The Dork Den Blog

For all your comic and board game review needs.

DCeased #1

DCeased #1

What’s a DC comic book story event without a ridiculous name right? DCeased is the next big event for the DC mainline continuity, and it’s something that both Snyder and Capullo have been teasing these past few months as fans have watched their mysterious tweets and mentions of something stirring within DC. Something they’ve been calling their final Batman story together. To be honest, It’s been difficult to keep up with, especially with things like Doomsday Clock and Heroes in Crisis still steadily hitting shelves in a painfully slow but no doubt deliberate pace. I know very little about this new story going in, but naturally I hear the names Snyder and Capullo and I’m immediately on board. Their Batman run of 2011 is legendary, and I have no doubt whatever they’re cooking up hidden behind all this fluff will be glorious.

The first half of so of this first issue follows Darkseid, an evil god and one of the most powerful entities in the DC universe. His recent invasion of Earth is quickly answered by the Justice League, who bring his swift defeat at the hands of a not-so-happy-to-see-him Superman. Defeated, Darkseid retreats, though he’s already retrieved what he was looking for elsewhere. Cyborg, created by technology akin to the Anti-Life Equation, an extremely powerful and dangerous ‘thing’ Darkseid has spent his entire life trying to find was Darkseid’s target all along. Now kidnapped by the minions of Apokolips, Darkseid’s home world, they work tirelessly to tear the Anti-Life Equation from Cyborg’s cybernetic body. Though perhaps with some impatience and eagerness for the prize he’d spent so long trying to obtain Darkseid finds himself in a less than ideal situation, forcing the Anti-Life equation out of Cyborg and sending shock waves throughout the universe as a result. Though Cyborg is able to return to Earth during this time, his connection to the digital world causes a heap of trouble, as the now revealed Anti-Life Equation uploads itself onto the internet all over the world, festering as an incredibly malicious virus and in turn, a mind altering disease. Hundreds of millions across the planet become plagued with the Equation and lose their minds, going berserk and killing everything in their path. The Justice League is forced to move quickly, though as they’re forced to sever their connection to the web they find themselves scattered, unable to contact each other.

I’ll start by saying I didn’t expect zombies. I’m not a fan of them, but I suppose I should have known just by looking at the cover and reading the name. This isn’t necessarily a deal breaker though, and I’m always willing to give comics a shot, especially for DC. Disregarding the zombie element for a second, the style of this comic’s writing and the buildup to the end of the comic is pretty entertaining. The story obviously revolves primarily around Batman, but the Justice League which has now expanded quite significantly, now similar to the old JL roster, have their roles to play too, and it’s all handled quite well. The art is the comic’s primary weak point, but I’ve certainly seen worse, and I think the art direction is something that could grow on me after a few issues. We’ll have to see how this comic continues and how it ties back into Snyder’s storylines he’s stitching together, but to be honest, I hope the zombie stuff doesn’t last the whole run.

3.5 out of 5 stars (3.5 / 5)
Welcome To Your Perfect Home

Welcome To Your Perfect Home

If there’s a nightmare scenario in life, it’s living in a community where every house is exactly the same, all of you have to follow rules about keeping your home “clean” and your lawn “tidy”, and you swear that every one of your neighbors have a not-insignificant amount of Stepford blood in them.

Selling those houses, though… that’s a win.

Welcome to Your Perfect Home puts you in the role of a real estate developer with three long blocks of houses to fill—one of ten houses, one of eleven, and one of twelve. A fat stack of cards is split into three piles, each with an action on one side and a number on the other (with a small icon of the action on the flip side of the card in one corner). Each round, one card is flipped action side up, so each pile has a number and an action visible. Players choose one of these combos, put the number on one of the houses, and choose whether or not to use the action.

The goal is to fill all the blocks with numbers going in ascending order, while also pulling in enough points through putting pools in yards, investing in neighborhoods of certain sizes, and meeting other various goals to outscore everyone else. The game ends when somebody has a number on every house, or when someone marks off three stop signs (three instances of not being able to develop a house on a turn with any of the available numbers). It’s a roll-and-write game, although with cards rather than dice. Apart from fences, which you use to create smaller neighborhoods within each block, you mark off a spot for each action you take, which (potentially) earns you more points by the end of the game.

The first time I played this, I put together a flawless game. I mathed out how many numbers I would have available to fill in the number of spaces that would be left if I put number X on house Y, and did not waste a single turn. The game ended when all my houses were full, and all three of my opponents had one empty. Given that real estate bonuses for the blocks you have completed only count if all the houses on the block are full, that’s a nice edge to have.

I lost. Not by a couple of points, but by twelve (112-100). And that’s why I think this is a pretty good game.

Here’s the reason: when I saw I played a flawless game, it means I did not make any errors in figuring out what numbers to place where, and when. I strategized towards making sure all my houses were tagged, which is the end goal, and it worked perfectly. Yet I obviously did not play a perfect game, because I got noticeably beaten.

The nature of the card draw means you’re always playing the odds. There are enough cards in each deck that you can’t really card count effectively (if you can, you will be godly at this and you don’t need any strategy tips). But you have to take into account how many points you’re likely to score with each move. If you put a palm tree up in six houses across all three blocks, you’ll get twelve points. But if you fill them up on one block, the same number of palm trees will earn you more in sum because of the finishing bonus. You’ll probably have reason to take real estate bonuses before you’ve started forming your blocks, so do you choose a number and let that guide how you build? Will you build towards bonuses? Can you see what bonuses your opponents are going for, and can you beat them to the punch?

There’s probably some perfect strategy to the game that’s most likely to win as long as you get the cards you need. That last part is the key, though. Unless that strategy is the best under any circumstances, and you’ll only lose if you’re desperately unlucky—and, while unlikely, this is possible—you’ll need to know how to adjust. That’s where you get gameplay rather than rote memorization, and that’s what makes a game good.

4.2 out of 5 stars (4.2 / 5)



Unlock! is back with a new trio of pseudo-puzzle rooms for you and your friends to solve. Why does this review only handle the first two of them? Two reasons.

1. The first two were readily available for play and review, whereas the third was not.

2. If the first two are any indication of the third’s quality, I want no part of it.

Spoilers, btw.

If you’re familiar with the Unlock! games, the basic gameplay needs no introduction. (If you’re not, there are numerous explanations online; all you need to know for now is that some of them are quite good, and this review is not indicative of the series as a whole.) The storylines of these two are pretty much what the box art suggests.

  • Night of the Boogeymen puts you in a position to help a young boy defeat the boogeymen around his room and finally get some sleep.
  • Scheherazade’s Last Tale shows the famed Scheherazade in need of one more tale, just when she’s run out. She needs you to find her artist friend and bring back the one story she needs to be free.

They start out fine. You have basic puzzles, hidden numbers, all the normal design elements of an Unlock! game. As has become common with these games, Boogeymen has another piece: a flat sheet of paper with some colored dots that look like gems, and teeth. (Scheherazade sticks with the old formula of cards with numbers and letters, and nothing else.) Most puzzles are pretty doable, some are tricky, a few are aggravating, but that’s not the problem; one person’s incomprehensible mess is another person’s easily-sorted problem, which is why you play with friends.

However, both of these suffer from a flaw so massive it signals either a change in designer, a severe drop-off in playtesting, or both: the ability to reach a point where you need a certain item or set of clues to proceed, and you simply… don’t.

Again: spoilers. As minimal as possible, but on some level spoilers.

In Boogeymen, the end-game scenario takes you away from the normal app and on to a new screen. It’s kind of cool; that part isn’t the problem. The problem is that in order to make sense of the final puzzle, you need another set of clues, and you can skip those clues by deciding to use the pieces that lead you to the final puzzle first. Once you’re on that last screen, you can’t go back to the app, so you can’t even look for hints on other cards you might have left. By all appearances, you have to go after the final puzzle with what you have, and you can very easily not have what you need.

Scheherazade, to my disappointment (because I like the tale), is worse. There’s a puzzle where you can go in a few different directions (ie. take a few different cards). The way the puzzle is set up, you have one correct answer; if you’ve ever played an Unlock! game before, you know that wrong answers are penalties. If you solve the puzzle, you have no reason to pursue the other answers.

However, you come across an obstacle for which you need a certain item. If you know anything about these stories, there’s an excellent chance you’ll figure out what type of item you need. However, you have to get that item from one of the “wrong” answers to that previous puzzle. It could be clever, if done well; setting forth a section where there appears to be only one thing you need, then hiding something else inside it, is nicely tricky and not a bad idea at all.

Scheherazade, though, asks the players to do a couple of things that don’t make sense. First, it makes them go “backwards” in the game timeline. You do the puzzle well before you come across the obstacle that requires this hidden item. The way the story progresses, it does not at all appear like you should be able to run away from the obstacle, get the item, then come back. Furthermore, people are risk-averse; giving them a situation that looks for all the world like a penalty, then making them figure out it isn’t, is a hard pull. There’s an excellent chance that if people figure it out, it’s only through hints, having literally no other options, or both.

On the other hand (speaking broadly, not about this puzzle specifically), if you put an obstacle down that the players can’t pass, then give them the puzzle with the item they need hidden within, there’s a much better chance they’ll make the connection. Maybe they felt that made the game too easy; it’s a 2 out of 3 in difficulty rating. But making people jump around incoherently through the storyline you’ve built doesn’t make for good puzzles. It’s just confusing.

Boogeymen isn’t bad, especially when you play with the paper. Scheherazade is a mess. Get someone else to buy both of them, if you can.
2.8 out of 5 stars (2.8 / 5)

Thanos #1

Thanos #1

With Endgame hitting theaters this previous week, it’s only natural that we find a Thanos comic hitting the shelves. Marvel has a hefty track record of shameless marketing when it comes to their comic books, and it’s hard to really blame them. It weighs a little heavy with the Star Wars stuff especially, but it can’t really be helped. The saving grace of these marketing ploys however, is that Marvel often uses strong talent to craft these stories, and from what I’m hearing, and with the creative team on this comic book, Thanos is no exception. This is by no means a movie adaptation similar to what Marvel does with every Star Wars movie, though I’m actually surprised they don’t do them for their MCU movies, but rather a dark maturely rated look into Thanos’ character and his daughter Gamora. Naturally, I upon hearing about this direction they were taking this, I was intrigued to see how the writers would balance utilizing the content from Infinity War and employing their own ideas and story elements. Of course, there was only one way to find out.

Despite the comics name, this first issue and potentially those going forward from here are actually a Gamora origin story. The issue opens with her exclaiming that in order for “you”, presumably not the reader, to understand everything going on, you need to first understand where she came from and how she was raised. Cut to a young but extremely successful Thanos, a brutal warlord hellbent on slaughter and domination. Similar to the movies and to Thanos generally as a character, he’s primarily interested in keeping threats down, strong species curbed, and innocents slaughtered. There is an extreme hue of bloodlust from Thanos throughout the lengthy comic book, and you really feel here that he believes what he is doing is wholly right and necessary, and that even more importantly, only he can accomplish it. His elite soldiers, while loyal, grow somewhat impatient as they’re constantly tasked with menial missions that provide no challenge to their nigh incontestable killing prowess. It becomes clear to both the reader and these soldiers, that Thanos is not himself, and because of his apparent inevitability as a merciless warlord, they have to figure out why and how to fix it. When slaughtering a large village of innocent and peaceful people, Thanos stumbles upon none other than a young Gamora, and a new relationship begins. His soldier’s and his own mission to return Thanos to his normal self may have just solved itself.

This comic book is certainly an interesting change of pace from your typical Marvel comic book. More mature and serious comics do make their appearances every now and again with the Marvel universe but they’re typically in the form of the more obvious characters like DareDevil and Punisher, characters we now often associate with their R rated Netflix shows. While Thanos certainly isn’t anything to gawk over from a violence or vulgarity perspective, it also doesn’t mind being casual about how much of a complete psychopath Thanos is, and that’s rad. Additionally, the story here is interesting enough. While we’ve seen a lot of this before in previous comics and even somewhat in Infinity War, the scenes we get between the action with Thanos on his ship, and his soldiers trying to figure out their mysterious leader as he broods all on his lonesome are by far the most interesting, and make the comic worth the read. These movies will naturally create a lot of Thanos fans, he’s a cool villain, so I think he deserved a comic book that doesn’t tread too far into the “this is just because the movie is out” territory. I think this comic book delivers that in a strong enough sense, and that’s good enough for me.

4 out of 5 stars (4 / 5)
Drunk, Stoned, or Stupid

Drunk, Stoned, or Stupid


Drunk, Stoned, or Stupid is a re-title of Who’s More Likely To? and still a rip-off of Cards Against Humanity. One player draws a card and reads the trait, things such as “Gets Convinced Strangers Are Celebrities” and “Would Survive In The Woods With A Hatchet”. The judge decides which of the other players best matches the description, “aided” by other players convincing them of who it should be. If you get seven cards, you lose.

Which… what? This is designed to be a party game, nothing serious, certainly not serious enough for judges to throw the game by giving people cards when they don’t have many. But that’s still a trash design. Weirder still, they suggest that if you have new people in the game, play so that seven cards is a win, and that seems like a much better game. Everyone has to argue for themselves as the person who does the ridiculous stuff on these cards. I suppose it depends on the group, really.

Either way, the judge can make choices based on who’s winning and not on any real game skill, which can be a fun experience but is by design a bad game.

2.5 out of 5 stars (2.5 / 5)
Scroll Up