I have sunk what probably seems like a unworldly amount of time in to the mobile game versions of Ticket to Ride and Small World, and probably quite a lot of time playing the board games themselves as well. So when I was asked to go and check out a card game at Gamescom, I was a little bit reticent because I already had my perfect games and I probably knew that, if it was good, I’d lose a lot of my time to yet another game. What happened a was that I lost a lot of my time to the video game version of the game. About half an hour more than I was supposed to… Oops.
Gremlins, Inc. is the brain child of Lithuanian studio Charlie Oscar. Much like the drive to bring the games industry to the UK with tax breaks, Vilnius in Lithuania is trying to become the Eastern European regional hub for the video games industry. Charlie Oscar is a great example of this, boasting programming talent from Russia, Ukraine, Germany and even Spain. Charlie Oscar enlisted the help of Alexey Bokulev, creator of Eador. Genesis (a turn based strategy game that hasn’t done too badly itself) to create a new original world for the game. So what is it all about?
It’s steampunk, steampunk, money-grabbing gremlins, some more steampunk and then a final bit of steampunk to add on top of that. The world of Gremlins, Inc. is populated by gremlins. Not your normal gremlins though with the aversion to water after midnight, these guys are immortal and immortality will always breed corruption, greed and power. Described as “immoral capitalist gremlins”, the idea is that you go around the board and get enough points to win the game. You do this must lie, cheat and steal the wealth of your fellow players to put yourself in the position to earn the most points, either by becoming the local governor or underhandedly keeping everybody else down. You select one of ten playable gremlins that all have their own benefits and attributes. If you imagine the robber from Settlers of Catan, well thats how you feel with every turn in Gremlins, Inc. It’s evil and it’s glorious.
You start the game with a hand of six cards. These cards have a dual function. Firstly, they act as your die for moving around the board. The board itself is a counter clockwise path with an occasional shortcut here and there for the big buildings of the world like a bank, a casino, a jail, a court and fun places like “The Inferno” and “The Astral Plane”. The first move you make is your movement so you expel the card you want to in order to move. This is where you have to think tactically because the second phase of the game is an action.
Your cards will have certain actions that can either benefit you by giving you extra gold, extra power or points, or can ruin the plans of your opponent by stealing points, sending them to jail, or utterly destroying the political gain they’ve just spent ages earning. These actions are also limited as to where you play them on the board. So if you have a card like the “Everybody Dance” card with the casino symbol on it, you can only play it while you are at the casino. This is where the strategy comes in of having to regularly change and use cards, even if they look cool, just for movement as the game can, and will, quickly turn against you.
Of course you have this issue, as do all of the other players. This is then made even more treacherous by the board itself. There are several places across the board where you will be fleeced for bribes, be at risk of arrest for your corruption, or even have some misfortune (which could also affect other players as well as you). The good thing about this game, regardless of how high you put the points and how hard you make it to achieve a win, is that something is always happening. You’re always thinking about how you’re going to win the next round of turns and are even thinking or planning three or four turns ahead. The board is small and manoeuvrable enough to get to where you’re hoping to go in a few turns, as long as someone doesn’t ruin it for you.
This constant going back and forth in my game with production assistant Monika Dauntye was only halted when we were told how long we’d been going and that people needed to go home. It was utterly captivating and I’m really excited to play more of it with my friends when it comes to Early Access in September. There is also a board-less card game being created in conjunction with the video game version, which is easily transportable and follows the same concept (minus the die movement). Even talking with other journalists later in the day, we were all surprised how much we enjoyed it. Keep your eyes open on Steam for when it comes.
You can find more information on Gremlins, Inc. over at http://gremlinsinc.com/videogame/