of Empires and Warcraft, and realized that there was no board game that felt like they did. So on the long flight back to the US I started thinking of ways to capture those features that I really like in computer games.

There are a few features that are common to most RTS games – Each player gathers resources, constructs buildings, uses those buildings to produce units, and then attacks the enemy.  These buildings and units are usually built in a ‘base’ which is hidden from the other player until they send other units to attack. And there are always a wide variety of units with strengths and weaknesses, and ways to upgrade them. Finally, there are many different strategies – you can build a lot of weak units and try to attack your opponent quickly, or try to defend your base while building up stronger units.   So we had a lot of design challenges.  We definitely started with the theme and no idea of the mechanics.Very early on we decided we would use a deck of cards for each faction. Cards represent the buildings or upgrades if played face up, and resources if played face down.  In addition most cards can produce two different types of units depending on how you play them into your base.  We also decided pretty quickly to have no map. Each player just plays cards to the table in front of them, which represents their base. You play cards face down as resources on the building cards to construct units.This kept the game really streamlined so that it preserves the feel of an RTS, with it’s fast moving play. An older version of the game actually had the players playing simultaneously until someone launched an attack, but it turned out to be way too chaotic.  So instead we have a very simple turn structure – play one card, draw one card.  Once you know the cards a turn is typically just a few seconds long.We also wanted to preserve the hidden information in the computer game. So we have the players playing their cards behind a screen. You literally have no idea what the other player is building until the fighting starts.  We worked hard to develop a system that makes it extremely difficult to cheat while letting players make their moves out of sight of their opponent, and we think it works very well.In addition to the building and tech cards there are Attack cards. In order to launch an attack you have to play an Attack card. At this point the regular back and forth play stops and a battle between the players is fought.  The players take their screens away and exchange their resources for unit tokens, which represent the actual fighting forces.

We made the combat system straightforward and yet having tactical depth.  The battles are the climax of all of the building, so we wanted to make sure that they were dramatic and rewarded skillful play.  Also, we needed to support special abilities like scouting, tough units, screening, shields, flanking, and more.  This was probably the toughest part of the game to get working properly, going through probably close to 15 different iterations. In the end we created a system we call the ‘Battle Line’, where the different forces line up against each other and fire. You have your best shot at the force directly in front of you, but can shoot at any force. However the farther away they are the harder they are to hit.  That coupled with the fact that each type of unit is good against some units and bad against others means that match ups are critical and there are a lot of tactical decisions to make.

Tom: Wow! I can imagine an RTS would be a real challenge for a board/card game. But it sounds like you’ve developed some pretty good mechanics capture the feel of one. I like how the cards have multiple uses. That’s neat. The secret information solution is pretty cool. I imagine that the element of surprise when your opponent reveals his units – “Oh, man! You built that!” – is pretty awesome. I like the tactical aspect of the battle. Most people don’t think about just how much work goes into a game. You’ve put a lot of work into Ares. The Ares Project is being published by Z-Man. How did you hook up with them?

Geoff: We are friends with game designer Andrew Parks, who has published several games with Z-Man. He introduced us to Zev at a local game convention here called Dexcon. So we had been acquaintances for several years before showing him The Ares Project. We had pitched another game to him that we had designed called Hordes well before Ares, but it did not go well. We learned that, even for an acquaintance, you only really have one shot to interest someone in a game. Hordes was at an early stage when we playtested it with Zev, and had some rough edges. I learned that you really need to have a well polished game prior to showing it to publishers, and so we had over two years into Ares before we showed it to Z-Man.

Tom: How much ‘influence’ did Zev have? What about Ares changed from its initial inception?

Geoff: Zev had just a few suggestions after his initial playtest. The game initially had three different factions, and was strictly a two player game. He wanted it to have four factions and go up to four players. We had a fourth faction already in development, the giant robot, so that wasn’t too big a deal. But we had to spend a lot of effort to come up with a multiplayer system that would avoid the pitfalls of other conflict games, where two players attack and the others just wait to pick up the pieces, or where a player may be

The Colossus Faction

eliminated early on. We are very happy with the system we ended up with, which is sort of a king-of-the-hill system, where playersearn points by controlling a central area, so you can’t just stay at home. We were also very pleased that it really enhanced the two-player game, giving a real sense of urgency as one player may be racking up points and the other player feels that time is working against them and may have to launch an attack before they are ready. Other than those initial suggestions Z-Man was not that involved in the development of the game.

Tom: The king-of-the-hill idea is great, avoids turtling and adding that panic element and progression. It must have been a great feeling when Zev decided to pick up Ares. Describe that feeling if you can. Also as a team, what is the hardest part of designing a game?

Geoff: Well, certainly there were times when we had different ideas about what would work and what wouldn’t, and what features we wanted to include. Our usual method was just to throw everything in and see what worked and what didn’t. It usually was pretty clear early on what was worth keeping, but sometimes a feature would stay in for a long time, and we would even forget why it was there! That was usually a sign that it needed to get excised. But overall we worked together surprisingly well.

Brian: The hardest part for me really has to be cutting. Every idea is awesome, and each one on its own can seem amazing. Having to cut one of those because it is not fitting with the rest of the game is heart wrenching. I remember fighting tooth and nail to keep the Xenos workers in, even though in the end their removal made for a better game.

Tom: Yeah, cutting parts is always hard. I’ve that from pretty much every designer I’ve interviewed. It’s good when you can recognize that something needs to go though. That’s a sign of a good designer. How did you handle playtesting? What is the hardest part of playtesting?

Geoff: We did a lot of playtesting. We must have played the game hundreds of times. So we needed to make sure it was fun. You have to like playing your own game because you’re going to be playing it a lot.

We had three ‘levels’ of playtesting. First was just the two of us. One advantage of designing a two-player game and having two designers is that it’s easy to do rapid-fire playtesting.

The second level was playing with others where we looked on, or participated. That was a way to determine what was easy to understand, and get other ideas on strategies. There were several people that were really good at breaking the game, so we liked to include them where possible.

The third level was the blind playtest, where we passed the game on to other folks who had never seen it before, and had them read the rules and learn how to play. This is the toughest to do, because you can’t watch them play, so you don’t even know if they were playing the rules correctly. Plus you need to rely on feedback in terms of what they liked and what they didn’t, which not everyone provides, or doesn’t provide in detail. So it’s always a challenge to really know how it’s going out in the field.

Tom: It seems that the three tier playtesting scheme is pretty standard. I imagine having your design partner right there is neat. Let’s talk about the art for Ares Project. Tell us about your artists.

Geoff: We worked with many different artists for different parts of the game. All were hired by Z-Man, and Zev had a lot of input about the style. For example, he wanted the cover to look like an 80’s movie poster, and we think it came out pretty cool looking. We had separate artists for the screens, cards, rules, and other items. That helped get things done a little quicker, but perhaps it has a bit of a hodge-podge look to it.

The Factions

Tom: I think the art is quite good. I like the monochrome factions. There’s a lot of iconography. Any feedback about that?

Geoff: I’m glad you like the art! I am absolutely in love with the artwork for the screens. Also, I am partial to the card art myself, but I know it’s not everyone’s cup of tea. Originally we were not going to have art on the cards. Since each card can produce two different units and can be rotated 180 degrees we felt they would be too cluttered and confusing with artwork of the actual units it could produce. But when we posted the original card samples to BGG the feedback was universally that they were too bland. So we hit on the idea of adding a top view of buildings, so it would look like you were actually building up a base.

The Xenos Faction

I think the icons are pretty clear. It may look a bit confusing at first, but after a few turns most players are very comfortable with it.

Tom: I like to ask these next two questions of all my guests. First, what are some aspects of a good player?

Geoff: Someone who takes the game seriously, but not too seriously.

Brian: A good player wants to see every facet of the game. They don’t just stick to one play style every game, preferring instead to try a different way to place each time. Ares all but demands this, as otherwise you will not see all the game has to offer.

Tom: Second, what makes a good game?

Geoff: A good game engages the player, keeping them interested and focused. That can be done a lot of ways, and is different for everyone. But for me, I most often get engaged when I have a series of deep choices that requires tight interaction with the other players.

Brian: A good game needs to have a sense of progression. I dislike games that have you making the same choices at the beginning of the story that you do at the end. This is why I love games with RPG elements, even if it just comes down to building up a town, and I always push for the abilities in Dominion and Puerto Rico.

Tom: Those are excellent points. A sense of progression is an idea that is getting a decent bit of discussion of late. I too like games that have hard decisions. You both have been playing games for a long time and therefore have probably played a lot of games. Who’s work in the industry do you admire the most?

One of Vlaada's Games

Geoff: I’m a huge fan of Vlaada Chvatil. Not only did he design one of my top games, Through The Ages, but he has such a diverse body of work. There are some designers that have a ‘trademark’ game style, but Vlaada’s games span such a dramatic range of topics and styles.

Brian: I have really been a fan of David Carl, the creator of the game WARMACHINE (yes, it has to be in all caps, that’s the rules). The rules are really interesting, and even though it is a minis game it has a lot of interesting choices and tactical decisions.

Tom: I’ve not played any of Vlaada’s games I don’t think. I need to remedy that. And Brian, a minis game? Interesting. What are you currently playing?

Geoff: Playing lots of different things as always. Newest thing I’m really enjoying is A Few Acres of Snow by Martin Wallace.

Brian: Same for me, also a lot of Minis stuff like WARMACHINE and Infinity. Finally, my friends have been getting back into MTG. Yes, I am Ameritrash, sue me.

Tom: Man, I really want to play A Few Acres of Snow. Is it as good as they say? And as far as minis go, Dystopian Wars and Malifaux look really tempting? What’s the coolest part of being a game designer?

Geoff: Getting to see other people experience your ideas and hopefully have a good time doing so. Which is also the scary part, I guess.

Also, getting to say that I am a designer is great. Walking up to someone with your game and asking them how it is for a candid reaction is always fun, and it is surprisingly enjoyable to teach your own game.

Tom: I know you attended Origins this year and had Ares with you. How did it go? GenCon? Any other cons people might run into you at this year?

Brian demo'ing The Ares Project

Geoff: We were at both Origins and GenCon. It was a blast seeing the game get out there and tried by lots of people. We did a ton of demos and really honed it down to a science. Our next con probably won’t be until January, when we go to Dreamation in Morristown, NJ in January.

Brian: If I get into college by then, some friends and I may also go to PAX East, so say hi if I am there.

Tom: Tell us about your current/future projects.

Geoff: We’ve got a few projects in the works, including one that is pretty close to finding a publisher, we hope. We playtested it at Origins and Gencon and it was very well received, so we hope that it will get out there and be popular. But we’ll keep it somewhat under wraps until then.

Brian: I also have a few secret personal projects that I am working on. With any luck they will pick up soon. Until then, I am stuck with my old man. (just kidding, my dad is the best)

Tom: Any further developments on these? Any chance of breaking some news?

Geoff: We’re working on a design now that we’re very excited about. It may be picked up by a publisher shortly, but nothing definitive yet!

Tom: Are there any links or sites you want to direct us to?

Geoff: I hope people check out the podcasts I am on: The Dice Tower, at, and Ludology, at

Brian: It is a bit odd, but I have always loved the game Alteil. It is most notable for the artwork, but after playing it is a tight, fun, and free little online card game with some really neat tricks. I would recommend people check it out.

Tom: I will check out Alteil, Brian. Thanks for mentioning it. And I’m a regular listener of The Dice Tower and its affiliates. I can highly recommend them all. Well guys, I had a blast learning about you both and The Ares Project. I can’t wait to see what is next from you.

You can find out more about The Ares Project at Z-Man Games and BGG.  It is now available at FLGS everywhere and at your favorite online stores.  Join me again soon for more gaming goodness at Go Forth And Game.