Come Play With E! Gretchinz! Edition

My daughter and I recently took a trip to Dice Tower Con.  Located in Orlando, FL, Dice Tower Con was a great chance for us to get our feet wet in the con world as well as to meet some really great people, while staying local.  It was also a great opportunity for Emmy to look around at her leisure, see what games attracted her, and to spend her hard earned allowance on them.  She was given her own money to spend, money that completely at her discretion to spend in whatever way she saw fit.  Since this was her money , and not mine, she suddenly became very discriminating in her purchases.  It was cool to see her mulling over prices, deciding what her threshold was, and walking away if it was breached.  With her own criteria firmly in place we went looking.  On of our first stops, and her first purchases was at the Devir Games booth.


Emmy was attracted by Gretchinz! a 2-4 player game designed by Roberto Fraga and Yohan Lemonnier.  Set in the Warhammer 40,000 universe it is a light hearted dice rolling, racing card game.  Emmy was taught the game by Vladimir, who quickly became one of her favorite people at the convention.  We stopped by his booth every day we were there just to say hi.  He was amazing, and she loved playing, and ahem, beating him at the game.  Players take on the role of a crazy orc racers, ready to trade more than paint with their fellow racers.  Each racer has their own cardboard buggy in their chosen color, as well as a player panel in their chosen Klan.  There are seven orc Klans included in the box, each with their own abilities.




Set up for Gretchinz! is quick and easy.  Terrain cards, equal to the number of players plus two, are set up on the table in the single row.  Each player is then dealt five card face down.  In this game all cards are fanned out facing the other players, so no peeking!! Gameplay is just as easy, you get three die, roll then, trying to get your desired result, until someone yells “Waaagh!”.  Once the war cry has sounded all players must stop rolling and dock their die as is.  The player who yelled “Waaargh!” resolves their docked die first with play continuing around the table until each player has played.  All die must be played regardless if the outcome is positive, or negative for the player.  The six possible results are swerving to the right (moving your racer diagonally to the right), swerving to the left (moving your racer diagonally to the left), Dakka (attacking), draw two cards, The Eye of the Monk (granting the ability to ask another player how many firing cards are currently in your hand,), and the Klan Ability (based on the chosen clan, and outline on your player card).

Moving will add new cards to the playing field, extending the track.  unfortunately orcs cannot drive in a straight line, they can only move diagonally.  New terrain cards will also grant effects, such as allowing the player to draw (or lose) cards, grant healing, or even stealing cards from other players.  When gaining new cards they are always drawn face down, unless a particular effect, such as a terrain card, allows you to look at them, and added to your hand.  Attacking can be directed at another player of a terrain card.  Seeing another player headed for a healing pool?  Blow it away before they get there!  Or choose to attack them directly.  Players attack by drawing cards, unseen, from their hands.  Attacking the ground costs one card, another player costs two.  To be successful one or two red firing card must be played.  Playing a problems card will cause a misfire, damaging your racer instead.  Playing an explosion card causes your racer to completely, well, explode.  You lose all the cards in your hand.  If an attack is successful a fire token is added to the racer.  When three tokens are placed on a single racer they are immobilized, losing their next turn, and all the cards in their hands.  Play continues until one racer makes it to the seventh line of cards, effectively crossing the finish line.

The game is well made, the cardboard racers are really cute. With a second box you can race up to eight players by swapping out different pieces on the racers.  Emmy likes to swap out the colors just to make hers more customized, because, why not?  The cards are dual function, terrain cards on one side, and attack cards on the other.  The attack side contains some really cool artwork depicting the orcs in different stages of attack.  Playing in about half an hour, it makes a nice filler game.  The mechanics work well, especially for littler ones with shorter attention spans.  Since all players are rolling at the same time it leaves little downtime between player turns.

Emmy’s take:

“Gretchinz! is a wonderful game!  You get to race, it’s just like a racing game, you should try it.  I love putting fire tokens, and blowing people up. You get to yell when you roll what you want “Waargh!”.  I like to really blow the racers up, and throw them in the air. If you have two games you can even play five, six, eight players!  It’s a great game, you should think about getting it.  Bye for now friends!”

Gretchinz! gets a solid:     img_54531.jpg

Want to know more about our adventures at Dice Tower Con?  Lucky you!  I wrote an article for Meeple Mountain, you can read it here.  Did you like what you read here?  Please follow us here, Facebook, and on Twitter to receive the most up to date posting information as well as other related and unrelated posts!  We have also launched a new YouTube Channel where Emmy does playthroughs of her favorite games.  Please, feel free to leave a comment below!



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