
Goblins Inc., designed by Filip Neduk, is a game where the players are goblins building a doomsday machine out of tiles each round and then using the machine’s weapons to try to destroy their opponents’ machine, all while their opponents are trying to do the same thing to them. The descriptions of these prototypes are provided with the permission of CGE and the photographs below were kindly provided by Petr Murmak of CGE. The Dungeon Lords expansion is being designed by Vlaada Chvatil of course, but the other three are by designers new to the CGE fold. However, please keep in mind that these games are works in progress and most everything about them is subject to change, including the names. The current working titles for these games are: Goblins Inc., Mayan Ages, Steamferno, and Dungeon Lords: The New Paladins. I’m here to report on these upcoming games from CGE, with some guest reporting by Mark Jackson and the rest of the OG gang. Far from resting on their laurels, CGE recently demoed four brand new prototypes, three of which are notably by new designers. Last year around this time I had the opportunity to try out five prototypes by Vlaada Chvatil and Vladimir Suchy, which I reported back on here. Czech Games Edition is hard at work on a crop of promising new prototypes. All the while we're each allowed our own opinion, that being said this is my own.The Czechs are at it again. I'm not trying to rip on you, merely pointing out that there are countless aspects to consider when forming an opinion on something as potentially immersive as a game. Some of the most ambitious games have been swept under the rug for the stupidest reasons. There was depth in this game's skill/class system I still have only seen dabbled with by comparison a few times at most since back then. if you could do that you'd see what a gem it was, a diamond in the rough due to developers which couldn't even see what they had, if only to clean it up and perfect it, none of which happening was their flaw in turn the game's downfall sadly enough. One of a kind dynamics here, honestly just needed to wade through some atrociously murky waters of that treacherous sewer that ended up being the state of coding to bring it all together. Nether Katal being a sort of alchemy never seen before in games before or since (as far as i'm aware) allowing for the mixing of components to create spells for later use, from everything to summons to damaging spells. Each magic having it's own select type of fuel source for spells as to not interfere with one another.

A class system tied together with 5 different forms of magic & specialties to make one's character truly unique, catering to the player's style of play.


Though lets not forget where it succeeded. that is what makes a game worth someone's time. The game itself what it stood up trying to do, what it brought to the table that was/is standing the test of time as being unique, what it did differently. There are many reasons to think a game is bad, but to think a game is bad simply because it's broken is like saying that someone who is poor is a piece of sh!t because of it. Crosmando: Wow, for once GOG curation is doing something right, considering that Dungeon Lords is one of the worst RPGs ever made.
