Tuesday, December 25, 2012



Saturday, December 15, 2012

Hoplomacus: The Lost City (prototype): Chip Theory Games

Eruption: Stratus Games

Quarriors: Wiz Kids

The Adventurers: Pyramid of Horus: Fantasy Flight Games

Biblios: Iello Games

Eminent Domain: Tasty Minstel

Thunderstone Series: AEG

Belfort: Tasty Minstrel Games

Homesteaders: Tasty Minstrel Games

Hey! That's My Fish!: Fantasy Flight (Mayfair)

Stone Age: Z-man Games

Dungeon Raiders: Adventureland Games

Dragon Rampage: Eagle Games

Dragons Gold: White Goblin Games

Evo: Asmodee Games

Kingdom of Solomon: Minion Games

Sentinels of The Multiverse: Greater Than Games

Scripts and Scribes: Dr. Finn Games

Village: Tasty Minstrel Games

Caslte Panic: Wizards Tower: Fireside Games

Castle Panic: Fireside Games

Seasons: Asmodee Games

Tsuro: Calliope Games

Crazy Creatures: Stronghold Games

Godzilla Stomp: Toy vault

Sanitarium: Asmodi Games

Agricola: Z-man Games

Agricola: All Creatures Big and Small: Z-man Games

Abandon Ship: AEG

Thunderstone Advance: Towers of Ruin: AEG

Dominate Species The Card Game: GMT Games

King of Tokyo: Iello Games

Empires of The Void: Red Raven Games

Ascending Empires: Z-man Games

Atlantis Rising: Z-man Games

Sentinels of The Multiverse: Rook City: Greater Than Games

Sunrise City: Clever Mojo Games

Infernal contraption: Privateer Press

Forge (prototype): Clever Mojo Games

Carnival: Dice Hate Me

Pixel Lincoln (prototype): Island Officials

Monolith (prototype): Goblin Army Games

Survive!: Stronghold Games

Lock and Key: Cryptozoic

Farmageddon: 5th Street Games

Quarriors: Quarmageddon: Wiz Kids

Dungeon Command: Heart of Cromyr: Wizards of the Coast

Dungeon Command: Sting of Lolth: Wizards of the Coast

Scallywags: Gamewright

Morels: Two Lantern Games

Libertalia: Asmodee Games

Super Dungeon Explore: Cool Mini or Not

Jab: Tasty Minstrel Games

I knew of Jab before going to Gen Con. However, what I wasn't aware of is whether or not I would ever get to play the game. My number one gaming partner is my beautiful bride, and let's face it, boxing isn't something girls usually dig....right?

ding ding ding ding!

"Standing in this corner our champion! Weighing in at 230 lbs and standing at 6'-3", Grey-long-nose-Elephant"!!!

"And in this corner our contender! Weighing in at ??? lbs. and standing 5'-6", Carmen-Fabulous-Hair-And-Pretty-Nails-Norris!!!"


The components are simple.

70 cards, 2 tile card that represent knock-outs or a bell, and 10 tokens that represent either health or round win tokens.

I would have to say that the cards are a wonderful thickness and I don't see these getting bent up or creased anytime soon.

The tokens are thick as well and will take plenty of abuse before you see wear on them.

The box stores everything nicely and is probably a little bigger than needed, but works fine for what it is.

Set up

You each get one boxer, 5 health markers, and 25 cards that represent your punches.

The health markers that are shown above flip over to represent when a round is won by a particular fighter. Win 3 rounds, you win the game.

Here are all the cards that you will have in your hand at one time.

Shuffle up your cards and place them into two piles. Because there are 25 cards, you will have 1 extra in a pile so don't worry about making them equal. In fact when this was being taught to me at Gen Con, he told me I could place extra cards in either pile if I wished. I'm not sure that's a good idea though and I will tell you why here in a bit.

After that's done, take all the Counter Punch Cards and place them in a single pile in the middle of the table. Then take the Combo Cards and place them in a single pile to the side where they are easily reached by both players.

Here are all the Counter Punch and Combo Cards available.

Here is what the table should look like before game play begins.

Game Play

Here's where it gets crazy-mad! If you don't think fast and pay attention, you will get clobbered and not even realize it. This might sound a bit confusing to explain, but it's actually very simple and light. What you are trying to do is one of two things, either score more "Judge Points" than your opponent or Knock him out!

Prelude to the fight

First thing to do is bump knuckles with your opponent and maybe throw in some trash talk for good measure. You know, to make them understand the fury that's about to be unleashed upon them. After that the game is on and here's where it's all fast and furious!

You will draw 1 card from your left deck with your left hand and 1 from you right deck with your right hand. You may never draw a card from your right deck with your left hand or vice-versa. Each deck represents the punches being thrown by that particular hand.


You may place a card on any part of your opponents head or body no matter which side of the body, hand you use, or punch you throw. You can throw as many punches as you like at any part of the body or head by just stacking them on top of one another. This, however will not win you the game and I will explain why.

Your punches come in colors and values of either 1 or 2. These values are what give you "Judge Points" at the end of the round. The colors are used for dealing damage by either throwing Haymakers, or Counter Punches. I will explain both of those in more detail.


You have a total of 5 Haymakers in your deck. There is 1 Haymaker for each of the 5 colors. To throw a Haymaker you simply place it either on the body or head of your opponent. This however, won't deal any damage. To actually deal the damage, you must follow up that Haymaker with a card of the same color. For instance let's say I placed a yellow Haymaker on my opponents left body. I then place a yellow Jab card on top of the Haymaker to deliver 2 damage. The value of the Jab isn't what's important. Either a 1 value or 2 value card will still deliver the same damage. Remember values are only used when determining Judge Points, never damage.

Once the damage is dealt, take two health markers from your opponent and place them into your health pile.

Counter Punches

The Counter Punches are located in the middle of the table. There are a total of 5 counter punches (1 of each color). The way you Counter Punch is by matching a color that already appears on your fighter to a color that appears on your opponents fighter. If those colors match the faced up Counter Punch card, you grab it and deliver 1 damage to your opponent. They can also count as an extra 2 "Judge Points" when counting up your score at the end of the round. You must not have any cards in your hands when delivering a Counter Punch. Here is an example of how a Counter Punch is performed.

Your opponent places a yellow jab on your head. You notice that the Counter Punch card in the middle of the table is yellow so you place your yellow hook on your opponents body and hurry up and place your other card on your opponents head. Scream "Counter Punch" and take a health marker from your opponents pile and place it into yours. Also you take the yellow Counter Punch card and place it on your side of the table to count up as Judge Points later.

Punch cards played as a Block can also grant you a Counter Punch as long as both fighters have the same color on them that matches the Counter Punch card. Which will lead me into just how the heck do you Block anyways? Well, I will explain.


Blocking is simple yet it does take fast thinking. To Block a punch you will be placing your cards on top of the cards your opponent is playing on your own fighter. The card must be of the same color, or the same punch, but it doesn't have to be both (like Uno). For instance let's say your opponent places a red Hook on your head. You have a red Jab in your right hand that you place on top of that red hook. Or you can use the yellow Hook from your left hand and it will also block the punch. Why would you ever want to do that? Blocking subtracts points away from your opponent at the end of the round. I will explain more when I get to scoring.

There's one last way to score and that's by Combos! These are my favorite way of scoring points, but can be tough to grab at times.


Combos have 2 or 3 specific types of punches listed on them. To get a Combo, you simply match the types of punches listed on the card to what appears on your opponents fighter. For example, let's say the current Combo card is showing a Cross, Hook, and Haymaker. You notice your opponent already had a Hook on one part of their body. You also see that you are holding a Cross and a Haymaker in your right and left hand. Place one on the head and the other on the body that is across from the Hook and you have succeeded in throwing down a Combo. These will list the value on them and are added to your score at the end of the round.

There's just a couple more things to talk about and that's how to Clinch, Knock-out, and End A Round.


A Clinch is a tile that lays to the side and middle of the table. Either player can use a Clinch if they feel that they are going to get Knocked-Out. The player simply grabs the tile, places it in front of them, yell out "Clinch" (like a little sissy), and take two health tokens from their opponents pile and put them into their own. You can use the Clinch when you run out of health markers. A Clinch will give you -3 points to your final score at the end of the round.


On the flip side of the Clinch tile is a Knock-Out! To achieve a Knock-Out you must drain your opponent of all their health tokens, flip over the Clinch side of the tile to the Knock-Out side, then deliver one more blow such as a Counter Punch or a Haymaker for the win. Once the tile is flipped over to Knock-Out, the Clinch becomes unattainable to your opponet and sets you up to instantly win the game.

End A Round

To End A Round, simply take the token that says it and place it on your side of the table. This will give you a -5 points during scoring, but could possibly prevent your opponent from scoring as well. For example let's say you played all your cards and notice that your opponent still has two pretty good sized stacks of punch cards yet to play. You could simply grab the End A Round tile to prevent them from being able to play anymore punch cards and immediately go to the scoring phase.

A round has ended by either someone grabbing the "End A Round" tile or by both players running out of cards. That's when scoring happens.


Now that you have both either run out of cards, or someone has grabbed the End A Round tile, scoring will take place. You and your opponent will cover one of the stacks that appears on your fighter. Both of you will then pick one of the two remaining stacks from your opponents fighter to calculate your score. This is where the card values come into play. You will also be subtracting any Blocks, Clinch, or End Of Round tiles from this stack.

For example let's say you've both run out of cards. You opponent covers the head of their fighter and allows you to take one of the two remaining body stacks. You choose one and immediately take all of your opponents Block cards out, then take out the highest value punch card for each Block that your opponent dealt. Add up all the values of the remaining cards. Add any Combos or Counter Punches you've accumulated through out the round, subtract any bells or clinches that you used and you've got your final score. Whoever has the most points wins the round. Whoever wins 3 rounds, wins the game.


Jab is fast, fun, and furious. It will keep you on your toes by forcing you into quick decisions. I'm sure once we play this more we might get more accustomed to paying more attention to what's all around us at all times, but right now it feels just like a true boxing match. It's more about watching your opponent as much as playing your own cards. Keeping an eye on the Combos seems to be the best way to score, but also by playing Blocks to subtract points from your opponent. I like the game and am happy to of purchased it.

Some of you guys looking for games that your wife or girlfriend will play with you might give his a look. The theme screams "guys only", but your girl might revel in the game-play if she enjoys kicking your butt.

So just how did the Championship Match end you wonder. Well, they do say a picture is worth a thousand words, so here you go.............

"Folks we have a new champion! After 5 rounds of cheating, biting, and hitting below the belt Carmen-Fabulous-Hair-And-Pretty-Nails-Norris has defeated our former champion Grey-long-Nose-Elephant!"

"And our former champ has said, (not that he's a sore loser or anything), that he wants a rematch....well after he heals."

Hope you enjoyed the review as much as I did making it. Please leave any comments or questions. Thanks!

I forgot to add one more thing and I wish to at this point. I know, it's the end of the review and all, but there was something that caught my attention and I felt it was worthy of passing on.

On the front of my instruction manual it says at the bottom Designed by Gavan Brown and in small text under that it says:

For my sons: Malachi and Kashton

Having kids of my own, I thought it was a sweet gesture.
Boys be proud of your dad, he did a great job for you!
Martian Dice: Tasty Minstrel

I must admit one thing before I get too far into this review. I love dice. It's a pretty one sided love affair. Dice are a cruel mistress. Never fails that I seem to roll what I don't need only to see my opponents luck out every time. With that said, I was really drawn to this game once I saw the title. I mean come one, you get to be aliens who come to Earth tying to abduct animals and humans. It's got to be fun....right?


Not much to it. You get 13 dice, a cup that doubles over as the container for the game, and a rule book, nothing fancy.

The dice are normal dice size and all 13 fit fine in your hands. That is as long as you don't suffer from tiny hand syndrome. Then you can just use the can it comes in.

Each die has the following on the sides.

1 Tank
1 Chicken
1 Cow
1 Human
2 Death Rays

The can itself is nothing special and I guess it could double over as the rolling cup as already stated, but there's something about having a fist full of dice and scattering them all over the table. Maybe it's a man thing or it's just a me thing. Either way I love it!

Game Play

First choose how many points you wish to play to. The instructions say 25, but hey it's your game. We do usually go to 25 because it seems to make the games go fast, but not too fast.

To play all you do is take all 13 dice and roll them. Depending on what's rolled you will take the following actions.

1. Set all tanks aside.
2. Pick one group of the other dice and set those aside as well.
3. Check on how many tanks there are compared to how many death rays.
4. If you have more or equal death rays to tanks you may either roll the remaining dice again or just score.

One thing to note is that once you take a certain item, you can no longer take it again. However, you can always take Death Rays. Tanks come out no matter what. I have an example below to explain in better detail.


You will score 1 point for each Human, Chicken, or Cow you abduct. If you are lucky enough to get 1 of each, you score a bonus 3 points!

Remember, you will only score if you have more or equal Death Rays than Tanks.

Here is an example of just how a round takes place.

Example - sorry for some of the blurry images, camera was having trouble focusing for some reason -

Here I rolled all 13 dice.

I will first take all tanks and place them aside.

Then look at all the remaining dice and decide on one group that I would like to keep as well. Mmmmm...chickens.

Now, because I don't have any death rays set aside, I must roll all remaining dice.
Uh-Oh, more tanks!

Set them aside first and then see what you've got left.

I'm thinking that keeping Death Rays will be a good idea this time around. Otherwise I might not score any points. Remember, you must have equal or more Death Rays than Tanks to score any points.

Now I can decide to roll again, or score what points I do have. I decide to roll.

Ahhhh...good roll, no Tanks. I can't take any Chickens because I already took them. However, I have Humans that I can abduct now. I think I will.

Now Ill decide if I want to continue or stop and score what points I've already scored.

I press on!
More Chickens and Humans! Well, better than Tanks. I stop here because I've already taken those two items. I have enough Death Rays to destroy and Tanks. My total score here would be 5.


I really like this game. Nothing fancy, but it's really fun. Dice are just cool. The picture of the Human on the dice always make me laugh and it's one of those games that everybody enjoys. It can be frustrating to roll 4 Tanks on your first roll, but that's what you get when you play a dice game. Randomness is implied in the title.

The only thing I regret about this game is that I didn't grab two of them while at Gen Con. Other than that, it's a total hit that everybody should own.