Gem Blenders Review

I’ve been keeping an eye on Gem Blenders for the last few years at this point, and my opinions have been a bit mixed at times. I thought it was interesting the first time I played. I was also a bit dismayed last year to learn that they had completely switched their card back, preventing their “alpha” versions of the cards from being played with the modern cards last year.

That said, this year they were offering some free tournaments at PAX with Booster Boxes as the prizes. I’m nothing if not a sucker for cards, so I purchased a starter deck, threw myself into the games, and finally Gem Blenders clicked for me.

Of course, before I talk about that moment where everything clicked, let’s talk about how the rest of the game works.

Starting the Match

Gem Blenders is an indie TCG played between two players. Each player starts with a 50 card deck and 4 heroes. After arranging the heroes, choosing a starting player, and drawing hands of 7 cards, the heroes get flipped up and gameplay starts.

Gameplay Systems

Heroes make up the first part of Gem Blenders’ primary mechanics. They have some abilities, a position on the board, attack and defense stats, and a level. More on levels in a bit.

Of course, those attack and defense stats for starting heroes are almost all zeros, which is why you’ll want to play Blends onto them as quickly as possible. Blends are probably easiest to compare to Pokemon’s evolutions. You place them on top of a hero, and they replace it’s stats and abilities with their vastly more powerful own.

Blends can’t just be played out though. Instead, they can only be played onto heroes with a high enough level, and the correct gems already attached.

Gems serve as the Gem Blenders resource system. They’re played onto heroes, and they’re required for playing blends and activating certain abilities. Only one can be played per turn, and so the choice of which color to play, and what to do is pretty important.

Finally, there are actions cards. Action cards sit in a weird sort of parallel to the rest of the game. You can play any number per turn, but you can’t play more than five per game. Note that I said game, and not match. It’s going to be relevant in a moment.

Winning the Game

A “full” match of Gem Blenders technically consists of 3 games. The first game starts when the match starts, with both players having 20 life. Each turn, a player can choose to attack with their gems, and inflict damage to their opponent equal to each of their front row heroes’ attack minus the defense of the hero that they’re facing. When one player knocks another player down to zero health, the game ends, but the match doesn’t.

Instead, the player whose turn it was immediately ends, both players reset to 20 life, and reset the number of actions they can play, but the board state remains. It’s an interesting twist with some neat implications.

The Moment Things Clicked

I haven’t done a write up on Gem Blenders before because, frankly, I felt underwhelmed the first few times I played. The game felt slow, and a bit grindy with a lot of “draw, go” happening.

It wasn’t until I was playing it for prizes over the weekend that I finally understood what I’d been missing: Gem Blenders is all about knowing your play lines, and being able to forecast what needs to happen so that you can win.

Unlike a lot of Magic or Pokemon, where just slamming cards out will eventually lead to a resolution, playing like that in Gem Blenders will just lead to the game stalling out. Instead, you need to be looking at your hand, figuring out what pieces you need to fetch in order to assemble your deck’s core engine.

Let me give an example.

The deck I played over the PAX East mini-holidays was called Joy Holiday. It contains some cheap two gem blends, and a few more expensive ones. It’s entirely possible to play it in such a way that it gets out a Guard or two, maybe a Frost Herald. But that’s probably not the right choice.

Instead, it’s better to build up a board of Heralds, and use them in combination with Bishops to find the Joy Ringer and Yule Puffer, and combine those two together to either thrash your opponent’s health, or ramp yourself into the stratosphere.

But in order to do that, I had to recognize that this was my plan at the start of the game, and play towards it, instead of just playing cards as they came up.

Overall

There’s a lot of little things about Gem Blenders that are a bit weird. The art style is a mixed bag for a lot of folks I’ve shown the game to, and others don’t really want to play another TCG.

But there are also a lot of fun moments. The game doesn’t lend itself to huge amount of targeted removal, so there’s more of an opportunity to build up an engine and let it rip. And it’s a really fun puzzle to try to build your way out of difficult scenarios, or to make the right calls to keep a game alive.

Gem Blenders isn’t perfect, but it’s a fun sort of imperfect, like a karate fight in slow motion. I don’t think anyone needs to rush out to buy a booster box, but if you see it at a convention, and find yourself a bit put off by the artwork, give it a try anyway.

You might be surprised.

Tournament Arc

Partway through my last game of Tournament Arc, tragedy struck.

Mr. Bear transferred schools and was then immediately hit by a bus.

Obviously, this did not bode well for his odds in the hot dog eating competition (which was ultimately won by Bonk Dents, despite starting the game with most of their bones already broken).

More would be broken later.

Mr. Bear, and one of the folks I was playing with, moments before disaster.

These were just a few of the memorable events from my last game of Tournament Arc. A few other highlights included stacking three athletes on top of each other to make a single, suspiciously larger athlete, and the running favorite turning out to be their own evil clone.

All of which is to say: I like Tournament Arc. And if after reading the rest of this, you like the sounds of it as well, I encourage you to check out the Kickstarter, which will be launching on Tuesday, May 20th.

Tournament Arc is a light party game inspired by sports anime. After drafting a set of athletes, players take turns playing episode cards onto said athletes in attempt to prepare (or perhaps un-prepare them, when you start debuffing other players athletes) for The Big Sports Game.

What is the Big Game? Well, no one knows until partway through training, when the sport card gets flipped up. And even that is no guarantee it’s what they’ll actually be competing in, since some episode cards can change the sport.

This might sound like a bit of a chaotic mess, and honestly, that’s why I love it. The joy of tournament arc is in the incredibly wacky narrative it creates. Did someone make one of their players the coach’s favorite? Arrest the coach! Is one of your players suffering from insecurity? Well, that’s probably why they started doing steroids.

It’s very much a game about the journey, and not the destination. Especially when that journey involves someone being raised by Olympian parents who were also clowns.

I don’t have any real critiques of Tournament Arc. It’s a game about telling goofy anime-style stories, not one about the strategic decisions of running a coal mine in industrial Europe. The game is incredibly funny, the art is wonderfully cute. And it doesn’t play off “that” part of anime. You know. The one that makes you wince.

Tournament Arc is going to launch on Kickstarter on May 20th, 2025. If you like the sound of it, or are looking for a very funny party game, maybe check it out and help push it over the finish line. And if you’re not sure yet, you can learn more about it on the game’s website.

Also, quick shoutout to the folks at Little Creature!

PAX East 2025 – Day Three Quick Thoughts

It’s day three, and I’ve somehow managed to make it to the finals of the Omegathon. That fact is starting to become mildly overwhelming, but for now I’m gonna focus on other things before it becomes all consuming.

Anyway, day three.

I took today pretty slow. After showing up and looking around for a bit, I met up with another friend. I spent some time showing him around the show, and a bunch of the stuff I already liked, meaning I spent less time looking at new things today than I would have otherwise.

Still, before it was time for the Omegathon round of the day, I did get a chance to try out Don’t Wake The Beast and play a bit more Cappy and Tappy. I also played some Dining Deck, a two player co-op prototype deck builder. Dining Deck was interesting, but frankly pretty unpolished. I also played a bit more Re:Match!

And then it was time for the Omegathon. I’ll recount the events in greater detail later, but suffice to say, I’m now in the finals! So in less than 24 hours I’ll either be a champion, or swearing revenge for next year. Either way, it’s been an incredible PAX East, and I’ve had so much fun (and also stress) competing.

After that I got some food, and then finally got a chance to play some two-headed giant with a friend. We did reasonably well, finishing 2-1 overall.

More tomorrow, and Cryptid Commandos for the win!

PAX East 2025 – Day One and Two Quick Thoughts

Long time readers will know that I do daily writeups and wrapups of what I saw, and what I played during conventions. Unfortunately, I’m a bit busier this year than I normally am. So allow me to offer a brief and undetailed account, written in a mild fugue state, just around midnight of day 2.

First up, I’d like to explain the business: I’m competing in this year’s PAX East Omegathon.

Sorry, let me say that again.

I’M IN THE FUCKING OMEGATHON! AND I’VE MADE IT SEMIFINALS (after being carried in F-Zero by my awesome teammate)!

Anyway. More on that post show. But suffice to say: any extra energy has been redirected from writing to the Omegathon for the moment. I still want to document my thoughts, so let’s get started.

Day 1

Day 1 started off with the first round of the Omegathon. More on the full experience post show, but the game was F-Zero X. I practiced a little once I got the game list, but I was still quite bad. Fortunately, my partner practiced a ton. Between my mediocrity, and her excellence, we won our round and advanced.

This was followed by hitting the show floor, and just generally browsing. I’ll be honest, it feels a bit weaker this year. There are a lot of repeats, and also a lot of gaming-adjacent stuff. Chairs, dice (god, so many dice), and not as many games.

I want to make a special callout to Elden Ring Nightreign having this cool-ass inflatable geodesic dome thing that you can go inside and… not the play the game? It wins first prize for “Wow, I wish this was more interesting!” I don’t know why I would want to watch an hour of streamers playing a game that I can’t play, but whatever.

I did get a chance to finally learn and play Crokinole, so that was fun. I don’t know that I can squeeze and entire post out of Crokinole, but I might try since I’ve been playing a lot at the show.

Crokinole was followed by something I’ve been looking forward to for years at this point: A chance to play Re:Match, the new name for Brother Ming’s Sento Fighter. I’m hoping to do a larger writeup on the game post PAX, but for now all I’ll say is that I’m excited.

Finally, there was an opportunity to play in a Starter Deck Gem Blenders tournament. I’ve always had a hard time refining my thoughts on Gem Blenders, and playing a competitive event seemed like good way to grind some more matches. So I did that, got to finals, and split the pool.

Then I played out finals for fun and lost, but it’s okay since I already got half a booster box.

Finally, I went up to the Jonathan Coulton concert. I stayed for the opening set from Paul and Storm, but then decided to go back down the show floor and just relax.

Day 2

I spent most of the morning practicing Push Me Pull You, a game that truly has some of the sound design of all time. After that, and some intense rounds in the Omegathon, my team came out triumphant, leaving me with the rest of the day spend futzing about.

I started my futzing with Crokinole, before moving over to UnPub.

UnPub has been interesting this year. I played a bunch of stuff, but none of it so far was super memorable—except for one thing that was memorable for… less than great reasons. That said, it’s a work in progress. I have nothing to say about an unfinished game anymore then I’d comment publicly on an unfinished painting.

On the flip side, though, I got to play Tournament Arc again! I wrote a bit about this in one of my PAX Unplugged writeups last year. It’s still just as funny and enjoyable as it was then, except now it’s launching a Kickstarter shortly! So more on this one later, but for now just know that it’s good. If you’re at PAX East, you should check it out.

After that enjoyable experience, I tried to sign up for some 2-Headed Giant MTG. That… did not work out. It was an incredibly frustrating and frankly, incredibly stupid experience. I’ll get into this post-PAX most likely in a full rant post. It was that bad.

For now, I just want to note that it’s not the fault of individual staff of supervisors at the Pastimes booth as PAX East, but it was still incredibly dumb.

So instead, I just went and played in another Gem Blenders tourny, won another half of a box, played some Wavelength, before finally heading out.

Tomorrow is another day of Omegathon, so wish me luck and I’ll edit this post into something more coherent after the show. But for now, I just need to sleep.

Skin Deep

I like Skin Deep. I like it more than Quadrilateral Cowboy, the previous title by BLENDO Games. I wouldn’t have mainlined thirteen hours of it over two days the day it released if I didn’t like it. If you like weird indie stuff, and find yourself interested by an immersive sim where you save cats from space pirates, give it a look.

I’m front loading this so that when I spend several paragraphs complaining about the game in just a bit, no one gets the wrong idea here. I’ll say it again: I like Skin Deep. I recommend Skin Deep.

Give me more of this sort of thing please.

I just also happen to have some problems with the game.

Skin Deep is an immersive sim stealth sort of game. You are Nina, an insurance agent. The deal is simple: you get cryogenically frozen on long haul space trips. If the ship gets attacked by space pirates, you get unfrozen, at which point your job is to rescue the crew.

The defrosting is how each of the game’s 13 levels (each their own individual spaceship) starts, with you transforming from popsicle to human and stepping out of your pod. From there, it’s pretty much up to you how you want to approach things. The only thing you have to do is save all the captured crew mates by unlocking them from their little cages with purple key cards.

Image of a cat locked in a purple box from the video game Skin Deep.

Since this an immersive sim, it would be a bit tricky to cover every interaction available, so I’m going to quickly go over a few key ones.

Every level takes place on a space ship, with both an interior and exterior. The exterior is accessed a variety of ways, and as Nina has a third lung, moving around in a zero-g and zero-oxygen environments poses no problems for her.

Every ship also has a set of four systems available. These are: vents, windows, airlocks, and trash chutes. They function as a traversal tools with added benefits. Vents let you sneak around and hide, windows can be broken to suck enemies into outer space, airlocks let you leave the ship the normal way, and trash chutes let you leave non-normally, at the cost of becoming smelly.

These systems often start off locked. You can unlock them by finding and interacting with their respective fuseboxes to turn them back on. Later on, the systems become locked down even further by enemies.

Image of a Fusebox locked from the video game Skin Deep.

Speaking of which: let’s talk about enemies. There are five types of enemies: 3 types of space pirate, a turret, and a floating knife fish robot. The space pirates make up the bulk of the challenge, with the turret and swordfish being mostly incidental.

The catch is that the space pirates are all wearing Skull Savers(TM) which, upon death, will transport their head to a revival platform, and regenerate their body. Unless—of course—you grab their head before that happens, and stuff it into your inventory.

Image of a Skull Saver from the video game Skin Deep.

Which is as good a time as any to talk about Nina a bit more. You have five inventory slots, so every head you’re carrying takes the space of one useful item. So the best way to deal with pirates in the long term is to chuck their heads into the sweet void of space.

Given that we’re five paragraphs in, hopefully I’ve explained enough that the next set of complaints is going to make sense.

Complaints

The very first level of Skin Deep opens with mini-tutorial that shows you the following message.

And it’s not wrong, but I want to contest it a little bit. It’s true that damaged enemies will find their way to health stations, and request repairs for broken control panels… but that’s all I ever saw them do. As far as immersive sims go, the game felt somewhat underwhelming. Enemies react to sound and smell, but won’t notice missing items, or change up their patrol patterns even after you’ve freed prisoners they’re supposed to be protecting.

This isn’t intrinsically bad, but it does prevent the game from ever feeling particularly alive, if that makes sense. It also leads to my bigger problem.

Different Day, Same Ship

By the end of Skin Deep, I found myself frustrated because I was using the same general strategy on every single ship. It went something like this: sneak around unlocking all the doors. Next up, find and unlock all the subsystems. After that, take over control of the ship cameras. Only then would I finally switch over to taking out enemies, or experimenting with whatever that ship’s gimmick was.

And the result was that every level felt samey. Not because they are! But even when each level had its own special gimmick, I tended to never use the gimmick until after I had already dealt with everything else. This leads to my big complaint.

For an immersive sim, I never felt incentivized to change up my primary plan, and adjust for the situation I was in, or to try to improvise. I did the same thing over and over again, because when I died (and I died a lot!) I would lose 10 minutes of progress, and have to start again. And it is very easy to die when enough things start to go wrong.

The last level is probably the peak example of this. Without spoilers, its “gimmick” is that it’s a lot larger than any other ship in the game. It also removes a few of the fallbacks or safeties that are available in other levels. The end result is that it’s much more punishing if you fail.

I don’t know if it’s a Blendo “thing” to make their final levels skill testing like this. I remember Quadrilateral Cowboy doing something similar, but in that game, it was only the final level where you finally got access to all the toys at once.

But Skin Deep didn’t give me more tools or toys to work with. Instead it was just more of a slog.

Bonus Round

So now let’s go over a few other things that didn’t quite fit anywhere else. First up, the writing is quite good, and narrative is quite weird. There’s one very clever soft touch done for building character relationships that I quite enjoyed. The setting is interesting, but mostly serves as a backdrop for the gameplay and the rest of the story about a specific set of characters.

Also, there are bonus objectives for each level. I have to wonder if having them show up at the start, instead of after you’ve completed the level, would have made me want to try to use the level gimmicks more?

The controls are also a bit wonky at times, and I threw multiple guns when I meant to be firing them. As a general note: yes, this is less effective than shooting with them.

Overall

I enjoyed Skin Deep, but I wish I enjoyed it more. I still like it enough to recommend. It was $20, and I mainlined the whole thing over two days.

But I wish I felt like it delivered on the promise of the immersive sim more than it actually did. Or at least forced me out of my comfort zone with the strategies and planning, instead of letting there be an “ideal” strategy to beat most levels.

Still, if you want something interesting and weird, give it a shot. You might even enjoy it more than me.

Here’s a link to the Steam Page.