#The Lowry Agency

Miley Cyrus and the Ultimate Double Standard

There has been such shock and outrage over Miley Cyrus’s performance at the VMA’s that is beyond extreme. Why? What did she do that hasn’t been done a million times before? This isn’t because of what she did, it’s because she is Hannah Montana and people just can’t let go of that even years after she quit being that character. She has a responsibility to her audience! Uhm…. no she doesn’t. It’s a character. It’s not who SHE is. Miley is an artist and whether you like it or not, she is going to change, push boundaries and do things people don’t like. That is what being an artist is all about.

How many times have we seen this? Elvis on the Ed Sullivan show, now we laugh and think that was nothing. But when it happened it was just like this outrage. Now Elvis is the King of Rock N’ Roll and the greatest American music icon ever. Jim Morrison pulled his junk out on stage, was constantly a raging drug and alcohol abuser and now he is a rock legend. Often you hear things like what a great artist he was and how he pushed boundaries. He was revolutionary. BS. He was just a druggie wanna be poet who happened to be a rock star in a free love movement and drug induced coma America was going through. Madonna? Holy crap remember all the controversy she caused do to her nude photos, sexuality and religious statements? Now a musical icon with a ton of respect from woman about how she furthered women’s rights and helped made women stronger and able to stand up for themselves. The list goes on and on about people who shocked and pushed boundaries musically. Lady Gaga? Alice Cooper? Kiss? Nothing but controversy when they came out. Now they are revered musical artists that people look up to and respect.

Miley? Not so much. Look, Miley did exactly what rock n’ roll is all about. Pushing boundaries, disregarding the establishment, chaos and controversy. That is what makes rock n’ roll great. That is what most people love rock n’ roll for. Did she picked an audience with kids in it? Yes she did. Was that wrong most likely depending on your moral character. However, most kids were in bed when it aired and she followed in the footsteps of those before her by picking a time and place to create the most shock value. That was extremely rock n’ roll. She is a rock star, that is what she does.

This will all blow ever one day and 15 years or so down the road most will probably talk about this in a completely different light, just like Elvis, Morrison, Madonna and all the others that achieved this level of outrage in the past for their artistic expression.

Whether or not we/you liked the performance is irrelevant. The backlash against Miley is a complete double standard as a woman performer as most men would totally get away with this behavior with out a second thought, can anyone say Axel Rose, Sebastian Back, Gene Simmons? What about when Slayer first came out with all the Devil worshipping stuff? Now they are a legend in Death Metal.

Furthermore each time we talk about this, it keeps it viral and all the shocked parents are just putting it out there more for the kids to see and making it more cool.

Choose people. Either you want your rock stars or you don’t. It is amazing how many other artists can justify their actions to artist expression but Miley can’t. Serious, serious double standard.

We all know sex sells, we all saw the women in the video of the song that was sung who were topless, where was the outrage there? A married man performed this with Miley and no one is saying a thing about that. Where is the outrage there? Double standard.

Time to grow up America. Whether we like it or not, Miley did exactly what rock n’ roll is all about. That is what makes it great and controversial at the same time. However, holding her to a different standard is not fair to her. It is her life, her choice to perform how she wants. If you don’t like it, turn it off and don’t talk about it. Otherwise you are just helping to make it go viral and do exactly what she planned. Making her a rock star and giving her all the press and attention she wanted. Her impact is now much, much bigger.

Miley Cyrus has as much right to perform and express her art just as much as Elvis, Michael Jackson, Jim Morrison, Madonna, Lady Gaga, Alice Cooper or any other shock artist. If you disagree then maybe you just don’t understand rock n’ roll.

DeLana Stevens and The Beggar Saints CD Review

DeLana Stevens and The Beggar Saints

DeLana Stevens has been a Nashville staple for years now and unfortunately Nashville isn’t really a rock town because they are sitting on one of the best voices I have heard in this town easily. I wrote an article on her live performance for Metalholic Magazine a year ago here: http://metalholic.com/delana-stevens-and-the-beggar-saints-tune-up-nashville/. Miss Stevens is simply one of the most underrated performers in Nashville period. Not only can she sing with the best of them but she is a better performer than almost all of them when it comes to actually emoting and connecting with the audience. When DeLana Stevens sings you feel it. Everywhere. This is the kind of vocalist that shakes your soul and brings feelings up out of you that make you want to blush at the minimum.

Her new CD “DeLana Stevens and The Beggar Saints” is a tour de force of smokey, sexy vocals on a bed of rock guitar and hook laden songs that most bands wish they could write and pull off. A song by DeLana Stevens and The Beggar Saints means a song that is for the song only. Nothing out of place. Nothing distracting. Just pure solid rock and roll with tinge of souther rock or country hear and there. There isn’t a week on track on this CD and makes you scratch your head in wonder WTF is going on with people to let this artist sit here while others with questionable ability become millionaires.

I don’t know DeLana’s story or how her career has gone, but I know this. She deserves a lot more than what she is getting press and attention wise. This is an artist with serious vocal chops and ability with a smart band behind her that support her musically like they should. If you are looking for an artist to get behind with drive, actual talent and great hit potential songs than this is the one. To say otherwise is completely foolish.

To write a proper review for this CD is almost impossible and would be incredibly long as I truly love every song and it is hit after hit. Let me just say, if you don’t buy this, you are missing something big.

Track 1 – Drown: A mid tempo rocker opened with a finger picked distorted guitar and and from the first line you already know this song is going to be good. A nice pre-chorus build that draws you straight into a great chorus. A very strong opening track that lays down the law and announces DeLana is here to rock you out of your boots.

Track 2 – Forbidden: The new single track opens with a slinky little guitar line with arpeggiated chords setting a nice tone from the start. The layers are nicely done here with plenty of space for the song to breathe. Another incredibly strong track that pulls you in a different direction but still rocks and has your ears orgasming at DeLana’s seductive voice. It’s almost like she is right there singing in your ear. Chills…….

Track 3 – Leave on the Lights: This track starts slower but yet somehow the intensity from DeLana’s vocals are always there. It’s like she is singing into your soul. Another strong effort and deeply engaging song.

Track 4 – Sidewalk Prophet: Big power chord opening with a shift to another slinky guitar line. A sexy, fun song that I am sure will lead to lots of dirty dancing on the floor.

Track 5 – Fantasy: a slow burner that opens with DeLana harmonizing with herself. A powerful song with a huge chorus and shows DeLana’s ability to keep that intensity in her vocals no matter where the song takes her.

Track 6 – Bohemian Grove: Another mid to slow tempo burn. A nice use of rhythm in both the music and vocal lines.

Track 7 – Damaged: Slow, a bit sad and real. DeLana brings out the things we want to say but never want to be vulnerable enough to do so.

Track 8 – I Got Even: A completely different feel for the intro. Slow, chordal as well as ringing open strings with DeLana’s vocals echoed. Jumps right into a up tempo, in your face chorus.

Track 9 – Nobody: A up beat song, one of my favorites actually. Great hook with a fun groove and breakdown section that sets up the return of the big chorus.

Track 10 – Give a Little: This is a raucous raise your beer party party song. A decent hook and an upbeat end to the CD with a “play” on words to be heard not told.

I don’t have the details  of the CD as to who wrote the songs or who produced it but it is all top notch. Whom ever wrote the songs are very talented and the production is great. The band is I am sure much more capable than they show because they play only what is necessary for the song. There are bright spots for them but it’s all only to enhance the song and never a showmanship this. Complete musical maturity in the songwriting and playing. You never feel like you are listening to the same song on this CD like with so many artists. The writing is so well done and the hooks so completely their own and different, each song is it’s own experience and always for the better.

This is rock and roll at it’s best. Stripped down, sexy as hell and leaving space for the music and vocals to tug at your soul. I don’t like to compare one artist to another or say they are like so and so because it’s an injustice the artist I am reviewing. DeLana Stevens is the simply the best rock artist in Nashville. Her vocals can stand with anybody you can think of and her presence is big enough to tower above everything going on around her. It is her show and she owns it. More artists should learn this ability.

There is nothing packaged, corporate about this band. What you see is what you get and it’s everything we loved about the huge acts of the 70’s with today’s twist and possibly a better singer. Certainly one better than we are used to hearing today.

This CD is up there with The Winery Dogs, Maragold, Steve Lukather as one of the best CD’s of the year. 10 out of 10 stars emphatically!

Get a free copy of the song “Forbidden” here: http://www.delanastevens.net/ and hear for yourself your next favorite artist.

The Lowry Agency is in no way associated with DeLana Stevens and The Beggar Saints. All statements are my opinion and mine alone.

Facebook: https://www.facebook.com/delanastevensband?ref=br_tf

Twitter: https://twitter.com/DeLanaStevens

The Winery Dogs CD Review by David Lowry

The Winery Dogs

 

To call The Winery Dogs a supergroup would be a injustice in my mind. Sometimes supergroups are set up to sell CD’s not that is a bad thing and certainly not all did that with that intention in mind, but sometimes it just seems like a ploy and most don’t last very long. Even though The Winery Dogs consist of three of the most world renowned musicians especially in the rock world, this doesn’t feel anything like a super group. The three piece power trio of bass legend Billy Sheehan, world renown drummer Mike Portnoy, and guitar virtuoso Richie Kotzen who is also the ridiculously talented singer brings us the biggest wall of sound sings King’s X burst on the scene back in the 1980’s. If for some reason you are not familiar with these musicians, just click on their names to view their website and history. You won’t find a more accomplished 3 piece on the planet.

Anyone who knows me knows that these three musicians are probably my top three favorite in the world so when I heard they were coming together to put out a CD I was excited beyond belief to say the least. Anyone who knows me also knows that my favorite musician in the world is Richie Kotzen and it is about time the world finally hear him on a platform that show cases more than just his guitar playing which is what he has long been considered one of the best players in the world. Richie Kotzen’s vocalizations are reminiscent of the Philadelphia soul last really heard by Daryl Hall. If you ever go back through Richie’s solo catalog and listen, you will be amazed at how this guy has remained under the radar for so long. Having interviewed Richie twice on my radio show “Live From Music City,” I can tell you this guy is as humble as they come and more talented than just about everyone who thinks they are God’s gift to music.  Billy Sheehan and Mike Portnoy are no stranger to the musical limelight as they are widely interviewed for their well known virtuosity and have transcended their instruments in the mainstream to become household names in the music world.

The Winery Dogs are a classic rock trio that brings back the art of songwriting, melodies and bursts of virtuosity at just the right moments in songs which of course is a sign of musical maturity in their songwriting. Musicians like this could easily blow are minds with their virtuosity as it is specifically what all three are know for, but The Winery Dogs aren’t about that. This is rock at it finest level and one of the most poignant examples of how to be  incredibly creative, have a completely unique sound, using virtuoso talent and musical knowledge to showcase all of it and put out one of the best rock CD’s in years let alone 2013.

The first single  and track “Elevate” is an up tempo rocker with an incredibly hooky chorus that captures you right away with it’s charm and attitude. Richie and Billy have doubled instrumental lines that add something that in today’s rock that you don’t really hear anymore as well a very cool break down section again another lost art in todays rock songwriting. The versus are a nice contrast to the chorus as they have a slow, bluesy, slightly darker feel before bursting into the chorus which brings the song up to another level. Great rock song and great feel with of course amazing playing and a smoking melodic guitar solo by Richie.

The second single and also track “Desire” is another smoking rocker that opens with Richie vamping chords and then settles into a sexy groove pushed by just the bass and drums. The chorus drives the song into a new gear and rings with a simple catchiness that keeps you singing the song all day long in your head. The bridge really separates the rest of the song like a bridge should followed by a break down that showcases Billy and Richie again and keeps the song very fresh. The solo is a simple statement by Richie that is melodic with a slow build to a frenzy finish.

The CD’s fourth track “I’m No Angel” is my personal favorite on the CD and starts with a very sexy bluesy guitar line and by Richie that sets a mood that really allows the lyrics to stand out. The broody feel of the verse is highlighted by an up lifting pre-chorus and chorus. The way that the band highlights the parts of their songs with their melodic lines and creativity really shine in this song. Richie’s voice brings a haunted quality to the lyrics that make this song so relatable to many of us I am sure. Richie’s solo’s are melodic, phrased beautifully and as always tell a story within the story itself.

The sleeper track is “We Are One” a blistering rocker that strikes out on its own and screams single! The CD closes out with two ballads “The Dying” and “Regret.” Both songs are beautiful, haunting and show incredible depth in the songwriting.

Bottom line: This CD is what every musician who is serious about songwriting and learning to play should aspire to. Being able to play your instrument only allows you be more creative, add colors, textures, melodies and lines to enhance each songs “experience” for the listeners. Being able to create soundscapes should be the goal of every musician. The songwriting is top notch and this CD should not only reinforce the musical abilities of these musicians but showcase their songwriting in a new way that garners respect from the public as a whole. The Winery Dogs allow Richie to stand out and radiate his immense talent and this should solidify him as one the best all around musicians in music today as he does all the lead vocals, guitars and keys on this CD. He singing is among the best in rock today and let this be a statement to the world at how incredibly talented this man is. Take note world, this is simply one of the top 3 rock CD’s of 2013 besides Steve Lukather‘s “Transition” and Maragold ‘s (featuring guitar virtuoso Greg Howe and new vocal powerhouse Meghan Krauss) sef-titled CD . No where on the planet will you find a more talented, musical and gifted band than this. Go buy this now or forever miss out on one the best CD to come out in years.

Find out more about The Winery Dogs here:

www.thewinerydogs.com

https://www.facebook.com/TheWineryDogs

https://twitter.com/TheWineryDogs

 

 

 

 

Promoters Need to Promote More…. WTF?

One of the great lies I hear from bands that haven’t made in the music business is that promoters don’t promote enough for their shows. Really? A PROMOTER whom by title and definitions job it is to promote isn’t promoting enough? I call a serious BS to this excuse that musicians use to not be accountable for their poor numbers. I have yet to meet either as a musician or a business person a promoter that didn’t promote. We are talking 30 years of playing or working in the business and I have never seen this. Even the small promoters work their fingers to the bone, pay the bands with what little came in and always go home with nothing while the bands bitch and complain and pretty much did no promotion what so ever.

It is my contention that most musicians don’t know what promotion truly is and wouldn’t recognize it if they saw it and they have no idea what is going on in the background. Is this harsh? Yes, but it is my experience dealing with musicians.

So let’s get this out of the way early. Yes, there are exceptions where maybe a promoter is new or doesn’t know what they are doing or maybe doesn’t have a budget but this is not what you normally deal with. Even still people who are promoting an event are usually very excited about their event and will promote it the hilt to the best of their ability which I can not say about musicians. Yes there are a few musicians out there that get it, but the majority don’t and they make excuses as to why they there are no people at their shows.

First and foremost, promoters are not in the business of losing money. Promoters are in the business of making money. They aren’t into taking chances and throwing away hard earned dollars by throwing an event and not promoting it. That is just plain stupid and not even close to reality. If you as a musician have met a promoter that is into throwing money away and you worked with them, then that is your fault for making a bad business decision. Hopefully you have learned form it and know what questions to ask next time.

As far as promoters taking advantage of local bands again a load of BS. If you are a local band, and you were lucky enough to get a spot on an event that has money behind it, you are already getting more than you are worth in advertising and promotion alone. It builds your brand, your credibility and if you actually drew in the minimum of 30 paid tickets you should be drawing in, then you will be remembered and brought in again and again as long as your work your butt off and keep brining in numbers. This does lead to getting paid and much better opportunities for you. If you are a local band opening for a A level or B level band, you are getting paid by getting in front of the audience that paid to see the headliner not you. This is a crowd that would never normally come see you. Understand the opportunity that it is, the opportunity you couldn’t normally afford to pay for yourself and make the most of it.

I can’t tell you how many times I stood in front of Bridgestone arena during a big concert by myself handing out promo cards while not one of the band members helped or how many times I was out ever day hanging posters and no help from the bands. 3 times I had a tiny bit of help hanging posters from 1 musician who did one small area of town with me and 2 others where a model and a friend helped me to 2 square blocks. Everything else was me every day hanging posters and hitting a previous area again every third day. The bands always had an excuse as to why they couldn’t help.

Promoters have their events listed on all the known event websites. They get their events in all the local entertainment rags. They set up radio interviews and advertising. They do email blasts over and over again. They have social media accounts that they promote on. They hang posters all over town over and over again because posters are always pulled down. This more promotion per event then most bands will do in a year for themselves let alone for just one event. What do musicians do? Maybe a couple Facebook posts or tweets and call that promotion.

In a perfect world, each event will be promoted to the hilt by the promoter, venue and bands. Will this happen? Maybe, maybe not. The reality is this. Each musician or band is responsible for their success and the success of each event no matter what anyone else does. You can never rely on someone else’s promotion for your business. YOU have to kill it each and every time. YOU cannot let excuses creep into your thought process. People pay to see bands that are good, the pay to see an experience. If they aren’t paying to see you, it’s not because of a lack of promotion by the venue or promoter. It’s because you aren’t giving them what they want yet. They don’t see anything worth paying for. YOU as a band have to learn how to separate people from their money. YOU have to learn how the become the EVENT that makes them put other things off and come see you instead of a movie or handing with friends.

As a promoter we have to do the same thing however, promoters learn quickly usually and bands seem to languish in poor work ethic and lack of creativity.

Bottom line is this. YOU have to toot your own horn and not expect anyone else to. YOU have to learn the skills to make this happen. YOU have to have a band that is dedicated to putting together a strategy to promote effectively. This means everyone in the band has to participate and quit using the “that just isn’t my thing” excuse. If you are in a band and you find that you don’t have the drive or the time to make this happen, then it is time re-evaluate your business and maybe step aside or just be comfortable with being a local band. There is nothing wrong with that. Getting up and playing music for any number of people is it’s own reward.

The music business isn’t the same as it was 20 years ago. There is very little money it, especially for bands that haven’t made it. Musicians wanted control of their careers so they could make more money and not get screwed. Well guess what, you got it. Now it is all your responsibility. The real work, the hard work is now up to you and you live and die by the sword.

Now you know why, bands had contracts that paid other people so much. They were the ones making you successful. They did all the hard work, the grunt work. They were the ones taking the risk and fronting the money so you could be a rock star.

Time to make a decision. Either you want it and will do everything as a unit possible to make it or you won’t, but quit blaming others for what you are not willing to do for yourself.

To all the bands that are doing it, keep it up! Never give up! Take the reigns of your business and do your best to dictate your success!

Good luck!

Why Aren’t People Coming to Your Shows?

The entertainment business is incredibly tough to be in. We all think we are amazing talents and think we should be paid for all of our hard work and what it takes to put on a show of any kind but that isn’t the reality. The reality is it’s hard to separate people from their hard earned income and with all the entertainment being thrown at them from every angle now days, it’s very hard to capture their attention.

This is why is so incredibly critical that word of mouth spreads about your show the entice people to your future shows. It almost always takes lots and lots of shows before you start to see the crowds you want but there is a strategy to doing it and most importantly, it has to be an experience they will remember and always talk about.

The other day, Dana White of the promotions company UFC came out and said “If you want to get paid, you don’t want people doing the wave during your fight.You want them talking about you on Monday and Tuesday and that isn’t going to happen if they aren’t paying attention to your fight” (paraphrased.) This is completely true of any form of entertainment. If you can’t get people to talk about how completely amazing your show or performance was, you are not giving the audience the experience they are paying for and hence, you don’t deserve to get paid no matter how hard you worked nor should you expect them to. This isn’t an hourly paying gig based on the hours you put in. Lot’s of people work hard (most likely in the wrong areas) but may not be talented enough, visionary enough or a good enough producer to put on the entertainment experience of a life time.

This is the truth. Hard work doesn’t determine getting paid. Buying gear doesn’t determine getting paid. Nothing determines getting paid other than your show putting butts in seats no matter how hard you work or talented you are. This can be a very long and arduous process for any entertainer but it is usually the most common road. Time, effort, talent and an amazing amount of patience are absolutely necessary in the entertainment business. If you aren’t giving the public something that makes them want to part with their money, then you have no one to blame but yourself. You don’t deserve to get paid just for showing up.

Along with talent, planning, intense amounts of practice and the vision to make your dream happen and to also deliver something the public finds value in comes the actual real work that most entertainers don’t want to do and hope others will do for them before they are big enough for anyone to want to. The promotion, booking and business end of things. Somehow the entertainers have to be able to do all of this. It’s obviously very hard and if it was easy, every one would be doing it but they aren’t. However it can be done and there are plenty of examples in the business to prove it. It comes down to will, determination and talent not only to perform but design a show that will provide and experience, not just another so-so show that the public usually gets. They deserve much better than average if they are going to spend money on a ticket plus any other expenses such as drinks, dinner, parking or babysitting etc.

I would estimate that about 95% of what entertainers are putting out there in their performances or shows is completely average or below, yet all I see are entertainers demanding that they should get paid. Paid for what? Mediocrity? I won’t pay you for that. When you send in your material and tell me how amazing you are then that is what I expect. If you aren’t that, if you don’t deliver on your words of your live show, if you don’t put butts in seats or increase your crowd on average over time, then you simply are not as good as you say you are. That is reality. That doesn’t mean give up though. It means you need to re-evaluate your show. Take the time to make adjustments, improve in the areas that need it and learn to put on the show that people wan’t to see. If you don’t, you can’t complain about people not wanting to pay ticket prices. You aren’t providing the value to make it worth the price to them.

You want to sell tickets? Provide the experience that people can’t stop talking about. This means the most well rehearsed, professional dedicated performance you can deliver and it must keep getting better. Until then, you will be mired in mediocrity and low ticket sales and letting the business jade you for your perceived slights. No one owes you a living. In this business, talent, hard work, creativity and vision are all you have. Bring it or go home. Don’t complain about people not coming to your shows when you aren’t giving the very best for them to see.

This is the reality that haunts us all. You and me alike.

Good luck!

Batman Arkham City Escape The Board Game Review by David Lowry

Batman: Arkham City Escape The Board Game

Batman Arkham City Escape The Board Game

 

Alarm klaxons are blaring across the Gotham City night. A light cuts through the dense terror consuming the city. The people are panicking, as they know what those alarms mean, a jailbreak from Arkham Asylum. The one place all of Gotham City’s worst, most dangerous criminals are being kept off the streets from terrorizing its citizens. Across the night sky, the light is the beacon of hope for Gotham City as the signal calls for the criminal’s worst fear…. Batman.

Publisher: Cryptozoic Entertainment

Game Designer: Matt Hyra

Players: 2

Ages: 15 to adult

Playing Time: 30- 45 minutes

Contents: 126 Game Cards – 40 Villain Cards, 40 Batman Cards, 8 Utility Belt Cards, 10 Ally Cards, 10 Gargoyle Cards, 18 Setup Cards, 1 Batman Character Pawn, 8 Combat/Action Dice, 1 Batman Experience Die, 1 18” x 33” Game Board, 1 Utility Belt Board and 12 Charge Counters

Suggested Retail Price: $45.00

Parental Advisory: Safe for kids

Batman: Arkham City Escape The Board Game Components

Batman: Arkham City Escape The Board Game Components

Batman Arkham City Escape The Board Game is a two player that pits one opponent as Batman and the other as the criminals that Batman must face and recapture before escaping the walls of Arkham City Prison. The first player to 10 points either by Batman capturing 10 Victory Points worth of Villains or the Villains escape with 10 Victory Points of Villains and Hostages is the winner in this board game based on the wildly popular Batman Arkham City video game.

 

 

The game board is two sided to give a bit of variety to the movement and cards placements available to both players. Side A is the side recommended for use the first couple of plays. Each player then shuffles their 9 set-up cards (there is a set of nine for Batman and the Villains) and deals out 5 cards. Both sets of 5 are then shuffled together and randomly put face down on the board over the spaces marked by the The Riddler Trophy Symbol.

 

The player who is playing Batman takes the Utility Belt Board and chooses 4 Utility Belt Cards from the 8 possible and secretly and places them face down on the board in any order.

Batarang Utility Belt Card

Batarang Utility Belt Card

 

Remote Electrical Charge Utility Belt Card

Remote Electrical Charge Utility Belt Card

Each player then shuffles their deck of 40-cards and deals them selves 5 cards. There is no hand limit for either side in this game. Batman’s deck is full of combat maneuvers and the Villains deck is packed full of Villains and Action cards.

Strike Combat Card

Strike Combat Card

 

Two-Face Villain Card

Two-Face Villain Card

The Villain always goes first in this game. The villain starts every round rolling 4 dice to see how many actions they will have this round. Each A (Arkham City) sided die is a success, every Batman symbol is a failure so each turn the Villains will get between 0-4 actions unless card texts determine otherwise.

Hush Villain Card

Hush Villain Card

The Villain Actions:

  • Place up to 5 Villains from your hand onto the entry row of the map, face down.
  • You may perform this Action once per turn.
  • Move all facedown Villain cards 1 space in any direction.
  • You may perform this Action only once per turn.
  • Move 1 face-up Villain up to 2 spaces in any direction.
  • You may perform this Action multiple times during your turn, but not on the same Villain.
  • Move 1 face-up Villain holding a Hostage 1 space in any direction.
  • You may perform this Action multiple times during your turn, but not on the same Villain.
  • Draw 1 card.
  • You may perform this Action multiple times during your turn.
Counter Combat Card

Counter Combat Card

Batmans Actions:

  • Move Batman once per turn using one of the following 3 options
  • Move Batman 1 space in any direction
  • Grapple to a Gargoyle up 2 spaces away from Batman. Batman may move to any number of Gargoyles as long as they are no more than 2 spaces away.
  • Move from one Sewer space to the other Sewer space (2 on the board). Batman must currently be on one of the spaces to use this option.
  • Flip any number of Utility Belt gadgets face up. In order to use the gadgets they must be face up and have charges left on them to use.
  • Fight any number of Villains that in Batman’s space. Batman must fight when either he or a Villain move into the same space. If Batman starts a turn in the same space as a Villain he can chose whether or not to fight that Villain.
  • When Batman is in a fight, the player may play any number of Combat cards to aid Batman in capturing that Villain. These cards can becombined for Combo points or Batman may chose to not play any combat             cards unless a card text says other wise.
  • Each Batman symbol is a success so if Batman ties or surpasses a Villains Capture Rating, Batman is successful in capturing that Villain and adding them to the Victory Point pile. After a successful capture, Batman get to roll the XP die and receive the reward shown on the die.

 

Batman can’t fight the same Villain in the same turn. If Batman is able to clear the board of all Villains and all facedown cards including the Setup cards, Batman instantly wins the game. If at anytime either player runs out cards to draw, reshuffle the discard pile.

 

Combat cards have a combo point value up in the left corner. Each point is worth 1 die to Batman during his combat roll. There are only 8 dice in the game so while Batman may play more that 8 combo points worth of cards, he will never role more than 8 dice. Many of the Combat cards have a text to resolve.

 

If Batman doesn’t roll enough Batman symbols to capture the Villain, many of the Villains have a retaliation text on their card to have a negative effect on Batman.

Mayor Quincy Sharp Ally Card

Mayor Quincy Sharp Ally Card

Security Guards Ally Card

Security Guards Ally Card

When the Villains move around the board, if they stay facedown, they have a better chance of making it to the other side and escaping. However, if they land or pass over a space with a facedown setup card, then they and the setup card are flip over and depending on what that setup card is, its text may activate almost immediately. Batman has some allies that get revealed this way, which give Batman a benefit. The Villain also has half of the board covered in their setup cards with give them bonuses.

 

Batman: Arkham City Escape The Board Game is a quick romp that really doesn’t feel like the video game it was based on at all. Batman is a bit trickier to play than the Villains and it requires a few plays to get the turn sequence down and see what the different Utility Belt gadgets really do and how to best use them. There is a bit of strategy to this game but it is not heavy by any means. It is a decent enough game especially for kids that are really into Batman or die hard Batman fans, but it doesn’t scratch that Superhero itch that needs to be scratched. While I enjoyed playing the game more after a a couple games, it isn’t one that make have to have it in my collection. I wouldn’t turn down a game, but there are much better 2-player games out there that give you that satisfied feeling of having really just been challenged. This is just another fun game that is decent to play but doesn’t really knock it out of the park.

 

The components on this game are well done. The cards are good weight; the board is large with plenty of room for the cards to be played on it. The artwork on the board is ok, but not amazing. The box art on the other hand is visually eye catchy and well done. The rulebook sticks with Cryptozoic Entertainments usual format and is easy to read. The game is easy to understand but the rulebook could do with a bit more examples or details to better understand how a few of the situations work out. The box itself is big and if no expansions are forthcoming, it is to big. But if expansions are forthcoming then there is room to spare to hold extra cards.

 

I am not sure that what you get is worth the $45.00 you have to spend to get this board game compared to others as there isn’t that much to it component wise except for understanding how much the licensing might have to play into that cost.

 

All in all, Cryptozoic Entertainment has put for a solid effort and made a game that is enjoyable for a light gaming session as long as you aren’t expecting a major Batman fix.

 

I will give this game about a 6.5 out of 10 stars as it does lack depth and doesn’t quite live up the game it is based on. However, for a quick game it definitely has its moments of providing a bit of that game excitement and stress we all love. [rating=6.5]

I was not provided a review copy of this game.

[amazon asin=B00ASX2WDM&template=iframe image]

What Musicians Can Learn From UFC Fighter Chael Sonnen

Sometimes it amazes me some of the stuff I read on social media. Musicians complaining about other musicians “being posers” on Facebook or wherever trying to act bigger than they are or cooler than other bands. Well #1 that is their job and #2 just because someone takes it that way doesn’t mean that is what they are doing. They are simply trying to build excitement with their fans and followers.

 

Musicians are many times so eager to tear each other down, especially other musicians that seem to be having more success then they are and they don’t understand why or think their band is better and the world just isn’t fair. Of course the music business has very little to do with talent and everything to do with a budget, work ethic and marketability. If talent was the key than most bands have no shot at ever making it and jazz, fusion, classical and opera would reign supreme as that is where most of the worlds best talent truly lies.

 

What musicians have to learn is the art of promoting themselves and some people really struggle with this. They might feel funny about tooting their own horn but unless you have a major PR budget no one is going to do it with out getting paid. Musicians need to quit expecting someone to just help them out on a spec deal as there is no real money in this business anymore for people to work on the “hopes” of a band making it. Learning the art of self-promotion is extremely vital to making it and developing a new audience, gaining advantageous spots on tours etc. This is where they could learn from the UFC fighters.

 

Chael Sonnen was a middle of the road UFC fighter. He was always a very good wrestler but he wasn’t winning the big ones and certainly not all his fights. He was a quite, respectful fighter and never caused any controversy then suddenly there was a transformation. Chael came back after some time off and was a completely different media presence. All the sudden he was a smack talker. He learned the art of self-promotion and has talked himself into title fights he didn’t deserve necessarily. Now I am not taking anything away from his talent, but looking at rankings and records, he probably normally wouldn’t have been the one picked for these fights.

 

However, Chael learned to promote himself in the media to such an extent he became a major Pay-Per-View sell. Chael also never backs down from a fight; he doesn’t care what anyone else says about him, what the other fighter’s think of him or anything except for accomplishing his career goals. Now some people have said that behind the scene Chael is nothing like his smack-talking persona, he is a nice guy and an extremely hard worker, not the hard worker part. Chael has proven himself to be ready to go to his promoter the UFC by always being prepared not only being in shape to fight at a moments notice but that he will kick the shit out of the media schedule. He is a marketing machine and that is exactly what promoters want and look for. Their job is to sell tickets and the talent needs to understand that and me a major presence in making that happen. It keeps Chael employed and bumps up his paycheck quite dramatically.

 

You see, musicians need to quit worrying about what their local musicians buddies say and think. It’s not their goal or dream, it’s yours. It’s not their image; it’s yours to worry about. Who the hell cares what band ABC says about you online or behind your back. This business is nothing but shit talkers talking behind your back. It is your job to put out the very best show, product every night and to somehow get people to notice you, talk about you and most important bring more people to your next gig.

 

Whether or not you chose to be as controversial as Chael Sonnen is not my point, my point is Chael learned what he needed to do to separate himself from all the other UFC fighters looking for their shot beyond his fight skill which was already considerable. Chael talked himself into positions he probably shouldn’t have been able to be in because he created those spots by his selfless self-promotion. Chael has now secured himself a very good future outside of fighting as he now also a very popular TV host due to his self-promotion efforts. This is every band or musicians job period, to separate your band from the mass of white noise from the millions of others bands vying for a spot in the limelight.

 

Let me warn you though, do not do this if you can’t back up your talk. If your band isn’t as good as you say or your live show is just average, don’t even bother. Work your product to be the best, most creative and original thing your fan base will experience and then go out and self-promote the hell out of yourself. Don’t worry about anyone else but you and your goals.

 

Pull up your bootstraps, dig deep in the trenches and become a self-promotion powerhouse. You owe yourself that much in order to achieve your dream. Anything else is a waste of time.

 

Good Luck!

David Lowry Interviews Gamelyn Games about Dungeon Heroes

Dungeon Heroes Box Top

Dungeon Heroes Box Top

In our very first video interview for the board game column, I am interviewing Michael Coe of Gamelyn Games in a Google+ hangout. In this interview we talk to Michael about releasing his new game Dungeon Heroes in July as well as the expansions “The Dragon& the Damsel” and “Lords of the Undead” that are being released at the same time. Also discussed is some of the things that a small publisher and designer have to know to get their games out there.

Gamelyn Games

Gamelyn Games

Geek Eccentric will be reviewing this game upon it’s release as well as doing a random drawing for a copy of Dungeon Heroes so make sure you stay tuned on Geek Eccentric for the details.

 

Please leave comments on what you thought about the interview and what other content you would like to see in our video series.

 

Please make sure to follow Michael and Gamelyn Games at the following social media sites:

Facebook

Twitter

This interview was originally posted on Geek Eccentrichttp://www.geekeccentric.com/david-lowry-interviews-michael-coe-of-gamelyn-games-about-dungeon-heroes/

Arctic Scavengers Review by David Lowry

Arctic Scavengers Box Top

Arctic Scavengers Box Top

The year is 2097 and the earth was transformed from a climate shift of cataclysmic proportions plunging the earth and all its inhabitants into an ice age. An estimated 90% of the earth’s populations was decimated forcing the survivors to join together in tribes. Does your tribe have what it takes to survive? Will your tribe be able gather enough resources, medicine and tools to make it? Can you combat rival tribes for these incredibly scarce resources? In this battle for survival the largest Arctic Scavengers tribe wins!

 

Publisher: Rio Grande Games

Game Designer: Robert Kyle Gabhart

Players: 2-5

Ages: 13 to adult

Playing Time: 45-60 minutes

Contents: 1 rule booklet, 1 rule summary mat, 1 junkyard mat, 1 contested resources mat, 1 initiator card, 149 play cards including 20 refugees, 69 mercenaries, 46 junkyard cards and 14 contested resources.

Contents: HQ Expansion – 1 expansion rules summary, 1 engineering schematics mat, 1 storage cover, 49 playing cards consisting of 12 buildings, 10 tribal leaders, 8 junkyard cards, 8 medics, 8 engineers and 3 gangs.

Suggested Retail Price: $34.95

Parental Advisory: Safe for kids

 

Rio Grande Games originally released Arctic Scavengers back in 2009 but with the release of Dominion and it being the hot game of the moment, Arctic Scavengers really took a back seat to its counterpart. With the new re-release of Arctic Scavengers, it is very possible that you are getting a better game at least from the visual point of view.

In Arctic Scavengers, each player works to grow their tribes as large as they possibly can. They do this through hiring mercenaries, scavenging through the junk pile and winning in player skirmishes against the other competing tribes. The player with the most tribe members at the end of the game is the winner.

Scavengers Card

Scavengers Card

The card anatomy is as follows:

The upper left corner is the card type. The upper right corner is the cost of recruiting this card to your tribe. Down the left side you have in order; draw cards, digging, hunt and fight. If any of these spots are empty, then this card does not that have ability as in the card below as it does not have the draw or dig abilities. Finally the bottom left corner is the amount of people represented by the card. This is where you total your victory points at the end of the game as well as it has its part in the player skirmishes but we will cover that later.

 

Thugs Card

Thugs Card

Every card has some ability to it. Some have medicine (+) not shown or sub-type actions such as +modifiers to certain abilities. All these are needed to recruit better people to your tribe or to dig deeper in the junkyard or be stronger in the skirmish.

 

PIlls Card

Pills Card

Each player starts with 4 refugee cards (these water down the deck) 3 scavenger cards, 1 brawler card, 1 spear card and 1 shovel card. I should note that one person could only handle one tool such as a spear or shovel at a time. You can’t combine both a spear and shovel with a scavenger for instance.

 

Shovel Card

Shovel Card

Each round of Arctic Scavengers is broken up into 3 phases:

 

The Drawing Phase: Draw 5 new cards and discard any old cards from the previous round. After round 3 begins, the starting player (this rotates each turn) gets to peak at the top card of the contested resources deck that players will skirmish over to set the tone for the bidding war.

 

The Resource Gathering Phase: Each player uses any resources to gather resources to accomplish the main actions during this phase.

 

– Draw – Take one or more cards from the deck and add them to the players hand depending on how many draw resources have been played that turn.

 

– Dig – Here the player digs as many cards out of the junkyard as resources have been played that turn. For instance if 3 resources were played, the player can then draw 3 cards from the junkyard pile, keep 1 of those 3 secretly and put the other 2 back under the pile facedown so no one can see what they are.

 

– Hunt – This allows the player to produce one or more food for use in recruiting a new member to the tribe.

 

– Fight – This action is used during the Skirmish. The players commit cards secretly to the table to be revealed during the Skirmish Phase. These cards can not be used for any resource gathering during this turn. Highest score wins the skirmish and collects the contested resource and discards it secretly.

 

The Skirmish Phase – (following round 3)

 

– Once all the players have gathered their resources and put down cards they committed to the skirmish (they can’t be used for gathering resources), they then reveal their cards and the winner is determined.

 

– The winner puts the card in their discard pile and the first player moves to the next person.

 

Field Crew Resource Card

Field Crew Resource Card

There are additional free actions that can be taken as well.

 

– Hire – Select on mercenary from the table and pay its cost with food and medicine.

 

– Trash – Select one or more cards from the players hand and place them on the bottom of the junkyard pile.

 

There are special action cards as well such as the Sniper Team and Saboteur cards. The Sniper Team cards allow a player to snipe another players tribe member and can be played from a players hand or in the Skirmish phase. The Saboteur cards allow a player to disarm another player’s tool and can be played the same way.

 

Saboteur Card

Saboteur Card

Some the key ideas to think about while playing Arctic Scavengers are that a player wants to take all unused cards in their hand to the Skirmish and bluff their opponents into thinking they have played more fight than really has been. Each player may also make multiple actions per round as well as playing multiple cards for single action as that can make the action much stronger. A player may also only perform any given action once per round. Once a players has used one card for once action it cannot be used for a separate action. In order to use a tool, group leader or any card with a modifier to it, it must be paired with a card that has the base ability even if the base ability is 0. If there is no icon in the spot on the card, it does not have that ability. Once again, only one tool per tribe member card.

 

The game ends when the last contested resource has been taken from the pile. At this point, all players go through their decks and up all the people in the bottom left corner of their cards and the biggest tribe wins!

 

Arctic Scavengers also comes with the HQ Expansion for free! The expansion is 4 different modules that can be used any combination in play. The basic premise is a basic headquarters or base camp for each tribe leader as well as being able to construct buildings that can be used during play for strategic use. This introduces new victory paths, new mercenaries and tools. The engineering schematics deck are also included. The basic game is basically the same when the modules are added.

 

Module #1 – Medics, Tools and Gangs

 

– Medics have a draw of 1, can be played to represent medicine to recruit new mercenaries or they can be played from the hand to save another tribe member from a sniper attack.

 

– Save – a new action to protect a tribe member from or leader from a sniper attack.

 

– Rifle – A tool for hunting and fighting Skirmishes. This gives you a +2 in 2 categories.

 

Rifle Card

Rifle Card

– Toolkit – This helps digging for both junkyard and engineering schematics or can be used by another tribe member to speed up building. This also allows for cards to be removed from one building that is under construction.

 

The Pharmers  Gang Card

The Pharmers Gang Card

– Gangs – There are 3 new gangs introduced here for a new concept. These gangs hide back until all the contested resources have been gathered and then try form an alliance with whichever tribe best meets its needs. The gangs are “The Gearheads,” “The Pharmers” and “The Masons.”

 

The Masons Gang Card

The Masons Gang Card

Module #2 – Engineering and Buildings

 

– Engineers may dig in the junkyard but their main purpose is to dig in the engineering schematics pile as they are the only card that can do this. This is of course how you go about building the buildings as well.

 

– Buildings – Players use engineers to construct buildings at the player’s HQ. These buildings take time to build but offer strategic advantages once built. Buildings are normally used during the players turn and never during the Skirmish.

 

– Building Types – Amory (stores 2 tools for later use,) Bunker (stores 3 tribe member cards for later use,) Hydroponic Gardens (generates 1 food per round, which does not accumulate) and the Pharmacy (Enables 2 medicine cards to be stored here for later use. Not including medics and not during the Skirmish.)

 

Hydroponic Garden Building Card

Hydroponic Garden Building Card

Armory Building Card

Armory Building Card

– Store – a new action that allows the player to take one or more cards of a particular type from their hand and place them, face-down, under a building.

 

– Retrieve – a new action that allows the play to take one or more cards from an active building and place them in your hand. This can be done anytime except after the Skirmish has started.

 

Module #3 – Tribal Leaders

 

– Tribal Leaders – The concept is to give unique capabilities that no other player will have. Every player picks one leader from the two provided at the start of every game. This will impact the players strategy and game play.

The Fanatic Leader Card

The Fanatic Leader Card

– Butcher/Cannibal/Fanatic – Cards that are removed from play cannot be brought back.

 

– Butcher/Cannibal/Sergent at Arms – Leaders can use special abilities without the need for a refugee.

 

– Excavator/Fanatic/Gangster/Mentor/Organizer/Peacemaker/Ranger- This requires the use of a refugee to utilize the leader.

 

– Butcher/Cannibal/Fanatic/Mentor/Organizer/Peacemaker – Abilities can only be used once per round.

– Excavator/Gangster/Ranger/Sergent at Arms – Leaders grant abilities that are always activated and can affect multiple cards in any given round.

 

Sergeant at Arms Leader Card

Sergeant at Arms Leader Card

Module #4 – Dirty Deeds

 

– New Saboteur ability – The Saboteur may attack a building and disable it. This makes it unusable. No cards can be played to or from the building until it is repaired. This requires the player to discard a card their hand.

 

– New Sniper Team Ability – The Sniper Team may now attack a tribe leader, wounding that leader removing their advantage until a medicine is played against the leader to heal them.

 

Obviously there is a lot I couldn’t put in the review and there is a good amount of depth for this deck-builder. Arctic Scavengers while being a deck-building game offers a fair amount of versatility in it’s game play and separates it’s self enough from other games of the genre to make it a must have game. I really enjoyed this game and highly recommend it to people who love the deck-building genre or who may be on the fence on this since it’s original release in 2009. The interaction with the Skirmishes alone makes it fun.

 

The components are well done and the artwork is fantastic. The box isn’t to big and it is designed to break the cards down easily although I am not sure it accomplishes that. I prefer slots for starting decks myself to make game set up easier and quicker. Also, if you sleeve your cards, this system will not work as the slots are not big enough. This part could have been better thought out.

 

All in all, a very good deck-building game that is worth the price and should give you enough of a different feel that you don’t feel like it’s just another deck-builder.

 

I will go out on a limb and give this game about an 8 out of 10 stars as it achieves the depth I like in a deck-builder especially when the expansion is added. [rating=8]

 

The review was originally posed on Geek Eccentrichttp://www.geekeccentric.com/arctic-scavengers-review-by-david-lowry/

 

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DC Comics Deck-Building Game Review by David Lowry

 

DC Comics Deck-Building Game

DC Comics Deck-Building Game

Batman, Superman, Wonder Woman, The Flash, Green Lantern, Aquaman, Cyborg and The Martian Manhunter, the world’s greatest hero’s join forces to vanquish the super-villains and archenemies. Each bent on the destruction of the Justice League. In the DC Comic Deck-Building Game, you get to pick the role of one the famed heroes and compete with fellow heroes to defeat all the super-villains lined up to take you out.

 

Publisher: Cryptozoic Entertainment

Game Designer: Matt Hyra and Ben Stoll

Players: 2-5

Ages: 15 to adult

Playing Time: 30- 45 minutes

Contents: 214 game cards including, 36 punch starting cards, 16 vulnerability starting cards, 114 main deck cards, 16 kick cards, 12 DC Comics super-villain cards, 20 weakness cards, 7 oversized DC Comic super hero cards and 1 rule book.

Suggested Retail Price: $40.00

Parental Advisory: Safe for kids

 

In the DC Comics Deck-Building Game you are randomly dealt a Super Hero to play. If you are dealt The Flash, you always go first. The Flash super Power allows for you to go through your deck quickly which makes sense, as he is the fastest man alive. Other heroes have benefits like Batman gives you bonuses for playing equipment cards, Superman likes super Power cards, Wonder Woman lets you draw more cards for every super villain you defeated each round.

Aquaman Super Hero Card

Aquaman Super Hero Card

You start with a hand of 7 Punch cards worth one Power each and 3 Vulnerability cards worth nothing. These effectively water down your hand and need to be purged as soon as possible. Each of your Punch cards comes with 1 Power, which is the currency in the game to either buy additional cards or defeat Villains and Super-Villains. You shuffle and draw 5 cards for each hand. Once you have played your hand any cards used or drawn are discarded and then 5 new cards are drawn for your new hand.

Punch Card

Punch Card

The main deck comprised of 114 cards (not including Super-Villains, Punch, Kick, Vulnerability or Weakness cards) is shuffled and placed in the middle of the table. Place 5 cards out in a line for the line-up. This is where most of your deck will come from.

Aquaman's Trident Card

Aquaman’s Trident Card

Green Arrow Hero Card

Green Arrow Hero Card

The Super-Villain stack is set off to the side of the main deck on the table. The Super-Villain deck can be comprised of 12 different cards but usually 8 cards are used unless you prefer to play a longer game. The Super-Villain card Ra’s Al Ghul is always the top card to start any game. All the other cards are placed facedown underneath the Ra’s card. Make sure to shuffle this deck and randomly draw out the cards not being used so that the deck is unknown to the players.

Ra's Al Ghul Super Villain Card

Ra’s Al Ghul Super Villain Card

The Kick and Weakness cards are also place at the end of the Line-Up with the Super-Villain cards. The Kick (+2 Power) cards are always available for purchase at the cost of 3 Power if the cards in the Line-up are either to expensive to purchase or the players doesn’t like the current cards in the Line-Up. Weakness cards are given to the players in the form of an attack either played by the Super-Villain cards being revealed or a player invoking the attack of a villain they put into play. Weakness cards again water down the hand and provide a -1 victory point per card at the end of the game.

Kick Super Power Card

Kick Super Power Card

Once play begins you can purchase cards from the Line-Up to improve your decks and can purchase as many cards as your total Power allow. The purchase or defeat cost is on the bottom right corner of the card in the Line-Up or Super-Villain stack. Once you purchase a card, the space in the Line-Up is left there until after that players turn is done, then the Line-Up is refilled back up to 5 cards.

 

Cards are played in any order and the text on the cards is resolved immediately. This makes it very important to know what is in your hand and what order to play the cards in. Villain cards played may have an attack against the other players, Equipment cards may give you bonuses or allow cards to be destroyed, and Location card text may be triggered as well as your Super Hero Card. You may purchase cards from the Line-Up at anytime during your turn even if you haven’t already played all of your cards. During a players turn, if they defeat a Super-Villain and completed all their actions, they draw back up to 5 cards and then the next Super-Villain card is flipped up and the First Appearance text is resolved against all players in the game.

Bain Villain Card

Bain Villain Card

If during an attack be either a player or a Super-Villain, a player may have a card in their hand with a defense. They can then play this card if they chose to ward off the attack and resolved the text on the card for defense. Once the player has finished their turn, all cards purchased or defeated go face-up in the discard pile to be redrawn later, this includes all Villain and Super-Villain cards.

Joker Super-Villain Card

Joker Super-Villain Card

Lasso of Truth Equipment Card

Lasso of Truth Equipment Card

Once all of the Super-Villains have been defeated the game immediately ends and the players count up their victory points on the bottom left corner of the cards in their deck.

 

Cards my have certain benefits such as Location cards once played stay out in front of the player the rest of the game and may be triggered each and every turn. Super-Hero cards like Superman for example, have their abilities triggered every time a Super Power (orange) card is played.

Heat Vision Super Power Card

Heat Vision Super Power Card

There are quite a few variants of the game that can be played as well:

 

Two Heads are Better Than One – This variant is a 1 on 1 game, where each player plays two different Super Heroes at the same time. This allows for game text to apply to both Super Heroes.

 

Team Game – This 2 on 2 variant has one team working together to defeat the opposing team. Teams alternate turns and are free to discuss strategy. Attacks do not affect your teammate but if you are attacked, you may defend your teammate. Once the game is over, both players add their totals together and the team with the highest total wins.

 

On Patrol: This is basically the standard game except you may immediately fill any holes in the Line-Up on your turn after a purchase or defeat of a villain. If any attacks appear during the refill of the Line-Up they affect you and only you.

 

The game cards are good quality and weight and the artwork is extremely well done. The rule book is laid our fairly well and easy to understand making the game easy to pick up quickly and get playing immediately. The Super Hero cards are of a much larger size than the playing cards and unfortunately don’t fit well into the box. The space provided makes it very difficult to get them out and could lead to damaging the cards. The other cards slots leave a lot to be desired as well. If you decided to sleeve your cards to protect them, the current box will provide major fitting issues for putting away your game. Good box design is critical for deck building games and this is one area where the game fails but I am glad to say the only area.

Fastest Man Alive Hero Card

Fastest Man Alive Hero Card

The DC Deck-Building Game is really a lot of fun. It’s a very easy game to learn and teach. It’s playing time make it an easy filler while waiting for other people to show up or something you are able to play several times in one sitting for those that really get into it. While not as strategic as some deck building games it really fills the void for those looking for something that keeps the action going and this game will suffer a lot less from those people with analysis paralysis. While the theme is DC Super Heroes, the theme isn’t really a factor in the game. When you are supposed to be a Super Hero like Batman, but yet you are playing villain cards that you previously defeated, that really doesn’t make sense but it’s okay. The game delivers on many levels while any little nit picking things really don’t matter or take away from the game play. After playing this game at many different game nights and teaching it to other people who don’t normally play board games or usually only play Magic: The Gathering, the response has almost been very favorable and the game store it was played and demoed at sold all their copies to these people.

 

I will give this game about a 7.5 out of 10 stars as it does lack depth but it is certainly worth the price and wins in the fun department. [rating=7.5]

 

This review was originally posted on Geek Eccentrichttp://www.geekeccentric.com/dc-comics-deck-building-game-review-by-david-lowry/

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