iOS, Android • Onirim is a highly-regarded, fast-playing solo card game by Shadi Torbey and Z-Man Games, and is now a highly-regarded, even faster-playing ideal phone game by Asmodee Digital. Perhaps the easiest single-sentence summary for Stately Play readers is this: Card Crawl is more like Onirim than Card Thief, and this stands as a strong compliment to all three games. Card Crawl gave about as much satisfaction as a turn-based game could offer in such a brief playing time, and Onirim gives us decisions with a similar tactical feel and memory element. Card Thief has much in common with Card Crawl, but Tinytouchtales innovated with it enough that a third game could be more similar to their first outing without being redundant. In other words, Onirim fills the same niche as Card Crawl while still being sufficiently distinct to justify itself.
Tabletop • In the comments following our review of Arkham Horror: The Card Game, there was short discussion of Fantasy Flight‘s recent decision to split their rulebooks into two separate tomes, a Learn to Play guide and a Rules Reference. Victory Point Games has done FFG one better. Actually, four better. That’s right, when you pull the lid off of the latest edition of Dawn of the Zeds you’ll find no less than six rulebooks staring you in the face. Six. If the tech writer at VPG was writing A Song of Ice and Fire the series would have ended back in 2005. I’ll admit, the six manuals seemed like a whole lot of overkill until I actually got this to the table. Dawn of the Zeds can be a massive, complex game if you want it to be, or it can be a simple struggle against invading hordes. Either way, it’s harder than hell and hell of a lot of fun.