Showing posts with label games - fantasy flight. Show all posts
Showing posts with label games - fantasy flight. Show all posts

Britannia Review

Britannia
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BRITANNIA is, indeed, a difficult game to play. But that does not mean the experience will not be a pleasant one.
The dificulty arises from the fact that there are a lot of exceptions and foot notes to the rules of the game. These exceptions were clearley designed to portray history in a more accurate way and add to the flavour of the game. It works, but as a collateral effect I'd say it's almost impossible to play BRITTANIA, at least the first two or three times, without making totally inadvertent rules errors while playing.
The game was really designed with four players in mind, with three or five player it gets clearly unbalanced.Maybe it was pressure form the publisher to try to sell to a broader audience, I don't know. Anyway, this ia a personal opinion, maybe people playing with other number thatn four players will find it efficient also.
It's indeed a time consuming game. Rarely it ends before fours hours playing.
The game components are totally adequate, nothing fancy, but fundamentally operational. Game board very beautiful. Rule book is well designed and with good examples.
This is a war game through and through, but with clever and fast combat resolution mechanics (based in D6 dice) and without thousands of complicated playing pieces that keep stacking upon each other in a hexagonal board. Of course, since there are dice involved, luck plays a big part, and a whole carefully planned strategy may be destroyed by a sequence of two or three bad luck dice rolling. But you can easily regain it by good dice rolling when defending... What I say is: with a lot of battles solely resolved by dice rolling, no matter how good a strategist or historian you are, luck is a strong factor in BRITANNIA.
In general, it's no wonder it's one of the few out of print Avalon Hill games that managed to get new life with another publisher. It's exciting, gorgeous to look at and informative.

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Arkham Horror: Black Goat of the Woods Review

Arkham Horror: Black Goat of the Woods
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If your games of Arkham Horror have become predictable and easy, this expansion will cure what ails you. The addition of the Black Goat herald makes the game easily twice as hard. You can use the new goodies without the herald, though, if you don't want to be on the edge of your seat all game. Also, there are rules for adjusting game difficulty, which is nice.
It'll take about one game to get the new rules down. Certainly it's worth the money and time to get new cards and items that make the game more interesting and versatile.

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A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the thetown. It's up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough tostop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?The Black Goat of the Woods is an small expansion for the Arkham Horror board game. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 76 new Investigatorcards including new items, new spells, and the dangerous lure of corruption...

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Twilight Imperium 3rd Edition Review

Twilight Imperium 3rd Edition
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Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.
The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.
This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.
Rule Variation:
Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)
1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.
2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.
3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).
4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.
5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.
6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.
7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.
8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.
These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.


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An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex.TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system.Are you ready for another age of Twilight?

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BattleLore: Battles of Westeros Review

BattleLore: Battles of Westeros
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The game system (rules, mechanics) of Battles of Westeros (BoW) is very similar to the basic BattleLore game (and Memoir 44, et al.) game series by Days of Wonder.
The tactical gameplay, however, is much different and much improved in BoW. I've played both and BoW is a more satisfying experience primarily because of the way you command units in BoW. In basic BattleLore, you and your opponent draw cards from a deck and the commands on these cards are generally restricted to issuing orders in one of three zones of the battlefield (Left, Center or Right). This creates situations where you may be unable to issue commands to units in a critical area of the board for no reason other than your cards don't match that region.
In BoW, there are no Left/Center/Right regions. You still draw cards, but the orders are issued by leaders represented by figures on the board. Wherever the leader is, you use the card to command and control one or more units near the leader. Right away this makes the basic game more interesting than Battlelore since it almost always allows you to command critical units on your turn and also makes capturing (and protecting) these leaders a part of the game (regardless of scenario).
In addition to leaders and cards, BoW uses a random roll each round to give each player tokens that can be used to command units (one at a time). Again, an improvement to basic gameplay that allows for greater freedom of choice for tactical maneuvering and fighting without adding to the complexity of overall game mechanics.
There are other difference between the rules of BattleLore and BoW, but what I described above is the single biggest change that greatly improves the BoW experience over BattleLore.
The one area where BoW falls down is in the quality of its plastic unit components. The figures are separated from their bases and do not snap in tightly. You will have to glue the figures to their bases if you don't want the figures falling down or separating from the bases throughout the game. This would seem to be no big deal except that the legs of most figures are very thin and liable to bend and break off from the base. BoW was produced by Fantasy Flight games instead of Days of Wonder, and this may be why the figures are poorer quality. We played a game without gluing the figures to the bases and constantly had to keep standing the figures up and re-inserting them into bases. This major flaw reduced what was otherwise an excellent game experience to an excellent-but-at-times-annoying one.
Final note. I am a fan of the Game of Thrones series of books and enjoyed the extra dimension this theme adds to BoW.

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Unfurl the banners of the Great Houses of Westeros! To secure power in the Seven Kingdoms and to ensure the survival of their lines, the Houses of Westeros each follow very different paths. Some forge strategic alliances, some create complex political intrigues, and still others use deceit and betrayal. But there is no more direct or lasting path to power than taking to the field of battle.In Battles of Westeros, two players recreate the military conflicts set in George R.R. Martin's A Song of Ice and Fire series, taking part in battles directly from the books... or designing their own. In this epic board game of battlefield tactics, players control either House Stark, the wards of Winterfell who have called their hearty allies to defend their honor and lands, or House Lannister, an aggressive force funded by Casterly Rock's endless supply of gold.

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Arkham Horror Curse of The Dark Pharaoh Expansion Review

Arkham Horror Curse of The Dark Pharaoh Expansion
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This is certainly a great addition to your Arkham Horror set. My only quam with it is that you have to have the card list if you ever want to take it out of your AH deck, because unlike goat of the black woods, this does not have a marker, but it's not that big of a deal. Playing just the pharaoh game is recommended when you first get it, then you should probably just integrate it into your deck, especially if you have Dunwitch, Kingsport, or both. The ability to take the relic cards instead of the magical items it's pretty interesting if you want to risk it, because some of the relics aren't that great, but there are some that are quite excellent. This is recommended for any lover of Arkham Horror, and anyone who wants to complete the set.

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Curse of the Dark Pharaoh is an Egyptian-themed expansion for Arkham Horror that contains 166 cards. It is compatible with Arkham Horror - Dunwich Horror Expansion.A museum exhibit has come to Arkham and can either stay as a permanent part of the base game (cards mixed in with original deck), or visit when you wish (cards kept separate).The expansion contains: 45 Arkham location cards, 27 new gate cards, 21 new spell cards, 7 new ally cards, 4 benefit and detriment cards, 18 "barred from neighborhood" cards and 22 exhibit item cards, representing the ancient relics from Egypt.

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Doom: The Boardgame Review

Doom: The Boardgame
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I recently purchased this game and played it with a bunch of friends. I can safely say that, as long as you enjoy a dungeon crawling type game, you should enjoy this. The rules are not convoluted or terribly confusing (But for a few things the rules are not explicitly clear on). The marines have many strategies open to them (and the more marines there are, the more strategies that can be used). It would require an incredibly lengthy review to go into the mechanics of the game in detail, so I'll just give the basics.
One person plays the Invaders. They control the demons and use action cards to try and mess up the marines (like Dud, that makes one of their ammo disappear, or Jammed, which jams a weapon for a turn). Everyone else (up to three) play Marines. The more marines there are, the harder the game gets. More enemies are spawned. The marines start with less health, etc. Yet, using teamwork, it gets just as hard for the Invader player if they are good at working together.
The goals: The invader has to kill the marines a number of times, dictated by the scenerio. The Marines (usually) have to navigate the map, find the red key, and escape the red door, before that number of kills is reached. Pretty basic.
The map itself is most of the fun. It is constantly being built, since the marines cannot see what is behind a door. They take a risk opening a door, revealing a new area and new monsters for the invader to take control of.
Anyway, if that sounds like your kind of game, this is one of the best in the genre. I know we all thought it was worth the money. (Though, I'd suggest splitting on it with your friends.)

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With Doom: the Boardgame, Fantasy Flight Games brings one of the most famous computer games of all time to the tabletop.

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Twilight Imperium: Shattered Empire Expansion Review

Twilight Imperium: Shattered Empire Expansion
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This is a must-have for anyone who owns Twilight Imperium Third Edition. The addition of two more colors to allow eight-player games (and extra systems to expand the game "board" along with other extra pieces (like trade goods) to fit the extra players) is alone worth the price of admission. Then they add four more species, all of whom are as balanced as the original species are (which is to say, mostly balanced). There are also scads of new concepts, from shock troops to artifacts to species-based technologies! But if the new concepts and expanded gameplay weren't enough for you, they also put the errata from their website into the expansion's rulebook, and they reprinted a bunch of cards to replace the originals! In some cases, this was to fix poorly worded cards; in other cases it was to open the card up to the new tech or concepts in the expansion.
Mixing the expansion with the original game is a tiny bit complicated (keeping track of which cards are to be added, which are to be set aside as optional, and which are replacements), and if you care enough to do it right, it does take some time to make sure you are not just jumbling everything all together. Fortunately, the rulebook lays out for you exactly what is replaced, and what is new and optional. And even if things *do* get all jumbled together, they made it incredibly easy to separate out the expansion pieces by putting the expansion's logo on most cards and tokens in the expansion! And trust me, putting this game away in a proper manner is a key to playing it again. When you feel like playing, you don't want to spend an hour separating out everything; you want to have done that after the last game, so it's ready when you are.
There is enough room in the original box to fit all the original parts and the expansion parts as well, but the expansion box does not fit inside the original box unless you are willing to remove the original game's inner cardboard divider (with very nice art on it). There's nothing to removing it; it's not glued in or anything. I just find that the divider works very well for keeping the expansion and original pieces that should be separate, separate.
So, here's a rundown of everything that's new in this set:
28 new system tiles
2 new sets of plastic units in orange and gray (the ships, ground forces, PDS units, Space Docks, etc.)
4 new species sheets
64 command counters (16 each for the new species)
88 control markers (14 each for the new species, and 2 additional markers for the 10 original species)
12 leader counters (3 each for the new species)
8 new variant strategy cards (not to be mixed in)
1 variant Imperial strategy card (optional to mix in)
8 new trade contract cards (2 each for the new species)
28 new objective cards (some to mix in, others not)
40 new action cards (5 are replacements, the rest are to be mixed in)
32 new political cards (to be mixed in)
98 technology cards (two full sets for the new colors, some replacement cards for the original decks, and additional cards to be mixed in)
14 species-specific technology cards
28 new planet cards
16 facility cards (8 colonies and 8 refineries)
8 unit reference cards
12 shock trooper tokens
12 space mine tokens
2 Mecatol custodian tokens
8 artifact tokens
1 High Alert token (for use with the variant strategy cards)
22 domain counters (including new counters for more variety in the "Distant Suns" option)
12 fighter supplement tokens (in +3 denominations)
12 ground force supplement tokens (in +3 denominations)
12 trade goods
3 wormhole tokens (including new wormhole Charlie)
In short, this expansion is *absolutely* worth purchasing. You will get even more enjoyment from a game that already has nearly unlimited replay value!

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Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. The dark lord, Izrador, has conquered the humans, halflings, and gnomes. Only the elves and dwarves stand free, and the forest of the fey is far and besieged. The dwarves stand alone.Hammer and Shadow will include detailed setting information on the culture, caves, and history of the Dwarven people. Information of the heretofore mysterious assault on the Kaladruns: descriptions of troop types, military movements, commanders, tactics, and even an optional advancement of the Midnight timeline to depict the continuing war of attrition against the dwarves. Maps, adventure hooks, and NPCs that may be used in any Midnight campaign. New feats, prestige classes, spells, skill uses, and equipment, useful for heroes and villains alike and applicable to Midnight campaigns or any other setting.

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Runebound: 2nd Edition Review

Runebound: 2nd Edition
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'Runebound' is recent entry in the board-based fantasy adventure game market. Board-based, in this context, means players are limited to moving on a board and having adventures based on cards that are drawn after moving. (Those of you old enough to remember Games Workshop's 'Talisman' should be familiar with the concept.)
Play is relatively simple, although the first game or so will go slowly as players adjust to the system. Each player selects a hero, gets some gold, then sets to adventuring. Terrain dice are rolled to determine how players may move during their turn. Players finishing their move on a city may heal wounds, sell treasure, and buy equipment or hire allies. Players who finish their move on an encounter space may trigger a game-altering event or be given a quest, but will always have to fight a monster. Combat is fairly simple; roll the supplied dice, add the character's combat value, and see if the total beats the monster's. Defeat enough monsters and your hero collects gold and experience, which in turn enables him or her to improve his combat power. There are four levels of encounters to be fought; the player who defeats the final boss monster (or three sub-bosses) in the toughest level wins the game.
The rules are well-written and have clear examples of what players may and may not do during their turn, but care needs to be taken while reading them. I recommend players play through a few turns slowly with the rules in hand as they figure out the game.
'Runebound' also has quality components. The many cards are printed on heavy stock, the counters are made of thick cardboard, and the dice are heavy and solid. The map seems durable for the light use it should see. There are also 12 plastic miniature heroes; sadly, these aren't painted, but they do match their pictures on the hero cards.
The real beauty of the 'Runebound' system is its replayability. After playing the enclosed game a few times players may look for a new challenge. The publisher has already released expansion card sets and map sets that expand on the original adventure, and imaginative players could easily design their own adventures.
'Runebound' is a good family game; players as young as 8 could probably play the game without much difficulty. I recommend it for anyone looking for something light but fun to fill a Saturday evening.

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The world of Runebound is a magical, dangerous world of powerful wizards, noble knights, vicious monsters, and power-mad tyrants. It is a world of great quests and mighty deeds. Above all, it is a world of legendary heroes, and the time has come for you to join them"

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Ad Astra Review

Ad Astra
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As I remarked in my review of The Settlers of Catan, Ad Astra is an improved "clone" of that game. Although Settlers is a classic, Ad Astra is simply better. The game is more balanced, there is less player downtime while you wait for others to act, the play time is more consistent, and typically every player is in the running until very near the end.
Unlike most of Fantasy Flight's products, this game is indisputably in the German mold. Consequently, the rules are simple, and the game is relatively short to play. However, because it is in the "family" category, the strategic complexity is comparatively limited.
If you haven't tried a German-style game before, I'd recommend either Dominion or Rio Grande Games Carcassonne Big Box # 2 before Ad Astra. Still, Ad Astra is one of my favorite games of the genre.
If you are willing to tolerate a bit more complexity, "gamers" games like Agricola, Puerto Rico, and Mayfair Games Tigris and Euphrates - Double Scenario Edition are going to be more strategically engaging and generally a better value for your money.
Finally, if you prefer American-style games, I would strongly encourage you to look at Twilight Imperium 3rd Edition or A Game Of Thrones by the same publisher.

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In Ad Astra ("To the Stars"), you will guide one of the five factions of future humanity in its exploration of the galaxy. Wield powerful technology; reshape newly discovered planets to give a new home to man; and explore the mysterious relics of a long-lost alien civilization...Who will be able to create the greatest star-spanning civilization?Ad Astra is a game designed by Bruno Faidutti and Serge Laget, the team behind Mystery of the Abbey ((c) 2003 Days of Wonder).

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Tannhauser Review

Tannhauser
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First off, I have ALL the Arkham series games from creator Fantasy Flight Games, and with my interest in military history, I figured on giving this game a try...and I'm VERY happy that I did! The game advertises a "Pathfinding System". What this does is color code every available space on the map. If your target is on a space of the same color, you can see them. So, if you're in a room of yellow spaces, you can see all the yellow spaces in the room, but not the red ones in the next room...however, if you stand right int he doorway, your space is red AND yellow, because you can see into BOTH rooms. Once you actually get into playing this, you can't help but appreciate the innovation in making this simple yet VERY effective rule. This gets rid of arguements on "who can see who" and having obscure rules on what rooms/hallways you can see into/down.
Another cool rule is that when fielding your characters, you can pick a pre-made loadout of equipment, which gives you an extra, unique item for that character, OR you can scrap the pre-made loadouts and create your own. So if you're sick of games where one person always has a great gun but garbage secondary gear, you can now custom design your character to your specific play style.
Both above ideas seem simple, but REALLY set this game apart from other adventure/dungeon games on the market. Also, new characters, equipment and rules are being released, some of which are free on their website.
So overall, if you enjoy "run and shoot" videogames and RPG/adventure/dungeon boardgames or videogames, then I have to honestly say this is a MUST HAVE game.

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It is 1949, and the Great War has been raging for 35 long years. A secret archaeological dig has just uncovered a powerful relic and delivered it to the Obscura Korps, agents of the Reich's military aristocracy. This artifact holds the key to information that the Reich has sought for years: the location of one of the four dark cardinal corners of reality. Parachuted behind enemy lines, a fistful of men and women are all the Union has left to thwart this peculiar menace. The Unions finest trained commandos armed with technology still in its experimental stages, the glory bound 42nd Alter-Marine Special Forces must now face the most terrible danger to face humanity in recorded history.

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DungeonQuest Review

DungeonQuest
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Let me get this out of the way first.
I'm a proud owner of the original 1985 edition published by Games Workshop, along with the Heroes of DungeonQuest and Catacombs expansions. There are an absolute myriad of unscripted ways in which you can die, and your job is to survive with as much loot as possible. Thank DungeonQuest for turning me into a connoisseur of rogue-like video games such as NetHack, Diablo, ADOM, and even ToeJam & Earl.
DungeonQuest (1985 edition) has been an almost unmatched favorite board game of mine for over 20 years. In fact, I purchased Descent: Journeys in the Dark in an attempt to find an newer game with similar gameplay to DungeonQuest. Alas, Descent is great, but doesn't scratch the itch. When I heard that Fantasy Flight Games picked up publishing rights, I anxiously awaited their release with skepticism. I could finally stop worrying about losing/damaging the long out-of-print contents, but only if they could reproduce the experience!
I've played this 2010 edition of DungeonQuest very aggressively both solo and with up to 3 players (age 30+). Ready to pass judgement. I'll try to clarify for new players, though there are many references to changes from the 1985 edition.Pros:
- Custom characters. Each of the 6 unique characters has meaningfully distinct perks. Depending on which character you draw at the start, you will significantly change your combat or exploration strategy.
- Catacombs. Including what was previously an entire expansion (as well as 2 extra characters), is very generous. Catacombs are much more dangerous, but offer faster, diagonal movement beneath the dungeon floor.
- Extended sundown. Game lasts longer than before, giving chance to survive after the doors would normally have locked you in the dungeon to die. The increasing chance of death looms like a game of Russian-roulette (why not, since you should be dead by then in the original anyway).Cons:
- Sell-out. Obviously, some things were changed just to fit Terrinoth, rather than having Terrinoth fit DungeonQuest. Most of this is not bad, and, in fact, the 6 new cross-over character sheets for Descent more than make up for this downside! However, it's more than a bit unnatural to run into "easy" demons and trolls in the once goblin-filled dungeon. Similarly, the combat system uses melee, ranged, and magic instead of the more natural melee-only stances.
- Chance of survival has increased. Based on my 28 plays, there's a 32.1% chance of survival. The original survival rate was 15%. I've had games where all 3 smart players successfully survived with loot. Terrible. Life should feel much more fleeting and precious.
- Combat card mini-game is complex. In the original, I enjoyed reading my opponent's face in the "slash > leap > mighty blow > slash" intuitive combat. Some immersion is lost in the new combat card game. It's much more strategic, but also more abstract. Though, even newcomers to board gaming can pick it up after about 2 games.
- Catacomb movement is unintuitive. For instance, in the catacombs, movement is only diagonal, but the player is asked to declare a compass direction (N, S, E, W) upon entering. In the original, this compass direction was the predominate movement direction, but in this version, the player is necessarily offset into a NW, NE, SW, SE direction on exit.Changes:
- Includes Catacombs; an expansion in the original.
- Includes 6 heroes; the original started with 4.
- Rules are clearer; addition of ~10 official optional rules.
- Combat is more complicated, but retains rock-paper-scissors elements.
- Heroes are more legendary; likewise, mundane orcs are now trolls, golems, demons, etc.
- Arrows are gone, so bows no longer have ammo; they're abstracted into new combat.
- Pets are gone, hence no separate HP; they're abstracted into new combat.
- Not limited to 26 turns; sun has increasing chance to set after turn 26.
- Rings are now runes (and different).Complex combat rules and much better chance of survival slowly become less of a downside as you play. In fact, you get used to the combat, learning to build feeling into it. The more abstract combat mostly comes when using one of the characters that has no pro-combat perk or lame combat cards. I'm loving the extended sundown and unique, unpredictable potions and other new loot. Catacomb deviation isn't crazy either when you look at it as diagonal movement from the start.
As in the original, there are numerous cases where a player must remember to resolve certain rules in following turns, despite no on-board representation. Also, many tiles have special rules that need to be frequently looked up until remembered. However, most of the time, these special rules add a dynamic flair that keeps the game fresh and immerses you further into the story.
Bottom line, this is a game about survival. It's for those who love randomity and randomly generated dungeons. It's also a game that tells a story. Win or lose, each game you'll have totally unique experience to talk about, and walk away fulfilled.

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DungeonQuest is a re-imagining of the classic board game of dungeon exploration for 1-4 players. Set in the vibrant fantasy realm of Terrinoth (first popularized by Runebound), DungeonQuest retains the peril, tension, and brutality of the beloved original game while updating both mechanical and thematic elements. Players take on the roles of brave (or foolish) heroes willing to brave the legendary dangers of Dragonfire Dungeon. Fortune awaits those able to venture into the dragon's lair. In DungeonQuest, Players must guide their heroes through the twisting halls of Dragonfire Dungeon in pursuit of unimaginable riches hoarded by the Dragon Lord Kalladra. Whoever can amass the most wealth and make it out of the dungeon before the closing of the doors seals their doom will emerge victorious. However, merely surviving the harrowing dungeon is a feat all its own.

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Dust Tactics Core Set Review

Dust Tactics Core Set
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I bought this game about a week ago. Since then I've played it about a half-dozen times with different friends and enjoyed it each time.
The miniatures are very high quality, though the plastic that the infantry units are cast in is rather soft and several guns bend at odd angles. The minis come pre-assembled and pre-primed. As a miniatures gamer this mildly frustrated me since the assembly was not as I would have put them together and there were the occasional flash or mold lines. However, the glue that was used is easy enough to pull apart and reassemble to one's liking. For most wanting to get into the game quickly, the pre-assembly and different priming schemes for the two factions make it easy to simply open the box and start playing right away. The 'robots' (mech-tanks) are very well cast, sturdy, and all look very cool. Undoubtedly they are the biggest selling point for the game.
The game rules themselves are fairly easy to pick up if you have any wargaming background. They are not too complex and still require though and planning to turn the tide. Each player is allowed to "purchase" units for point values for each battle. The units supplied in the box provide you 16 points for each faction: two tanks and three infantry units. All of the game's mechanics are decided with the set of dice included in the box: four sides are blank and two are hits. Cover saves, initiative, and firing is based off of these dice rolls. In all of the games I have played the dice have proven to be fickle and random, turning the tides at all the high suspense moments. Sadly, the flip-side is that no amount of strategic brilliance can save you from an awful batch of dice rolls.
One thing I have noticed is the risk of burnout. For the multiple battle campaign set included in the box, the units provided are an even balance and provide a great deal of fun. But with only the main gameset released, players are very limited on what units they can bring to the table: short of buying multiple boxes, you can't do much in the way of variable skirmish gaming. Fantasy Flights has announced six other expansions for the range including many new units and even additional factions in the near future, though no release timeline has been provided. Undoubtedly the anti-aircraft guns in the current box set will see much more use when aircraft make their appearance!
Overall, I very much enjoy Dust Tactic and look forward eagerly to future expansions.

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1947. The Second World War rages on. Unfathomable artillery machines march across the globe leaving a wake of destruction. In Antarctica a secret research base forms the center of a covert battle between allied and axis forces. will you protect the secrets of this hidden base from the invading Allies or liberate its contents from the hands of the Axis? Based on DUST comics world created by Paolo Parente Dust Tactics introduces an exciting alternate vision of WWII with amazing machines roughneck grunts and stalwart commando leaders each dedicated to the cause patriots in the war for world domination. This boxed set comes with two ready-to-play armies as well as a scenario booklet and modular board.

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World of Warcraft: the Board Game Review

World of Warcraft: the Board Game
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I had first read about the World of Warcraft board game in an issue of Game Informer. How could a game as epic as WoW could be made into a board game? What about all the small details everyone loves from the PC game? PvP? Raids? Loot? Rest assured, it's all here.
This game is HUGE. That's the only word for it. There are over 1,000 pieces. Anyone curious about the steep price tag, trust me, you get what you pay for. The pieces are very well sculpted. The character pieces are not painted (would have been nice), and the monsters could not be painted. Monsters are a fairly unattractive array of blue, green and red. Everything else in the box (including the box itself) looks great. The amount of graphics from the PC game are endless. Fans will love to see how much graphic detail was put into the visuals of this game.
Like many of FFG's games, there are a ton of rules. They aren't hard, there's just alot. I won't go into detail on them, but instead say what I don't like. The setup time for this game takes forever. There's just so many pieces and cards that need to be set up and distributed. If you have several players and everyone helps, it isn't so bad. But if it's just two players, get ready for 30-45 minutes of setup.
The game is extremely long. Not really a bad thing, since it is alot of fun, but the downtime between each player's turn can make for some boredom. The more players, the worse it is.
And my third and final gripe is that there really isn't an incentive to fight independent monsters. Some monsters are fought to complete quests, but random monsters are "generated" with each new quest card. And independent monsters are tough! It's mandatory to fight them if you encounter them, and being as difficult as they are, some reward should have been given. This problem is addressed in the expansion "Shadow of War."
Fans of the PC game curious about the game shouldn't be deterred by my comments however. This is a great buy for any WoW fan with alot of time to kill. It's not perfect, but impressive none the less.

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The hugely popular massively multiplayer RPG is coming to your tabletop! The World of Warcraft Online Roleplaying Game is one of the most successful computer games ever, and has garnered enthusiastic acclaim from its more than 3 million players worldwide. Play your favorite Warcraft classes and races as you explore the world of Azeroth in this enormous board game. Battle opponents, gather treasure, and gain levels! Embark on quests to grow ever more powerful and compete to be the greatest hero in all the land. The epic World of Warcraft Board Game production includes gorgeously crafted components, including over 150 highly detailed, sculpted plastic figures representing the multiple races of the World of Warcraft. Players will be able to take the roles of all nine of the World of Warcraft classes, each with its own unique and fun talents and powers. The World of Warcraft Board Game is a massive production that will ship in Fantasy Flight Game's signature Epic Style Box.

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World of Warcraft: Shadow of War Expansion Review

World of Warcraft: Shadow of War Expansion
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This is a decent add-on to the WoW Board Game. However, if you are limited on money, buy the Burning Crusade expansion first, In my opinion, that is a better addition to the game than this add-on. However, this is a worthy add-on if you get hooked on the original (as I did.) The add-on consists mainly of a new deck of destiny cards that add new events (in addition to the current event cards), blue cards - quests to reward something for defeating blue creatures, a new set of item cards (mainly as rewards for the blue quests) and a few new powers and talents for the original characters.The new powers and talents are truly the value of the addition - while interesting things happen from the destiny cards, and the blue quests are nicer than killing blue creatures for nothing, I think the expanded choice of powers and talents is the best part of the addition. Which is why I say to get the Burning Crusade expansion first. You pay a lot for this expansion if all you mainly want is the 10 or so new powers and talents...

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Those keen on creating quality time activities for their families will find the World of Warcraft Boardgame a good buy. The World of Warcraft Boardgame is a fantasy adventure that is ideal for team based play. Users have reported the World of Warcraft Boardgame as being an excellent holiday activity. There is enough variety in the gameplay of the World of Warcraft Boardgame to make adults also interested. Often this game ends up as a family favorite.

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A Game of Thrones Clash of Kings Expansion Review

A Game of Thrones Clash of Kings Expansion
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This is NOT a stand-alone game and can only be played by adding it to the base A Game of Thrones boardgame.
Within this box are the pieces, board overlay, and rules for adding a sixth player (House Martell - Sunspear of Dorne).
It also includes pieces and rules of Siege Engines, Fortifications, Ports, Special (New) one-time use orders, New Generals (for expanded or base gameplay), alternate Westeros draws, an alternate three player influence chart, and more.
Each and every item and rule included in this set is optional and allows you to add only the parts you and your friends like and leave the rest out of the game without upsetting the balance.
If you love the original game, you will definately want to have this expansion.
No strategy enthusiast will be able to play without it.

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This new expansion will include rules and components for the following: The new House Martell (for playing the game with 6 players; includes new cards, tokens, and a large gameboard overlay); An alternative higher-powered set of House Cards for all six Houses; Rules and components for managing the ports of Westeros; New wooden tokens for the powerful but vulnerable Siege Engines; Wooden Fortification tokens; and Special order tokens for every house. A Clash of Kings will require the main A Game of Thrones Board Game to play.

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A Game of Thrones: A Storm of Swords Expansion Review

A Game of Thrones: A Storm of Swords Expansion
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The third expansion to the Game of Thrones Board Game empire brings two things to the base game but still leaves something out. The most important element it leaves out is pieces to play the game with. You are required to have the main Game of Thrones set to play this expansion. For what its worth, the base set is worth having if you are a fan of strategy and military games like Risk and Diplomacy. That said, the things it does bring are fantastic!
Most importantly, this set brings a stand alone board that can be played with the pieces from the main set. The rules for the new board are the same as that of the main set with a few new additions. The board is focused on the riverlands of Westeros (the world the stories and game takes place) during the rainstorms that flooded the region in the novel of the same name. The storm marker changes the travel paths and adds a new dimension to the overall play as players are forced to adapt to routes that may be there one turn and gone the next.
The set introduces one new game mechanic in strategy cards that are selected and played during the opening phase of your turn. Strategy cards have a number of effects that range from one time claims to give you points towards your victory condition, forge alliances, rescue hostages, and more. The addition of strategy cards adds a dimension to the game that forces players to fight. The victory conditions set forth by the cards are often only resolved by some form of conflict (rescue mission, victory point cards, assault, etc).
This set also brings allies (played using the Tyrell pieces since the player set caps at four [Stark, Greyjoy, Lannister, and Barratheon]) to the fold. Alliances can be forged between the mercenaries, Frey, and Arryn by playing certain strategy cards during the opening phase of your turn. The prior set (A Clash of Kings) supplied generals that could take to the field. This set allows the generals to be captured and even executed. Once a general has been sentenced to die, their card is removed from the generals deck, reducing yout opponents combat effectiveness. Players also have the option of negotiating for their release or even staging a rescue mission via specific strategy card.
As with Clash of Kings, this set's components can be added to the base set (execution cards, new generals, alternate wildling deck, etc) in any combination, completely, or not at all. If this review were just on what it brings to the base game, the score would be half of what it is but since it comes with a completely new board game the score is what you see here. I strongly reccommend this set for fans of the game but, for those that have never played the original, you must still start there before playing this one.

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A Storm of Swords is the second expansion to A Game of Thrones: The Board Game!

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Descent: Journeys in the Dark Review

Descent: Journeys in the Dark
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My son and I are always looking into dungeon crawlers. He also thoroughly enjoys playing the antagonist force when permitted by the game, such as the cooperative Lord of the Rings game. One player (with the Sauron expansion) takes on the role of Sauron and the forces of the Dark.
Descent is a lengthy board game that involes dungeon crawling, massive creature slaying, treasure gathering, tactics, strategy, and some logical thinking. The basis of the game involves a party of heroes (2 - 4) that battle the forces of a dungeon (the Overlord player) in an attempt to complete a quest. The game comes with layout suggestions for five quests, but with imagination, the possibilities are endless.
Battles are interesting where the weapons are concerned. Many different kinds of dice exist for specific weapon types (magic, melee, ranged) and they change based on the weapon's information card. Depending on the class of character, certain weapons give special advantages (a full warrior type can roll the maximum three power dice to add to his attacks). There are a decent amount of treasures and items. It does take some time for the game to really pick up speed, which may turn off less patient players.
In addition to the basic hack and slash design, there are many status effects (burning, poison, etc) that you would expect to find in a fantasy game. There are pits, water, debris, and other obstacles for the dungeon. There is a decent amount of creatures made of plastic that are quite detailed. Many players paint or detail these models. This game contains a TON of punch out tokens, board pieces, etc.. It is simply massive (hence the price). Even though the price is a little steep, once you open the box you will understand why. The quality of the tokens is decent - they are thick cardboard, as are the dungeon tiles.
Is the game fun? It's very long. It still took us about 4-5 hours to finish our second run. However, once my heroes starting gaining some power, it was much more fun. So yes, the game is fun. There is a decent amount of freedom for the Overload player to design their own quests and dungeon layouts. Think of Descent as "D&D Lite". If you need visuals instead of just a pen and paper to role play, then Descent may be for you.
Here are some tidbits from our last session with this game:
There is a fair learning curve for this game and it requires a lot of patience to get used to the rules. Quite frankly, we've only played twice and the first time was rough since we had to consult the manual every 30 seconds. Players of similar games will likely have some difficulty accepting some of the rules (especially D&D players) because they are watered down a bit from more complex games. To clarify, I mean specific rules about line of sight, etc.. where the players are allowed a full 360 degree field of vision. Some of these rules are a little illogical, but it doesn't take any fun away from the game. The line of sight rules will create some confusion for sure. In the end, players may simply come to some agreements on line of sight rules on their own (we had to agree on some rules dealing with corners and obstacles diagonally touching corners.)
Anyhow, the early game starts off very slow, but once the heroes start gaining some items from chests, the game takes off. I felt many times (playing as the heroes - with two players the hero player just plays two characters) that the Overlord was way too powerful. He can summon hordes of monsters and keep you pinned into one room for an hour. This happened a few times, but once my characters were powerful enough, we were able to clear the rooms quickly. I finally won after two attempts to complete the first quest.

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Across the land, courageous heroes delve into shadowed dungeons, journey to lost cities, and explore forgotten ruins. In the darkest corners of the world, these heroes confront deadly and terrifying monsters, including Skeletons, Hell Hounds, Giants, Demons, and Dragons. For those few who survive, the rewards are many. Victorious heroes return from the treacherous dungeons with ancient magics, bags of gold, and powerful weapons and artifacts. In Descent: Journeys in the Dark, you play one of these daring adventurers. Armed with mighty weapons and powerful abilities, you venture into the dungeon to battle monsters, escape deadly traps, discover lost treasures, and ultimately, confront and defeat the evil masters that dwell in the hidden places. Can you survive the dark? Descent: Journeys in the Dark is a game of dungeon-crawling adventure for 2 to 5 players, playable in 2 to 4 hours.

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