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Subject: User Review
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John Goodenough
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Game Designer
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04
Blend a simple miniatures game like Frag with cool card combos like Magic the Gathering and you have Strange Synergy. My friend is a big super hero fan and ex-HeroClix addict. Since Strange Synergy is a boxed set that contains everything you need to play it seemed like a safe buy. After turning on the Superman soundtrack and figuring out which group of warriors were the good guys or bad guys (are Mad Scientists more evil than Orcs?) we were ready to play!

You begin the game with a team of 3 warriors. A deck of 100 Power Cards is shuffled and you're dealt 9 cards to distribute equally to your warriors. Each Power has different strength, weakness, and abilities. There are six categories of Powers, including Gadgets, Bio-Mods, Skills, Mutations, Super-Powers, and Magic. The power types are Move, Strike, Defense, or Special. There is a color-coded frame on top of each card which makes it easy to recognize which type of warrior you're creating. If you have a lot of red cards for example, you're creating a heavy hitter that does mega damage. If a warrior has a lot of blue cards, he is specializing in movement which is useful when you capture an opponent's flag.

Strike powers can do either Hard, Sharp, Energy, Mental damage, or sometimes a combination of two types. There are several ranged powers like the Rifle, Psychic Blast, or Zorch Ball. Some of the more interesting and bizarre ways of causing pain include the Krypto-Curse, Wake the Dead to attack your opponent with a legion of zombies, or by Desecrating your opponent's base and make him "take 1 point of Mental damage from the shock and horror of seeing you there".
If you just want to annoy your opponent you can Freeze him in place, steal his gizmos with Magnetism, or turn Invisible and become virtually immune to attack.

There's also several creative ways of building up a character's defense like Acrobatic Evasion, Stunning Beauty, or Living Statue. If you have the Stupid power you become immune to Mental damage. Intelligence makes you immune to 1 damage type per turn. The card even says you can become Stupid AND Intelligent at the same time, thus preventing Mental and one other type of damage (they don't call it Strange Synergy for nothing). Some defensive powers can be used offensively like Smoke Bombs or Electro Zap.

Customizing your warriors is the real trick of the game since each player is trying to maximize their powers by combining them with other abilities. This is the most creative and strategic aspect to the game (and the most fun IMHO). After a quick look through the cards it seemed like there were some possibilities for broken combos but what are the odds of that happening right? :)
Apparently, the odds are VERY likely. Out of the three games we played, 2 ended in an unbeatable stalemate situation and the third involved such rules bickering that we ended the game early. I'll explain what happened in those games below but let's finish with the rules first.

After you assign your Power cards, you place your warriors on the board and begin to battle! On your turn, each of your warriors takes a turn. They can perform one strike and one move in any order. You can move up to two spaces orthogonally unless a special power modifies this. Obstacles and other warriors can hinder your movement but also provide cover from ranged attacks. But watch out for Knockback damage since it can hurt you even more if you bump into obstacles.

Each warrior can make one strike per turn. Melee attacks must be made in adjacent, non-diagonal spaces. Most Strikes require a D6 die roll to succeed. Each warrior has a basic strike that does 1 point of Hard damage with a successful die roll of 4 or higher. This is a very weak attack compared to most of the Strike power cards and is usually used only as a last resort. When a warrior takes enough damage to reduce its hits to zero, it dies and drops all of its Gadgets. This creates a treasure horde for other warriors to pick up.

In addition to your Power Cards, each of the four superhero teams has a permanent special ability. The Orcs start with 7 hits instead of the normal 6, Goths do 2 hits of damage from a basic strike, Cats have +1 movement unless they're carrying gadgets, and Mad Scientists may carry any number of gadgets instead of the normal limit of 3.

Basic combat is simple but can become rather complicated since several super powers modify the rules. The combat in Strange Synergy is very tactical and reminds me of HeroClix since it requires so many abilities comboing off other powers. There is such a large variety of super powers that you're not only comboing a character's abilities, but also comboing abilities from one character with powers from a different character. The person that runs around making straightforward attacks will not last very long in this game. It also requires you to carefully read all of your opponent's cards and constantly cross reference them with yours. Several powers are Secret and let you keep the card hidden until you use its ability. More often then not, a seemingly weak warrior becomes a major powerhouse with his hidden combo. This makes determining the real threats very tentative indeed!

You can win by either destroying all of your opponent's warriors, or by returning your flag and an opponent's flag back to your base. Sound pretty cool so far? Well, it is until you start running into rule conflicts and broken card combos.

Our first game featured a character with the Intangibility, Zorch Ball, and Tremor power. Intangibility is an automatic defense that makes your character immune to all Hard, Sharp, and Energy damage. Unfortunately the only character with a Mental strike died early which left the Intangible character totally invulnerable.

When you're Intangible you can't make any Hard, Sharp, or Energy attacks. This means that his Zorch Ball and even basic attack becomes useless since it's Hard damage. Now there's no way to kill the Intangible character and no way for him to attack! Sound like a stalemate situation? We thought so until one opponent had the idea of killing him with Glue. If a character can't move or strike for 3 turns in a row, he becomes Neutralized and dies. The Glue power allows you to hold a character in place with a die roll of 4 or more. So all you need to do is get lucky and Glue the Intangible character in place for 3 turns, right? This almost worked until the Intangible character used his Tremor ability. Tremor is a Super-Power Strike which makes everyone but yourself move in a random direction. Since it doesn't cause ANY damage it is a perfectly legal Strike even when you're Intangible. When the Neutralizing strategy became utterly useless the game really did become an stalemate (the worst possible thing to happen in any game) and both players conceded.

Intangibility seemed way too powerful so I looked through the deck to find other cards that might balance it out. To my dismay, I found even worse combos which could make a character completely invulnerable from EVERY type of damage. Such combos included mixing Intangibility with the Mirror, Stupid, Robot Body, Anti-Magic Aura, or Reaction power.

The next game ended with a similar stalemate situation. One of the cat characters had the Invisibility, Voodoo, and Healer power. Voodoo is an automatic ability that allows you to change any die roll by +1 or -1 but costs you 1 hit. Each time the cat used Voodoo, she would just use the Healer ability and gain the life back. When all the other cat characters were killed she quickly turned Invisible and took the flag her opponent needed to win. Her opponent's characters had the Pistol and Electo Zap power and proceeded to fire randomly in a vain attempt to hit something. This game dragged on until they realized how futile it was and finally conceded. Even if they got a lucky shot, which isn't easy with her Voodoo's -1 from a die roll ability, the cat could quickly restore her lives with the Healer power anyway.

The 3rd game almost came to blows when an orc character had the Teleportation, Minotaur, and The Moves power. Teleportation allows you to "move any number of squares in a straight line" and you can even ignore any obstacles in your path. Combine this with The Moves that allows you to take one extra move each turn and you can Teleport anywhere on the board! The Minotaur power lets you strike characters by moving into the same space and butting them. This does Hard damage equal to the spaces you moved in a straight line before hitting him. Basic characters have 6 life points so it's not too hard to Teleport at least 6 spaces and kill them. If this still isn't enough, the Minotaur's attack also does knock-back damage.

This lead to a heated debate since the Teleportation card says you ARE technically moving, you just "are not actually passing through those squares". The argument was intense enough to make both of the other players vow to never play the game again. It also scared everyone else away from even trying the game again. This is a real shame since I'd like to play a couple more games to redeem its reputation. Unfortunately, I doubt I'll be able to convince anyone to give it another chance until Steve Jackson posts some serious errata.

Besides the HeroClix fans in our group, most people had little interest in Strange Synergy. The hard-core miniature gamers were turned off by the combat's lack of strategic depth. The CCG gamers were turned off since only a fraction of the game involves customizing your warriors. Most of the CCG gamers I know like tweaking their decks more than actually playing them. And playing the game is merely a way of testing their deck for further tweaking. You could increase your options by dealing out more cards and choosing 9 of them, but this was still not enough to attract their attention.

If I had to rate Strange Synergy I'd give it 6 out of 10 stars. It's a cool concept but lacks any hint of game balance other than everyone ganging up on to take down the toughest warrior. Since there's no casting cost or upkeep, each of the card's power level is dependent on combos. Having an Anti-Magic Aura is completely useless if no one else has any Magic powers, while a card like Mind Control is totally devastating and even more dangerous with combos like the Enhancer Helmet or Sorcery.

I'm a fan of Phil Foglio and was very disappointed that he only made 12 pieces of art for the warrior cards. That's a total of 13 illustrations if you include the box cover. Even smaller companies like Z-Man games manages to scrounge up art for their cards. The components are on high quality paper stock but 100 cards and a handful of counter cut-outs seems a bit steep for $30. Strange Synergy can be a fun game if you don't take it too seriously. I would keep this far away from the reach of any hard-core gamer unless you're just looking for a fight.
Brian Stormont
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0406
Re:User Review
Hi John,

Sorry to hear you didn't enjoy your playings of the game. Based on your description of play, it looks like a few of the powers were misplayed which may have lead to some of the problems. Here are some clarifications:

1) The "neutralized" warriors check is only done to determine if a game is won. If *all* of your opponents are neutralized (i.e. they all have not been able to move or strike for three turns in a row), then you win. This is not meant to imply that at any point in the game any warrior immediately dies if it hasn't been able to move or strike for three turns in a row. The "neutralized" check is only meant to be done to see if the game is completely won. If it is not won, the warriors that are currently neutralized remain in play.

2) The Intagibility power specifically gives you the ability to return to tangible form, so your Intangible warrior would have still been able to have means to attack. You are not required to remain intangible for the remainder of the game.

3) While it is possible, as you mention, to combine Intangibility with a few other powers to give a warrior that might be invulnerable to all types of damage - as you point out, such a warrior would not be able to cause any damage either, so in the long term this wouldn't be the best strategy to choose if you want to win a game. Similarly, in any combat-style game (such as Hero-Clix) you could choose to just run around in circles avoiding an enemy for the whole game. You'll never die, but the game won't be very interesting either - some sort of conflict needs to occur.

4) Regarding the issue you said that almost came to blows - this, I'm sad to say, appears to be the result of the wording on a card being slightly altered by SJ Games in the final edition and I didn't catch it. Combining Minotaur and Teleportation should not give any damage bonus. The Minotaur damage should be based on the number of spaces the warrior *physically* passed through in a straight line. The Teleportation card states that you are not passing through the squares. The phrase "actually passed through" was the original wording on the Minotour card. Unfortunately, it appears an editor changed the wording in the final edition of the game so the Minotaur card is now ambiguous. The phrase now used is "the number of squares that you moved in a straight line". It really should be, the "the number of squares you passed through in a straight line". I'll make sure this information is added to any FAQ for the game.

Again, it's unfortunate that you did not enjoy the game due to these situations. Hopefully this helps clarify some of the issues you encountered. The game is intended to be a light "beer-n-pretzels" game (at least, that's how I view it). It will definitely be unbalanced and chaotic, and as such, it will not meet everyone's tastes in a game. But, the chaotic element was intended as part of the fun. Some games you may find yourself struggling to overcome an aparantly unbeatable opponent, and those times when you can pull it off are hopefully that much more satisfying.

If you have any other feedback or questions on the game, feel free to contact me. It's always great to hear what people think of the game, whether it be positive or negative.

Cheers,
Brian
Jeff Wood
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060708
Re:User Review
MostTornBrain (#19600),

Actually, I have used the Teleportation and Minotaur combination as doing damage for the squares moved in a straight line. I didn't find this needed fixing. Yes, it does major damage in the right circumstance, but then, so do most of the cards (Oh pitiful Scientists of mine, *entire* team blown away by one Grenade because I foolishly stood them together) in one manner or another. Ex. A Goth with both strength multipliers does 12 damage per strike...fearsome. Now add Jet Skates. ;)

For the game with the invisible cat, I am suprised they ended it that early. Two warriors can box in an invisible opponent, not only by moving into potential squares to try and bump, but by striking other squares to limit the possibilities. Also, since a flag counts as a gadget, the invisible cat would be limited to the two-space limit. :D Result: dead kitty and game over.

Yes, the game has power-combos, but this applies to every team. I really haven't seen that much to change except clarification of dropped objects in other objects. Example: the Intangiable warrior walks into the pyrimid and drops the team flag.


John Goodenough
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Game Designer
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04
Re:User Review
MostTornBrain (#19600),

Hey Brian,

I apologize for the incorrect wording of neutralized characters. I was referring our game where a player had only one warrior left. If his only warrior is neutralized, the player (not the warrior) "dies" and loses the game.

We were aware that you can revert back to your tangible form. In that situation however, it would have been suicide since his opponents were pumped up with heavy Strike and Defense powers. The character COULD have turned off the Intangibility power, but it would have most assuredly cost him the game so there was no incentive to do so (unless he wanted to mercifully end the game). Instead, he ran around flaunting the flag and pointing out the fact that there was nothing his opponent could do to stop him. I should also point out that the reason our last game almost came to blows was because this very gamer was the one who disputed that the Minotaur could not use his Teleport ability for extra damage. Apparently he was correct, but it doesn't help when he gets such an evil delight in twisting the rules to his favor AND topping it off with a maniacal BWAAHAHAHA!!!

Don't get me wrong, I look forward to playing SS again. That's why I said that you will have fun IF you don't take the game too seriously. Unfortunately, that's the major problem since most people in our group are veteran gamers. Beer-n-pretzel games are a welcome filler between "serious" strategy games but are only if they last 20-30 minutes. Even the 2 games we didn't finish went well past the 2 hour mark.

I don't mean to criticize your game but I just want players to know what to expect so it can hopefully prevent hurt feelings. If you expect to play a "broken" game then you have to expect some bizarre and devastating combos to occur. I actually liked the over-powered aspect of the game. If an opponent has the creativity to build the most powerful superhero in the universe, I applaud his ingenuity and quickly get the snot beat out of me. The only problem I have is when characters become untouchable by combing powers like Intangibility and Invisibility. Stalemate situations like the ones listed above could easily be prevented if warriors couldn't carry Flags when they're Intangible or Invisible.

In all fairness, I would MUCH rather play Strange Synergy than HeroClix. I quit playing HC because there was way too much metagame. I prefer to play big brutes and built a Hulk team. My opponent has a bunch of snipers and uses flying characters to transport them to safety as soon as I get into smashing range. Now I have to include a flyer for quick transport, so he includes a character that can create Barriers to stop my flyer, so add a character that cancels his psychic barrier ability, etc.
When you only play regularly against one opponent it just turns into a guessing game of which abilities he is going to use. Basically, the metagame turns into a costly and time consuming version of paper-rock-scissors. Strange Synergy prevents this problem by dealing out cards randomly.

My only major disappointment with the game was the lack of artwork, but that's mostly a personal preference anyway. I am getting a lot of enjoyment out shuffling the power cards and creating random teams without actually playing the game. Strange Synergy can be fun just as an experiment in interacting mechanics. I even found some interesting ways of killing an Intangible warrior:

1. Get the Intangible warrior to move into an obstacle with Bewilder or Tremor, then use Mind Control or Confuse to cancel the Intangible power.

2. Mind Control the Intangible warrior and then Life Transfer his remaining hit points.
Brian Stormont
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0406
Re:User Review
Hi John,

I like your suggested work-around regarding the Intangible and Invisible powers leading to a stalemate. I'm thinking of a slight variation on your idea for those who don't like potential stalemates. While intangible, you cannot carry gadgets. As for invisibility, add a rule that the flag always remains visible, so if you are carrying it, people will know where you are. Or, perhaps all gadgets remain visible.

I'll discuss with Mark & Steve to see if they agree about adding this to the offical FAQ as a variant. (The FAQ doesn't exist yet. I'm currently compiling a list of common issues/questions that I've seen posted in various forums.)

Regarding the lack of art work, I have to agree. I, too, was disappointed when I learned there wasn't going to be more art. I love Phil Foglio's work, and am extremely happy he was asked to do the art for this game. I just wish there was more of it.

Nice ideas on how to combat an Intagible warrior. I once played a game where I had what I thought was an unbeatable combo - Intangible and Robot Body. This warrior was immune to every damage type. Unbeknowst to be, another player had Trade, which doesn't cause any damage and so could be used against me.

Thanks again for all your feedback. It is greatly appreciated.
- -
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Re:User Review
I played a game of Strange Synergy last night and ended up having the same problem. It was a lot of fun, but I agree with your frustration at the broken combos and how much the luck of the draw in the beginning either made or broke your game. I had a character with intangibility and stupid--in other words, immune to all types of damage. (There were no mind control or confusing attacks in the game, so there was no counter available).

After some consulting the rules and the cards, we decided that there was nothing in the rules saying I couldn't pick up the flags while being intangible. It cost a strike, but didn't do any damage, so it wasn't prohibited by the intangibility card. I leisurely picked up the two flags I needed and walked back to my base for the munchkinly win.

I'm considering next time I play as a house rule to draw face-up all (or most) of the powers that would have been distributed out to the players and then by some method auctioning them off. I'm not sure how that would work quickly and enjoyably, but I'm sure it could be done. That way players could get powers they liked, have some guarantee not to be completely screwed over, all while having an ability to collectively stop broken combos from happening by everyone bidding against a player trying to create one.
niels s
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Re:User Review
Game Geek (#19527),

How about making the flag always available for attack? The flag should always be visible and physicle, can be hit at +1 penalty(5+ for normal strike), is indestructable, and damage dealt is the number of squares it is knocked back(1 square with a normal attack).
This way an invisible warrior can be very susceptible to attack when carrying a flag. Stupid and intangible warriors are still invulnerable, but should have trouble keeping hold of their flags.

I've just bought this game last weekend, and will be trying it next weekend with our gaming group. I'll make sure to take this problem into account.
temp id
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Re:User Review -- BS!
I love this game. I've played it on 4 occasions with different groups of friends. They all liked it & wanted to play another round w/different powers.

All your complaint points are true...
But the best part of the game is

IT IS A STRATEGY GAME
IT IS A (potentially) UNBALANCED STRATEGY GAME
IT USES SECRECY TO (possibly) MESS UP 'BROKEN COMBOS'

While YES, it's certainly dissapointing when you've just made a super team & before you do anything, someone runs out on jet skates & living bombs your team, it's also
COOL! :D

And the fact that you could have a statue (or peaceful)/two headed/mind control is also great. Or invisible/evil eye/sorcery, and so on.

But the GREAT part of a game like that is when the non-"broken combo" person beats the death combo player. That's when strategy has beat out pure muscle. While it's not the rule, in games or life, it does happen.

Then again, a lot of strategy in this game is when to reveal a secret power. Another good idea is to 'hide a character' or leave them behind. While they MAY be useless, or they may be a good character, you might be able to run in AFTER everyone else has crippled eachother & win.

I understand there are deadly combos in the game -- and there was Superman in the Justice League. Did you ever hear Batman whine about Superman? But, in a more recent issue by Bill Miller, Batman rigged up a super-suit that had kryptonite in it & he beat down Superman.

Your brains have to be the kryptonite that smacks down the teleporting minotaur.

You can do it. I did it. Work that muscle!

PEACE (in the real world)
REkz
temp id
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Re:negative User Review -- disagree
In argument w/6 out of 10 for this game: I love SS. I'm a huge Wiz War fan b/c of the unpredictability of a game, and I see SS sharing an issue of "control" with Wiz War (although SS is much LESS out of control than Wiz War).

My suggestion to you on the issue of posting complex errata on flags & gadgets, and so on: Gadgets & Flags work fine as is now.
If you MUST post new rules, please post as OPTIONAL rulings & not errata.

One thing that people w/o a lot of strategic brain figure out quickly in your game is, "If I get card X & card Y, I get a real superdude!" But, so what? That's fine.

Even a lame Invisible dude with Judo is fine. It's funny, it's fun. Who cares? Call a stalemate, it's not the end of the world. Live with it, it's just ONE game & it's "just a game" anyway...

But I'd suggest NOT changing gadgets & flags rules much at all. I DO think Robots & perhaps mad scientists should have somewhat different gadget rules, like Robot bodies CAN'T drop gadgets, and Mad Scientists can pick up ALL items with one strike (or something like that).

I think your rules are surprisingly well-balanced considering how much chaos can come on the board. There are relatively few 'first turn kill the whole team' combos in ONE character. There ARE several for whole team interaction, but that's good.
And there are many built-in defenses that would allow a defender to resist.

So that's my 2 cents on the subject.

And please, if you write me back please email rekz@yahoo.com & not just lordbuddha@hotmail.com <-- I NEVER use that address. ;)

Also, I just put up a harsh response to sjgames for the online (lack of) support for Strange Synergy. I think AT LEAST they could put up:
a) some alternative teams for the extra bases (pics & powers)
b) some other game designs (ie 8 teams of 2 players)
c) NEW BOARDS (!!!!)
d) more alternative rules for the game, like "tag" or something

PEACE

REkz
John Goodenough
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Game Designer
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Re:User Review -- BS!
tempid (#25184),
UPDATE:

It's been almost a year since I posted this review and even managed to play a few more games since then.

I have learned that my enjoyment of Strange Synergy depends more on the PEOPLE that you play with than the game itself. This isn't necessarily a bad thing and there's a bunch of great games that only work well with certain type of gamers (just check out my "it's not the game it's who you play with" Geeklist).

Strange Synergy is for gamers who want to play a light game full of chaos and excitement. This game does not work well with rules lawyers, power gamers, munchkins, and any other type of gamer that focus on exploiting the rules or insisting on playing to the letter of the law.

As long as players cordially agree not to make totally invulnerable combos, combos that don't do anything except annoy people, "sharp shooter" combos, etc...

Basically, Strange Synergy can a fun and fast gaming experience as long as players agree to make reasonably powerful characters so you can all jump into the fray as soon as possible. This honor system dramatically speed up our playing time and eliminated most of the rules loopholes that tend to pop up. Some of our game were as short as 30 mins to an hour.

The point I'm trying to make is that you'll want to consider what type of gamers you plan on playing SS with. Despite Temp Id's claim of being a STRATEGY GAME, strategy gamers will probably hate it and ruin your playing experience (something I learned the hard way). SS can be a great game for beer-&-pretzel fans though.

Happy gaming :)