Timeless Classics

Carcassone, Backgammon, Power Grid. There are many board games that people call “Classics”. Join Kim, Dan, and Kurt as they talk about games that they think stand the test of time. Do you think that the games we talk about are classics? Join in on the conversation @mfgcast on Twitter and our Facebook page! Thanks for listening!


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An MFGCast Interview with Mike Gnade about Maximum Apocalypse



In this episode we talk to Mike Gnade, game designer from Rock Manor Games about Maximum Apocalypse! Maximum Apocalypse is a tile laying, epic co-op apocalypse driven game where death is lurking around every corner (or tile if you please!). Talking with Mike was a lot of fun, so make sure you go fund Maximum Apocalypse, funding on Kickstarter April 4th! https://www.kickstarter.com/projects/mikegnade/maximum-apocalypse

      Mike Gnade Interview - MFGCast
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Sinking a birdie with Fairway 3 Games

In this episode we welcome back Mike Wokasch, the great guy behind Starving Artist! We talk about the process and success of Starving Artists. We also talk about how to talk subjectively about what we like/dislike about games we review. Mike is always fun to have on, and this episode proves that fact! If you’re interested in Starving Artists, please grab it and enjoy!


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An MFGCast Review of Nerdy Inventions

In this episode Kurt and Traci review Nerdy Inventions by Mayday Games. Nerdy Inventions is a game where you build inventions and use those inventions to manipulate Invention Row and gain the most inventions to gain victory points to win! Wanna know what we think? Listen on!

      Nerdy Inventions - MFGCast
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The MFGCast talks to Burning Games about their FAITH: The Sci-Fi RPG Core Book and Miniatures Kickstarter

We got to talk to the Burning Games Crew about their Kickstarter for their Silver ENnie winner/Golden Geek Nominated Faith: The Sci Fi RPG with revised rules and miniatures!

This is a revised version of the original Faith RPG. What’s different about this version?

As far as rules go, we have taken this opportunity to revisit some of the rules for additional clarity, to simplify some of the more convoluted core mechanics to streamline the gameplay and to add more options to character creation and development. We have also added rules for spaceships that include travel, combat and spaceship creation and customization. The biggest difference is, by far, the expanded setting. What used to be a lose setting painted in broad strokes is now a rich universe, full of adventures, stories, places to visit and iconic characters to meet. We have done our best to create a universe that will capture the imagination of players and GMs alike, a world full of opportunities, mysteries and conflicts. On top of that, the entire book is full of breathtaking new illustrations depicting the different locations and NPCs that players will be able to visit.

These days it seems everyone is obsessed with miniatures. Why did you decide to go that route this time around?

Miniatures are a cool way to bring a universe to life, and it’s something that we have wanted to do since we first started with Faith. We like to do things our way, though, and we are always looking for ways to bring something new to the table. 0G minis are our little addition to the miniature market, in the shape of Yi Lee, a female corvo that appears floating on the air. Faith uses card to plan out abilities. Most RPG’S use dice. Why go the card route? When we designed the Faith mechanic we thought about the contribution we could make to the RPG community. There are many beautiful dice-based systems out there, and we decided to make something different, something that would bring more control over the destiny of the character to each player. At the end of the day both dice and cards are a tool with which to resolve action and storytelling beats, a mechanical excuse to allow people to have fun. Our is a new option in this exciting hobby.

The NPC and Gear Decks look amazing! Why add those to the game?

The NPC and Gear decks have been at the core of the Faith concept since its inception. Another key original idea was the concept of “bringing the art to the table”. When we GM ourselves, we do not massively enjoy having to flick through a big book any time we want to know the stats of a particular NPC. Having everything on the table saves time and allows players to immerse themselves more deeply in the game.


Why base the game on faith? Do you feel that the subject of religion might turn people away?

The name comes from the five Gods that shape reality through their believers; it’s a roleplaying mechanic that we really like and it’s at the core of the game. Apart from that, the setting does not center on religion at all, but on many things from politics between species, to the struggles of ordinary people. We certainly hope it does not turn people away! Who are these true Gods in Faith and why did you settle on them? The Gods of Faith are a bit different from how we understand them in real life. In this case, the morality of each person will “link” him or her to a particular God. For example, an altruist person will be linked to Ergon, and a selfish one to Kaliva. The closer they follow their commandments, the more power they’ll be granted. There are five Gods in total, and represent different points in the communitarian-individualistic and selfish-altruistic continuums.


You also wanted to not have truly “bad guys” in the history of Faith, just differences of opinion. Why did you decide on that?

The main species are indeed neither good nor bad. The Corvo are highly individualistic and expansive, but they also value freedom and success. The Iz’kal, on the other hand, are communitarian and egalitarian, but also authoritarian and hermetic. Even the Ravager, a species that destroys worlds to obtain DNA, have powerful leaders with personal goals, the embodiment of evolution. We believe talking about good and evil is an overly simplistic way of approaching most themes. Instead of inviting players to explore or try to understand different points of view, you are imposing on them the idea that certain ideals are inherently bad, regardless of the reasoning behind them. None of the species in this game are evil creatures that wish harm on others for no reason – at least not as a whole -, and each has its own motivations and morality.


Why do you think politics is a basic staple in space themes and in your game in particular?

When two different groups of people or species meet in this universe, the relationship boils down to what we name “politics”. These politics can lead to war and slavery (a classic example is the discovery of America in the mid 16th Century) or a more or less stable balance. Although for example, the Dark Forest Theory states that the former is the only possible outcome, we opted for the latter. Two large species (the Corvo and the Iz’kal) were brought together by happenstance and this is what happened next. But that’s the setting, the background of the game. The actual adventures take place in the world created by the consequences of politics.

It looks like you have lots of different pledge levels for many styles of gamers. Tell the people about which ones are best for them?

We want to give each player the right experience for them, from core RPG players to people who love miniatures. The pledge levels reflect that diversity. Our personal favorite is the Prophet level, which includes the book, the miniatures, an artbook, and hopefully many deluxe stretch goals.

If you haven’t pledged for Faith: The Sci Fi RPG yet, go to https://www.kickstarter.com/projects/burninggames/faith-the-sci-fi-rpg-core-book-miniatures and grab this great game, and tell them the MFGCast sent ya!

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An MFGCast Interview with Patrick O’Rourke

Kurt got the unique opportunity to talk to the Patrick O’Rourke, the mastermind behind the amazingly funny and wonderful Dungeon Rats podcast! The Dungeon Rats is a Dungeons and Dragons Fifth Edition dungeon crawl with a great cast and crew that are lead down ridiculous paths by fan submitted prompts. They talk about how the Dungeon Rats crew got together, the worst submissions, the love of Dungeons and Dragons Fifth Edition, and more! Kurt had a wonderful time talking to Patrick, and if you like what you hear please subscribe to the Dungeon Rats podcast!


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Noisy Person Cards at Con of the North

Thanks to our good friend Taylor LaBresh, we got to play Noisy Person Cards from Paracosm Press at Con of the North. It was a ton of fun and there were lots of laughs and silly voices! This one’s a biggy, unedited and uncensored! You can play the Print and Play version of Noisy Person Cards until it’s ready for retail at paracosm.com. Thanks to James D’Amato and Kat Kuhl for making a great game!


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Con Talk and Obsession

In this episode Traci, Kurt, Kim, and Dan talk about the two wonderful conventions that they got to go to: Con of the North and Dreamation 2017! They talk about the camaraderie, the fun, and the community of gamers! Then they tie it all together into the pros and “cons” (Get it? Cons?!). We’d like to thank everyone from both cons for making our experience great! Dan and Kim would like to throw a shout out to Dean and Brad from gamingwithswag.com for showing them a good time. Check out their blog at gamingwithswag.com!


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An MFGCast Interview with the BadCat Games crew about ElemenZ, now on Kickstarter!

We got to talk to the crazy cats for BadCat Games about their “Out of This World” game, ElemenZ! Check it out:

So…what’s with the name ElemenZ? Are you guys rap artists in your spare time?

Ha! That would be a fine thing indeed. Truth is we struggle to put more than a few… what are they called?… words together coherently most times (influence of Scotch Whisky see?)

No but joking aside, ElemenZ the name makes an important distinction between our dice game and the traditional fantasy tropes of Sorcerers and Elementalists wielding the typical 4 elements through magic spells. In ElemenZ – it is all about four Shamans controlling the ‘wild’ or Zee energy – through the energy dice, bending it to their will, shaping it to their goals while taking the risk of losing control and becoming vulnerable to retaliation from other players.

Every one of the twenty-eight energy dice in the game has a single side with the ‘Z’ symbol – so we wanted to make it very clearly different (and accessible for all players) from the other icons used in the game.

We’d like to say we saw the symbol glowing in the depths of BadCat’s feline countenance… but we’d be uh, lying.

Who’s the crazy person who came up with this fantastical world and how is ElemenZ played?

That would be Jason the lead designer. It all spewed forth in a torrent of science-fantasy while on holiday apparently. The Alien races too of course had to be visually appealing and instantly recognizable as belonging very strongly to their element – the Water creatures (Ikzravek) are clearly deep ocean crustacean types with a deep seated Cthulhu-inspired heritage (or is that just our own deep seated fears that old H.P. Lovecraft just new the truth of it!?) The Xyryx (Earth creatures) are probably our most striking race in the game – large hive-minded insectoids that chew through the rock of their world, spinning thick crystal webs. Jason basically had strong impressions of how the four races would look and stand out from each other but it was our artist Ascary who did a fantastic job of making them iconic and as unique as they are – we didn’t want any humanoids and obvious fantasy elemental types. We want the player to ask questions about these creatures – be intrigued by their biology, ecology etc.

ElemenZ is a rapid push-your-luck and risk-taking game for 2-4 players that takes between 15 – 30mins to play. Each alien race character has unique abilities that strongly affect game play. In the 3-4 player game each player has seven energy dice that they can roll three times in their turn, trying to complete special effect combos using the symbols on them (similar to other yahtzee style games) that ultimately aim to drain dice away from the other players until only 1 Shaman is left. It’s a more interactive game than other dice-based battle games out there as players also get to trigger combos in other player’s turns. The 2 player game works differently as it is a tug-of-war over the energy dice in a common pool to be the first to energise the monolith. Same dice concepts – different application.


What is Planet Zee? is it full of nasty aliens that are gonna suck my brains out of my ear or burst out of my chest?

Funny you hint at that – its been mentioned that any game with a misspelled Z should be a zombie game. Maybe we should do a zombie re-theme of the game in the future…

But anyway, no. We wanted to steer clear of the nasty aliens vibe and try to instill the feeling that these are fascinating sentient races with their own ancient cultures. It so happens that they meet on this rocky, windswept planet (Z) every seven years to pay homage to the enigmatic monolith and challenge each other to decide which culture gains the top spot; they are Ambassadors of their race, not Champions.

Having said all that, baby alien chestbursters are kinda cute though.


You say that the 2 player game and the 3-4 player game play completely different. we don’t believe it. What’s so different about the two?

Right, so with ElemenZ you get 2 completely different games in 1 box. The 3-4 player is a battle game where each Shaman player uses their energy dice (which is also effectively their life points) to trigger combo effects that remove dice from their opponents – a battle of energy attrition. Dice rolled must then be assigned to combos. The wild ‘Z’ side of the dice is a ‘joker’ effect that can match other dice, but rolling 3 of them at any time causes a ‘wild surge’ that blocks the player from doing anything that turn so its a risky tactic to push your luck too far.

The Kickstarter limited edition version also contains a mini expansion for free! In this expansion, each alien gets to summon their spirit energy totem (a side playboard) at the start of the game and these are energized with single-use power tokens that can buff a Shaman’s abilities. Tokens can be used at any time to support combos but each use drains the totem of it’s energy. Players can heal back dice, replace or even remove tokens from others, can force re-rolls of dice or can effect ‘Z’ symbols rolled with these tokens but they come from a common pool that dwindles as the game progresses. So as well as trying to maintain your pool of energy dice a good player must also be concerned with how their totem is holding on. If the totem’s buffing effects is lost, a player is at a clear disadvantage to survive and win the game. Hence why we call ElemenZ more of an Energy Management game rather than a Dice Battle game.

The 2 player game by contrast uses the same idea of combos but combines two similar elements (e.g. Air and Water) into a dual playboard with combos that focus on gaining or manipulating dice from the common pool or from the other player or in energizing each location on the monolith. It’s a tug-of-war with dice, since you must use your dice pool wisely to be the first to energize all spaces on the monolith which becomes increasingly hard and more costly in dice as you progress.

We for one love dice games but some people don’t really like them because of a “too much randomness” factor. Do you think the ones that don’t could still get enjoyment out of ElemenZ? What sets ElemenZ apart from other dice games?

Absolutely. The initial reaction when we mention ElemenZ is a dice game is sometimes “uh, don’t like dice games because I always roll terribly!” Well, I do too so you folks are not alone. But Elemenz was designed specifically to elliminate this randomness as much as possible. The wild ‘Z’ joker effect goes a long way to solving this because it opens up many more tactical options to mix-and-match dice within various combos. Of course you could still roll the 3 Z wild surge on your first roll, but again, statistically the player winning with the most dice has the greater chance of rolling 3 Zs than someone losing with less dice. We’ve seen it in countless playtests that a player currently winning gets a wild surge allowing other players to ‘heal’ back their few dice into a stronger position and fight back. It’s not a swingy game – the best tactical player will most likely win.

Using the totems and energy tokens also helps to alleviate random rolls by giving players more choice in which dice to keep and which to risk re-rolling.  It’s a deceptively simple seeming game that actually has much tactical depth as the wild ‘Z’ dice (if used well) can give excellent advantages. Players can use combos to mess with each other’s options and set each other up as softer targets for future rival’s attacks. With only 7 dice and a reducing pile of tokens, players must plan ahead as to how they will retain their energy, play offense or defense, burn through tokens fast to deny others or try to stock up the best ones to hold out in the late game. Lots of thinky thunky choices!


What are the “little secrets” about this Kickstarter that you’re not telling me about?

Ahah! That would indeed be uh… telling! Well all we can say for now is we have some plans for some new game components that continue with the Shaman theme, offering additional strategies within the 3-4 player game. The word for now is Avatars!


What’s next for you bad felines?

Well, we are going outside for a while only to come back in again as soon as you close the door on us and… oh yeah – so our next game is a rapid fire combat card game called Gladiatores (pl. of Gladiator) that combines the visceral cut and thrust of up close arena combat (FPS style) with secret roles, double dealing and backstabbing to gain enough glory to be welcomed at Caesar’s Colosseum. Although there are a fair few gladiator games available we feel strongly that only this one properly catches the deadly flurry of blow and counter blow of two gladiators fighting for their lives.

After that we have a family tile game about insects, a competitive trading game set in the historical orient and a 2 player war game set in middle-ages Europe – to name just a few.

Thanks to Justin, Grant, and Chris from BadCat Games for talking to us about ElemenZ! It looks great and like a lot of fun! Go to https://www.kickstarter.com/projects/jdee/elemenz-the-dice-game-of-battling-alien-shamans/community to make this game a reality, or we’ll send 100 black cats to attack your face! Not really, but do the right thing! HELP FUND THIS GAME!

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An MFGCast Interview with Chris Rowlands and Matt Christianson about The Last Garden, on Kickstarter February 21!

The Last Garden, a beautiful looking game with art by the talented Beth Sobel and designed by Chris Rowlands and Matt Christianson, is funding on Kickstarter February 21. We had the wonderful honor to talk to Chris and Matt about it.

Where did you guys get the inspiration for making The Last Garden?


Oddly enough, it all started with a weird dream.  A dream that was about putting hot glue drops on fake flowers to simulate dew, you know, the kinds from craft stores and such.  At the time I was in in full board game design mode and thought I would challenge myself to try and make a game about these faux flowers.  So, naturally I cut out some paper flower petals and started placing glass beads on them to try and make it resemble a game.


Matt had originally called the game Glue Gun Dew Drops, and we all sort of laughed at the theme. After playing the game though, we thought the bones were really fun so we tried to figure out why somebody would be doing something like this.


We are huge fans of Mad Max movies and after watching The Road Warrior for the hundredth time, I had this crazy idea of a malicious Queen ruling over a barren waterless land and making her minions create flower gardens from scraps and mined gems.  Chris and I felt it was a bit dark, and came up with an awesome idea of giving it more of a Pixar feel with a loving Queen surrounded by these old mining robots she calls Robotanists.  Her Robotanists are programmed to help build the Gardens from her memories as a young child, and because the world has no more moisture they are doing it with scavenged metal and gems.


Somewhere in there is commentary about consumption. This idea that when the world ends these valuable gems just become something else to look at. The story evolved into being something very cool: this badass elderly woman trying to bring something beautiful back into the world. We loved the idea that she isn’t doing this for somebody else, she’s just doing it to do it. It’s really exactly the type of game we wanted to make when we started our publishing company One Thousand XP – a game that hints at a larger world and that will inspire folks’ imaginations. What happened? Why is the world like this? Who was this woman before she was Queen? These are all things that we want people to wonder about.

What happens in this game?


The Last Garden can play with 2 – 4 players, and each player will control a group of Robotanists.  It is your job as Robotanists to create The Queen’s vision of the gardens from her youth.  It is a little abstract in that gems represent the many flowers being built within the gardens.  Play starts by a player playing a card that will manipulate the garden somehow, either by adding gems, moving gems or changing garden numbers.  Then you place a Robotanist, worker placement style, upon the board to either score Favor Points or download new programs which boost your cards.  Play continues until a number of rounds are played and the player with the most Favor Points wins.  Each Robotanist team is competing with one another to become The Queen’s favorites, so there is a take-that element to the game as the garden gets shifted around.


Yeah the Robotanists aren’t the best at what they do, and the Queen is constantly changing her mind about what she wants so everything is constantly in flux. Because of that, players can really interfere with one another and get in each other’s way. It ends up being a really cool mix of worker placement and direct interaction.


How does the betting/wagering work in The Last Garden?


The betting and wagering aspect of The Last Garden was inspired by many nights of us playing rowdy games of Camel Up and our experience with casino games such as Roulette and Craps.  Except, instead of chips and luck we use Robotanists and the worker placement mechanic to make attempts to get that “Jackpot” of Favor Points.  Now it is not necessarily a gamble, as you do get to manipulate your bets by playing cards to swing the game in your favor.


From Camel Up, we really liked the idea of being able to participate in different ways. You can send Robotanists to the mines and they will score favor based on the color of gems, or you can send a Robatinst to work directly in the garden and score favor based on how many gems are in that area. There is also a luck-pushing element that we call “wilting.” If there are too many gems on a single location the Queen will think it looks to gaudy, so she’ll have the Robotanists remove all of the gems and start over the next day. Because of that, you need to be careful about putting too much work into an area that your opponents can make wilt. It’s really a very tactical game, where you’ll need to constantly readjust your strategy to fit the current situation.


To win this game, the player’s Robotanists must get the most favor from the queen. Is that whomever gets closest to what the Queen wants for the last garden? Does how the last garden looks change per game played?


The Queen’s favor in The Last Garden is represented by something we call Favor Points, and these points are tracked by tokens that each player keeps hidden from round to round.  Players will earn Favor Points based on where their Robotanists are placed upon the board and at the end of the game the player with most wins.  In the story of the Last Garden, The Queen’s childhood memories are a little clouded and she cannot remember exactly what the gardens look like.  So yes, the final result of how the garden looks changes from game to game.


In addition, the garden is not reset between rounds, so each game will play different from the previous one. There are games where a wilting happens in the first round and the rest of the game is trying to fight over the few remaining gems, and there are games where there is never a wilt and there are a ton of gems in the garden.

You were able to get the great artist Beth Sobel to work on The Last Garden. What was the inspiration for the art involved in the game?


Yes indeed!  Beth is an amazing artist and one of most kind human beings I have ever met.  First of all, we all live in the same state which is awesome, and we go to the same board game conventions which leads us to where we met.  Chris had interacted with Beth on social media, and then we had the opportunity to  meet Beth in person at a local convention called Orcacon. Both of us are fans of her artwork, her portrayal of people are remarkable!  We ended up playing some games together at the convention and asked if she wanted to do the artwork for The Last Garden.  It was really exciting for us when she accepted.  So, the inspiration for the art were from Mad Max movies with a whimsical Pixar vibe and the idea of potential hidden beauty within a desolate wasteland.  There is a somber note in that The Queen is the last known human on this world, but she not necessarily alone in her endeavor.  Her Robotanists are there to keep her company.


To be honest, we met Beth and thought to ourselves “she would be a pleasure to work with someday” but we really didn’t think of her for The Last Garden. When we explained the theme to her she really liked it, and then Matt and I sort of looked at each other and were like “well, it couldn’t hurt to ask!” We’re first-time publishers, and couldn’t have asked for a better artist to work with for our first project. We gave her some references, but her work totally took our world to the next level. She also gets all the credit for the trompe l’oeil style of the box, and it turned out so great.


With so many games being Kickstarted these days, what makes The Last Garden unique?


One of the biggest elements that I think sets The Last Garden apart from other campaigns is that this is truly a throwback to the earlier days of Kickstarter. The Last Garden is a labor of love, and we know that the theme is going to be a big departure from what people are used to. Without Kickstarter, we’re sure that the game couldn’t exist in it’s current iteration. The theme is too weird! To be honest, we had a publisher that was interested in the game, but they were very hesitant about the theme and wanted to restructure it. Eventually Matt and I decided that we would try and make the game true to what we wanted to make, and we’re excited that Kickstarter exists as a way for interesting and quirky projects to become reality.



The Last Garden also has a very unique gameplay to it, unlike any we have ever played or designed.  Sure some of the mechanics may feel familiar, but the way they meld together works really well.  We’re a small team, so it took over a year of extensive playtesting to fine tune the mechanics to where they finally felt seamless.  I think that visually the game is striking and the gameplay is fun and satisfying.

What are your pledge levels going to look like for The Last Garden?


Pledge level, singular. We’re probably only going to have one. That could change, but right now we really like the idea of a single level that gets you the game and some promos. We have some stretch goals planned, but most of them are really about getting component upgrades. I don’t know, it just really feels like so many Kickstarter campaigns have so many bells and whistles and we don’t want to complicate things.  We want to make this really fun and quirky game for you, we’re super passionate about it, and we need your help to do it. That’s it. One reward level seems like the most straightforward way to do that.

We had a great time with this interview and we’re STOKED to see this game gets funded! There’s one way you can help out: GO TO KICKSTARTER https://www.kickstarter.com/projects/npcchris/the-last-garden-robotanists-in-the-post-apocalypse?ref=nav_search AND HELP THIS GAME BECOME A REALITY!

Thanks to Chris Rowlands and Matt Christianson for a great interview!

Thanks to you for reading!

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