Hearthstone Heroes of Warcraft Arrives for Android Tablets

Hearthstone Heroes of Warcraft Arrives for Android Tablets

Dec 15, 2014

Strategy card game Hearthstone Heroes of Warcraft is now available on Android, specifically for devices with a screen size of at least six (6) inches.

The game looks to have players invest in mystical play of spells and battle in a race to beat the game UI or friends in duels.

According to the press release from developer Blizzard Entertainment, the game should be available for players in Australia, Canada and New Zealand via Google Play, and further worldwide release should be coming very soon (on the Amazon Appstore in addition to Google Play).

Blizzard Entertainment Chief Mike Morhaime is excited to have Android users in on the fun. “Hearthstone’s intuitive interface and approachable design make it a perfect fit for tablets, and we’ve put a lot of effort into ensuring players have a great experience on a wide range of Android devices,” he says. “We’re excited to welcome Android players to the Hearthstone community, and we’re looking forward to bringing the game to even more mobile platforms—including phones—in the future.”

Hearthstone Heroes of Warcraft is free to play, with optional in-app content available to purchase.

[Source: Blizzard Press Release]

2K Releases New WWE Themed Card Game On Android

2K Releases New WWE Themed Card Game On Android

Aug 20, 2014

2K let it be known today that a new CCG based on the oiled up, lycra wearing spectacle that is the WWE has been unleashed on Android. Known as WWE Supercard, players can build up a deck of their favorite faces and heels to virtually virtually (geddit?) beat up other player’s stables of superstars. Both exhibition and King of the Ring modes are available. The whole idea sounds strangely awesome, even if the screenshot of two cardboard squares dancing in a ring is just a little goofy.

Players can purchase additional cards of “common” or “epic” rarity for the equivalent of about a dollar, the minimum purchase price is $1.99 and “super rare” cards can be had for $25 a pop.

You can count on Android Rundown to have a review up in the next few days to tell you exactly whenever this is worth tagging in.

Dungeons Of Evilibrium Review

Dungeons Of Evilibrium Review

Jul 30, 2014

Dungeons of Evilibrium is part exploration, part card battler. Players select a dungeon to enter and begin with the entire area covered with tiles. Tapping a tile removes it and reveals whatever is underneath. This may be money, a chest with an item or a battle. Money and items are used to evolve creatures. Once the player finds the exit they proceed to the next dungeon. This part of Dungeons Of Evilibrium isn’t particularly interesting. Since there is nothing to see in dungeons but random objects that block the player’s path, monsters and chests any excitement to discover the unknown is lost.

Screenshot_2014-07-23-19-49-36Like most games of this type cards can be evolved to strengthen them. This requires certain items and these can be found either by randomly finding them in chests or buying them from the in-game shop using gems, the premium currency. Cards also level up slowly, but this only adds a minuscule amount to their strength.

Dungeons Of Evilibrium’s combat is completely random and doesn’t involve the player at all, save for selecting a target at the start of the battle. Creatures take turns attacking each other depending on their speed and their skills activate (or not) purely by chance. Battles are generally either very easy for the player’s team to beat or impossibly hard.

Screenshot_2014-07-23-20-28-23Since the player has no control over battle and evolving creatures is also completely down to luck, due to items being randomly found, there is no reliable way for the player to strengthen their party. Unfair, impossible to win battles also pop up seemingly at random, which feature much stronger enemies. These battles exist apparently to force the player to use gems to revive their creatures at periodic intervals.

Enemies that are defeated have a chance of being captured. Not only is there only a small chance of a creature being capturable, there is only a small chance of actually capturing the creature unless the player – again – pays gems. A normal capture attempt still costs money and has a small 35% or so chance to get the creature. Getting any creature to even a halfway useful state will require buying gems as well, without enormous amounts of grinding.

Dungeons of Evilibrium doesn’t look good. About the only interesting part of the game is the way cards change as they are evolved. Small cats suddenly transform into panthers and snakes evolve into mini dragons. Combat is a very dull affair involving sprites sliding into each other and the dungeon itself lacks any interesting design.

Dungeons Of Evilibrium is unlikely to last players long. The core idea just isn’t very interesting and the game either plays itself or forces the player to fight unwinnable battles.

Dungeons Of Evilibrium is an extremely disappointing game. It is not enjoyable to play, lacks any interesting gameplay and is loaded with annoying freemium elements. There are far, far more enjoyable card battlers on Android. For a good simple RPG with autocombat try Heroes of Atlan. for card combat try Deadman’s Cross.

Card City Nights Review

Card City Nights Review

Mar 17, 2014

Card City Nights couples some Magic: The Gathering type gameplay with some of the oddest artwork yet seen on Android. Does it succeed?

Card City Nights has plenty of depth. Players take turns placing cards with varying numbers of arrows on their sides onto the board. Matching up three cards so all their arrows are connected forms a combo. Depending on what sort of cards are matched, the result might be an attack on an enemy’s life points or healing your own. Attacks can also disable an enemy’s card, rendering it useless or revive one of your own disabled cards, depending on what you match.

Screenshot_2014-03-17-03-54-59This already interesting gameplay is reinforced with a multitude of different card effects. Some cards might rotate or move themselves around the board each turn, or do extra damage when used in an attack Often the more powerful cards have quirks that make them more difficult to use and working around these effects is fun and strategic. Earning new cards is simple as well. For each opponent there is usually a weaker, easier opponent nearby who hands over booster packs of cards every time you defeat them. This makes building a good deck an easy, but skill based process.

Screenshot_2014-03-17-03-55-44Card City Nights is just packed with personality. There are an endless procession of amusing characters like suited turnips and drunk foxes with silly decks and amusing strategies to defeat and the dialogue manages to be insane and clever at the same time. The playing cards themselves constantly reference other games by the developer and there are heaps of imaginative and hilarious ones. Especially amusing was the appearance of the Frog Guard from Ittle Dew who actually moves up and down the board in card form just like the guard did in that game.

Card City Nights has excellent graphics. Best described as a mix between Mambo and Ren and Stimpy, the game looks fantastic with heaps of great little touches and funny artwork. Great stuff.

Soundwise the game is a lot simpler. Lacking voicework, most of the game is made up of inoffensive music and a few bangs and paper-y sounds. More could have been done with the sound.

Card City Nights is not an easy game. Making up several decks to deal with certain opponents will be all but required such as heavy attacking decks for more aggressive opponents. The game has no in app purchases whatsoever so winning games is all about skill and earning better cards. This is extraordinarily refreshing after the recent glut of obnoxious freemium games.

On the downside the interface can be a bit messy at times. while the button based interface for talking and the like is fine switching cards in and our of your deck is a bit clumsy and some filters for certain arrow combinations would be nice.

Card City Nights is an inventive, laugh a minute game full of great art, funny characters and compelling strategic action. For the price it is a must buy for any card game or strategy fan.

Deadman’s Cross Review

Deadman’s Cross Review

Mar 11, 2014

The best thing about Deadman’s Cross is that it takes a complete left turn from the standard card game RPG by adding in varied gaming styles that have never before been seen together.

The basic idea in Deadman’s Cross is that the world has ended and the few survivors left after the zombie apocalypse use teams of zombies, known as Deadmen, to defend themselves. These deadmen need to be hunted down to be added to the army and taken care of to grow in strength.

Screenshot_2014-03-05-20-25-34This boils down to a very familiar deck like interface in which each zombie the player owns is a card. The standard options for boosting a card’s strength by absorbing other cards are there and at certain levels cards can be fused together to create stronger versions.

What differs from other card games is how these zombies are acquired. The player literally has to take a rifle and go out to hunt down new Deadmen for their army. Using a first person shooter interface, the player snipes the Deadmen. Every one killed is added to their deck and timing shots results in one hit kills. A 60 second time limit necessitates quick shooting. Hunting requires Hunter’s Permits, which are handed out regularly as rewards for job competition.

Jobs are like mini missions that form the game’s story. A job typically involves going to an area where a first person interface is again used. The player walks along fighting zombies, grabbing items and searching rooms until the items are found that are needed for the mission.

Mission rewards are pretty good too, with large wads of hardware and items up for grabs. Some good dialogue sequences during missions add some much needed personality to the proceedings. This story heavy approach gives the payer more incentive to work their way through the game compared to other card RPGs.

Screenshot_2014-03-10-16-28-13Unfortunately some annoying freemiuem features mar the game more than little. The energy system in particular is irritating. During a mission a stamina count decreases as the player walks. When it depletes, which is almost always before the mission ends, the player can do nothing but either use an Energy Drink, which costs 100 Deadman Coins for one or just wait the better part of a day for their energy to restore to maximum. This is extremely annoying in such a story based game. Hunting is affected as well. A large amount of Deadman Coins buys 60 seconds of elite hunting, where much more powerful and rare deadmen appear.

Deadman’s Cross looks good. Some really imaginative card designs make battles fun. Building an army of strippers, bicycle couriers and mutated animals adds some flair. The interface is good too. As expected of a Square-Enix game the music is good stuff. Some atmospheric exploration themes accompany jobs and some pumping battle tunes play in battle.

Deadman’s Cross is hobbled slightly by freemium features, but its distinct meshing of gameplay styles and its sharp presentation make it an interesting game to be sure.

Sony Releases Suits And Swords, An Action Card Game

Sony Releases Suits And Swords, An Action Card Game

Jan 28, 2014

Suits and Swords 3

In an unusual move, Sony has released an original, free-to-play IP that combines fantasy RPG with a game of Blackjack. There are various monsters, tons of equipment, and a story to enrich the gameplay. Suits And Swords can be downloaded for free from here: Suits And Swords on Google Play.

Kilka Card Gods Review

Kilka Card Gods Review

Oct 21, 2013

Kilka Card Gods is a puzzle game with cards, and is quite different from the others like it. Usually, the words “puzzle game with cards” mean something very unoriginal and filled with in-app transactions, but not this time. Although it’s not quite perfect, Kilka Card Gods has a very interesting concept, and a fair, if ad-riddled, gameplay. It’s free-to-play status is mostly sustained by the ads that pop up here and there, and although they are quite annoying, the levels required some skills, and not a bank account to complete.

The story in Kilka Card Gods is somewhat bizarre. The hero is Yupanki, a world champion in Kilka. To spare some confusion, Kilka is actually the name of the card puzzle that the game is about. So, as a world champion, instead of getting dough and swag all around, Yupanki has to guard some stupid stone structure that grants its user awesome card-related superpowers. But the first day on the job goes sour, as the slabs that make up the doodad get stolen by none others than card gods themselves. The question of whether or not the doodad should actually belong to them in the first place, is left unanswered. In any case, it’s his, and our, job now to retrieve them by defeating the gods in the game of Kilka.

Kilka Card Gods 3In Kilka, there’s a tiled play field with card suits drawn on them, a number of different card values for every column and row on the field, and a number of cards on the right. The player needs to fill the field with given cards, placing cards with correct suit and value on the positions. A time limit signifies how many stars the player gets for completing the level, with right answers and combos adding bonus time, and wrong placements subtracting from it. Certain card gods also have special powers that influence the playfield, while the player can activate hints and various powers to help himself. As difficult as Kilka Card Gods can become, with more and more fields and cards required to complete, I managed to solve every puzzle for at least two stars, so I think it’s possible to complete it all by yourself. It doesn’t mean that there are no issues, as every level has only one solution, for example, and you can still get penalized if the placed card seems to match all requirements.

To wrap up, I found Kilka Card Gods pretty interesting. It’s a fresh concept, and there are no visible problems to spoil it. It’s a fine puzzle, for the people who like Sudoku and half-naked Mayan gods.

Supreme Heroes: Card RPG Review

Supreme Heroes: Card RPG Review

Sep 30, 2013

Have you ever wanted to be a superhero? Dashing in to rescue innocents and thwart evil in the nick of time? If so, you’re in luck as EA has released Supreme Heroes, a card based RPG that casts you as an up and coming hero ready to join the big leagues.

You begin Supreme Heroes by creating your hero. Once you’ve dressed him in Screenshot_2013-09-30-14-07-53something more heroic than the starting track pants, you’ll be able to start mutating abilities.

Everything in Supreme Heroes is signified by cards. When you want to teach your hero a new ability you buy a card pack and hope you’ll get an ability card. While there are many different abilities, they aren’t unique, and they don’t really serve much of a purpose.

Ability cards, despite their fancy flavour text and images simply boost your stats by a certain amount in combat. There are no elements to think about or debuffs or anything you might expect an RPG to have. This is a real let down considering how cool a lot of the abilities sound. It’s worth playing the game just to read some of the amusing descriptions of your abilities.

Screenshot_2013-09-29-15-39-41When in battle the amount of cards you can use to boost your stats is capped. To get around this cap you can mutate abilities. Mutating is essentially fusing two abilities together to make a different, hopefully stronger one or fusing several ability cards of the same type together to make the effects stronger. Fusing the cards means that you need fewer cards to achieve the same or better effect, so you can stay under your hero’s card cap.

You can also gain new pieces of equipment for your hero. These range from magic rings to different sets of arms and legs. Like abilities they only boost your stats and do not affect battle otherwise.

Lamentably all this neat stats boosting proves to be for nothing when you realize how exceedingly dull the rest of the game is.

Supreme Heroes sets up missions for your character to complete, such as defusing Screenshot_2013-09-29-09-28-39a bomb, fighting a rival hero or stopping a robbery. Too bad you never actually do any of these things, Missions consist of tapping on a button while you increment a bar that shows your progress in the mission. There is no skill or strategy involved. It hardly qualifies as gameplay. The only fun part of the missions is the story that goes with them as you get plenty of background on what happens before and after missions.

During a few missions you will also enter 1 on 1 combat with other heroes or villains. Unfortunately the combat is just as dull as the missions. You simply watch as two sprites take turns trying to hit each other, complete with corny 50’s style “pow” and “wham” sound effects. The one with the best stats will nearly always win and there is just no fun to be had in this mode.

Graphically SH is quite unimpressive. The game goes for a comic book look with 2d drawings and such, but the art is not very good and a lot of the heroes you fight are more than a little silly looking. The game’s interface is tolerable.

Soundwise the game is nearly non-existent. Generic heroic music plays throughout the game and the only other sounds in game are beeps and thuds during combat and fusing cards. Very underwhelming to say the least.

Supreme Heroes is certainly not worth playing, besides maybe to read the ability descriptions and the game’s story. The lack of actual gameplay in the game and the pervasive In app purchases really make it a game best avoided.

4 Thrones Review

4 Thrones Review

Sep 9, 2013

It’s a wonder to stumble upon a fresh solitaire game – not because they’re not being made, but because they’re largely lost in the torrent of remakes of solitaires from Windows 98. 4 Thrones isn’t really revolutionizing the world of solitaire, sure, but manages to be at the same time fresh and familiar. Perhaps, it has to do with the fact that the game is flipping simple. It’s also the main issue, as it only has so many mechanics. The core gameplay is very easy to understand and predict, so it’s not really challenging after about an hour of gameplay. But then again, so are the rest of solitaires, so I don’t think that it’s that big of a problem.

4 Thrones 34 Thrones has outlines that are very similar to Freecell. There are four positions that should be filled with cards, and a deck, where the cards are taken from at random, one by one. Unlike Freecell, there are no other positions, and cards don’t have to belong to the same suit in order to fit – the cards should just be put in an ascending order – from 2 to 10 to Ace. Aces are the highest and lowest-ranking cards at the same time, so when an ace is placed, it can be covered by a card of any value. Highest-ranking cards are also special, because they can be covered by any card of lower value, belonging to a specific suit. There are three different game modes – single deck, which I think is self-descriptive, endless, which has an unending supply of cards, and Kings, which is similar to endless, but the main goal is to place as many kings as possible.

I think it’s understandable that 4 Thrones is very simple. The style, the gameplay and the controls are as minimalistic as possible, and the game is simpler than a PowerPoint presentation in a Friday meeting. It’s not shiny, but it does have some steam, and for the fans of solitaires, it’s a fine entertainment that doesn’t spend any second on tinseling around.