Showing posts with label warhammer. Show all posts
Showing posts with label warhammer. Show all posts

Warhammer Fantasy Roleplay Winds of Magic Review

Warhammer Fantasy Roleplay Winds of Magic
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I gave a rave review on the base box set for WHFRP from Fantasy Flight Games (FFG), and I am an admitted FFG fan.
The components are very high quality and will likely last for years of reasonably frequent play and even survive the occasional soda spill.
This is a very useful expansion set for WHFRP. Let's be honest. If you are going to run a campaign in the Old World then you are eventually going to have the party run up against a magic user or two or twenty.
This expansion gives you the ability to have characters and NPCs across the range of general magic using traditions and colleges. The expansion also does a good job of clarifying and expanding some of the rules from the base set in the area of magic.
So, the new magic spell and effects cards were very helpful.
There are new career cards as well. One of these is necessary, the magician, and some are interesting. There are two more punch out sheets of counters that probably could have been trimmed to save quid, and there are two books, "the winds of magic" and "liber mutatis."
The "winds of magic" book weighs in at around 35 pages, and about five pages of it are useful additions or clarifications to the basic rules. The "liber mutatis" is about Chaos magic and its users. Most of the book consists of welcomed additions to the basic rules to handle Chaos, and the fifth chapter is an adventure using the Chaos rules.
The $50 price tag is a bit steep for what you get. If FFG could put out a winds of magic supplement along the price and quality of the adventurers toolkit, it would be more pleasing to the wallet.
In service,
Rich
[...]

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Warhammer Fantasy Roleplay GM Toolkit Review

Warhammer Fantasy Roleplay GM Toolkit
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This is my first Amazon review...I usually can't be bothered with commenting on these things, but I do rely on the reviews of others to help me decide when I'm on the fence about a certain purchase...so, since I was so impressed with this product, I thought I'd share.
First off, I wouldn't call myself an FFG fanboy. I do, however, find that the quality of their products is consistently top-notch. As far as durability is concerned, I disagree with the previous reviewer's opinion on this. I don't feel that the packaging should drop the the rating that much. If you have already purchased the Core box set, the contents of this kit will fit in that box nicely. The first adventure module published and sold for this RPG (A Gathering Storm) is packaged exactly the same way as the GM toolkit. Also, the GM screen is worth the price of this kit alone. The artwork on it is amazing, there are all the rules summaries as well as a rules index on the GM side, and its not made of flimsy card. I did dock them slightly on durability due to the book being in soft-cover format.
Second, I am fairly new to RPG's. I played Dungeons and Dragons when I was about 12 years old, about 20 years ago now. I was drawn to this game because of the publisher's (Fantasy Flight Games) reputation and because of the world setting (I play Warhammer Fantasy Battles table top miniatures game by Games Workshop).
The pros...
-Great advice on creating original story arcs using classic story telling themes.
-Advice on story "hooks" (getting the players to bite).
-New concepts of Nemisis NPCs and NPC party sheets.
-Full color high quality printing and inspiring artwork.
-Pages of "alternate rules" suggestions on how to change up some of the core mechanics slightly to suit your groups' play style.
-Advice on new and helpful ways to use the "progress tracks" to aid in story development and .
-More standups.
-Awesome GM screen....man FFG knocked it out of the park with this one.
The cons...
-The book is about the size of one of the 4 books in the Core set (actually it's a little thin, more like the size of the tome of mysteries, or tome of Blessings), which is suitable for the price (esp. here on Amazon) but it left me wanting more, especially as a new GM.
-The book is soft cover, so wont stand up to abuse as much as a hardcover...though, to be fair, all the books in the core set and the one expansion adventure I picked up are the same. I think this just keeps them more affordable.
-I feel like this could have been included with the core set, perhaps as part of the "Tome of Adventure" but FFG is trying to make the most of their GW license here, and "expansion sets" are a big part of their business model.
Even if you are a veteran GM, the advice in this book could inspire you to step out of your established comfort zone and try a new story telling technique/formula. I think it's a great buy at Amazon.com as I purchased it at retail plus CA sales tax at my local game store. Amazon had not yet discounted this product when I decided to get it. Ultimately, I gave it 4 out of 5 stars due to how thin the book was. I think FFG could have packed a little more content in there for their suggested retail price.
Looking forward to the "Winds of Magic" expansion, hopefully Amazon will offer some sort of discount off of it's $50 price tag.

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The Game Master's Toolkit is a valuable resource for both new and veteran Game Masters. The toolkit is filled with a number of helpful tools and adventure seeds for Game Masters to enhance their Warhammer Fantasy Roleplay games, as well as provides more advice and suggestions to help refine their GM skills.The Game Master's Toolkit includes punchboard with more NPC and creature standups and tokens, new location and item cards, and introduces organisation sheets to integrate into your game. The toolkit also includes a sturdy, full colour, double-sided GM screen, and a full colour 48-page book.The book features invaluable tips and guidelines to help a GM manage the game, engage his players, and create memorable adventures for his group. The book includes a number of detailed episode templates to help cut down on prep time, as well as introduces new rules for nemesis characters and organisations to challenge the heroes. Armed with the resources found in this toolkit, a GM will always be ready for action.

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Warhammer LCG: Arcane Fire Battle Pack Review

Warhammer LCG: Arcane Fire Battle Pack
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Warhammer: Invasion is a really fun "living card game" from Fantasy Flight Games. Two players of opposing factions battle to destroy each other's keeps. The corruption cycle features the skaven race as a series of neutral cards. Unfortunately, these expansion decks only come with one copy of some cards. One must purchase 3 decks to gain 3 of each, which is the maximum of any given card in the deck.

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Ancient sorceries and epic spells rock the battlefield as the battle between Order and Destruction reaches a fever pitch. Overwhelm your opponents with the devastating force of arcane fire!Arcane Fire is the sixth Battle Pack installment of The Corruption Cycle, the expansion cycle for Warhammer: Invasion, a card game of intense warfare, clever kingdom management, and epic questing. This 40 card pack contains 20 different never-before-seen cards designed to augment existing decks and add variety to the Warhammer: Invasion metagame.CONTAINS CARDS 101-120 of "THE CORRUPTION CYCLE."This is not a stand-alone deck. A Warhammer: Invasion The Card Game core set is required to play.

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Space Hulk Death Angel Card Game Review

Space Hulk Death Angel Card Game
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Fantasy Flight has done a great job of taking the tension of the Space Hulk board game and turning it into a surprisingly tactical card game. Unlike most card-based games that I've played, even after you master the rules and basic strategies of the game, you will still be challenged with unexpected decisions and situations.

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FFGSL06 Space Hulk Death Angel Card Game by Fantasy Flight Games Purge the Xenos Threat! The Space Hulk Sin of Damnation has succumbed to a vicious Genestealer infestation. Now you must purge the vile alien... Space Hulk Death Angel - The Card Game is a cooperative card game for 1-6 players. Set in the grim Warhammer 40,000 universe, Death Angel pits a squad of Blood Angel Space Marines against a growing alien horde. It will take strategic teamwork to make it out alive. Pick your combat group, fall into formation, and prepare for the Genestealer swarms!

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Warhammer Fantasy Roleplay: Signs of Faith Review

Warhammer Fantasy Roleplay: Signs of Faith
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I'll say it again - Go the support section of the fantasy flight games website and download the set list pdf for the Warhammer line if you want to know whats inside.
Nothing unusual here, folks - Two skinny books, an adventure in one, punchouts, and cards.
What I liked -
Papa Nurgle - Oh yeah. Diseases. These are less of a game ender than mutations, since they can be cured. But oh boy, they are not something you want. It can create some amazing tension, if used correctly. It can also be a tool to really screw over your players. So keep that in mind. If you're not going to use them responsibly to drive the story, and if your players aren't going to appreciate the role-playing aspect - Leave them out. If used poorly, you will only lose here.
Of course there are more dark magic spells and the marks of nurgle that every budding champion of chaos is looking for. Monsters to kill too. I don't think the game supports campaigns high to enough to actually kill a great unclean one, but I'm sure it will in the future.
Expanded religious orders - I like them. I can see someone playing all of them. Especially Ulric and Myrmidia. In fact, you can have a complete party if you so choose, with just priests. Which is interesting but horribly unlikely in the warhammer world.
Background - I had no clue what Myrmidia was about, or any of the other cults not involving Sigmar or Ulric. So it was a good read for me. I also like the holidays and calendar. Good tools to immerse your game.
What I didn't like -
Lack of effective minor blessings- So you want to be a priest. And heal, but not just heal? Sorry buddy. Its Shallya or nothing. If they had more minor blessings, you could wing it more with a non shallya priest who heals.
Balance of Taal/Rhya - I don't get what they tried to do here. Two blessings for the price of one? Not only are the reckless and conservative sides different, they are in effect different blessings. Which can create a priest whose versatility far outweighs the other cults. Also, why give Rhya Medicene? It is a very rare skill to see. Shallya I understand, but not Rhya.
Needs more priestly items - There are very few here. Again, no prices as we saw in winds of magic.
This is still nonetheless an excellent product. You're probably going to want it, even if there are no Priests in your party.

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The Old World is a place of unending war and strife. The legions of Chaos threaten to demolish all bastions of civilization while spreading their corruption and heresy across the land. The Four Ruinous Powers continue to gather worshippers among the nobles and commonfolk alike, allowing them to spread their dark designs from within the Empire. Amidst this gathering darkness burns a light of hope that slowly gains strength, lit by those who follow the signs of faith... This supplement for Warhammer Fantasy Roleplay introduces valuable background information on the Cults of the Empire as well as insights on the Ruinous Power Nurgle, the Plaguefather. For players, Signs of Faith introduces new rules for priests, dozens of new blessings across all nine major Empire faiths, and suggestions on how to play priest characters. GMs will find new rules for disease and Nurgle's daemonic minions, and players have access to ten new careers. In addition, Signs of Faith includes a complete adventure for GMs to test their players' newfound faith!

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Fantasy Roleplay: The Edge of Night Review

Fantasy Roleplay: The Edge of Night
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An interesting adventure with many location descriptions and full backgrounds on major NPC's (both human and not).
The opening pages of the adventure book describe in generality the components included in the box. Unfortunately, the rest of the book doesn't tie the components into the adventure. For example, location cards are provided in the box and would be easily included in the adventure if the writers were to state recommended cards for the locations described in the adventure book. Funny that fans can do this in putting together adventures. They tie the tools from the game into their adventures, but paid writers can't make that leap.
Don't get me wrong, the adventure is worth the purchase. It's just missing the missing the little things which could make it great.

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The Edge of Night is an adventure for Warhammer Fantasy Roleplay. Thrusting the players into a world of mystery and intrigue, The Edge of Night offers a rich setting, a complex cast of characters with plenty of secrets to hide, and all the materials needed to immerse the players in the story.The Edge of Night comes complete with a full color scenario book, detailing the background of Ubersreik, engaging adventure hooks to get the characters involved, and the interesting citizens of Ubersreik they will encounter. The city is bustling with activity as three noble families make their presence known, each vying for power in a time of political unrest. Meanwhile, to take their attention from the unnatural glow of Morrslieb, the nobility of Ubersreik prepare for a grand masquerade. But something sinister lurks beneath the guise of the festivities...With full colour handouts and tokens, as well as new talent, location, item, and action cards, The Edge of Night provides a variety of new options for GMs and players alike.This is not a complete game. A copy of Warhammer Fantasy Roleplay is required.

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Warhammer Invasion Core Set Review

Warhammer Invasion Core Set
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I love the Warhammer universe and I am always leery of third party treatments, BUT Fantasy Fight Games has out done themselves with this game. All of the little details from the characters to events, have found their way into this game.
The game play itself is fun and easy to learn, and very difficult to master, but that is part of what makes this game great. The game breaks down into a siege battle between two opposing forces, each having a city to defend while building a force to sack the enemy, the twist is the drastically different playable races. No two races play the same, in fact the differences are so drastic it can be difficult to move from one to another without doing a little preemptive card reading.
The core game is all that is needed to play, unlike collectible card games which rely on spending absence amounts of money to secure the one ultra-rare card. By taking the focus off the collecting aspect, and providing all the card up front, the game becomes a study in strategy and is far more rewarding. There are expansions released regularly that add more card options and races, which to base one's deck on, and again adding more depth of play.
The other boon for a game like this, is the price, the core game is $40, while the expansions are only $10, continually making the game fresh and increasing playability. If you're looking for a new card game that provides a rich fantasy world to in which to play, and don't want to spend copious amounts of money on booster boxes, this is a fine choice and well worth the money.

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The Invasion Begins...The Old World seethes with ancient rivalries and boils in the cauldron of savage warfare. Enemies and allies alike face off against one another to settle ancient claims, and to live the glory of battle for themselves.Brought to you by famed designer Eric M. Lang, Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy's capital.Will you play the indestructible grudge-bearing Dwarfs, the shrewd and maneuverable Empire, the savage and destructive Orcs, or the entropic and mutating forces of Chaos? Or will you cleverly craft an alliance, playing the combined might of the forces of either Order or Destruction?Warhammer Invasion LCG Core Set contains:-1 Rulebook-220 Cards representing 4 factions-4 Capital Boards-35 Resource Tokens-60 Damage Tokens-4 Burning Tokens

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Space Hulk Board Game Review

Space Hulk Board Game
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This is a limited release of a classic boardgame intended for "core" fans of the genre. If you really want a copy you might want to get it now, because there is no telling if there will be a reprinting anytime soon. The "Space Hulk" itself is a massive derilict ship drifting thru space that serves as the setting for the game.
The pics above show assembled and painted minis. The game itself comes unassembled and unpainted. That is part of the hobby for "Games Workshop" fans. It is a heck of a lot of work to get minis to look that nice, but that's part of what makes it worth it for enthusiasts. Everything about this product is very high quality... the rules and scenarios are very well done, the map tiles and tokens are very heavy duty and once assembled, the minis are fantastic.
The game itself is a blast! A fast and brutal 2 player tactical exercise that is complete and devious. One player controls a band of Space Marines attempting to accomplish a mission. The Marines are well armed, but what they start with is what they get. The second player controls hordes of viscious aliens whose sole purpose is to kill the Marines. Each turn more and more aliens swarm into the game making it harder and harder for the Marines. In other words, Player "A" has to do something and Player "B" has to stop him. Space Hulk is about as cutthroat as it gets.
The rules are a model of efficiency and the theme and backstories are very interesting. It's actually fun to read the rulebooks. Space Hulk started out costing $99 but now is creeping up to $149. If there isn't a second release the price will keep going up. That's too bad, because mechanically this game is great. It would be fun and well worth playing with cheaper pieces and components if that is what it would take for further releases of the game.


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From the depths of space an ancient vessel drifts slowly towards the Imperium of Mankind - a space hulk. Within its confines, untold thousands of Genestealers slowly emerge from hibernation. The Space Marines must enter the cramped corridors and tomb-like chambers of the ancient ship to defeat this alien menace. Space Hulk is a board game for two players, recreating the battles fought between the Space Marines and Genestealers. One player commands the Space Marines as they carry out deadly missions in the ancient Space Hulk, and the other commands the horde of Genestealers opposing them. Space Hulk's fast-paced rules simulate the tense atmosphere of a mission deep inside the cramped confines of a derelict space hulk, where split-second decisions are needed for victory. This boxed game contains: a 23-page Rulebook, a 47-page Mission book and 35 finely-detailed, plastic Citadel miniatures, including: 11 Space Marine Terminators, one Space Marine Terminator Librarian, 22 Genestealers, and one Broodlord. Also included are: 105 gaming counters, 24 corridors, 10 rooms, eight crossroads, eight T-junctions, six corner sections, four dead ends, four end pieces, 20 doors with plastic stands, one mission status display, and three plastic mission objectives, including: a dead Space Marine on throne, a Blood Angels artefact and a Cyber-Altered Task Unit. Plus a sand timer and five bone-coloured dice unique to this game.

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Warhammer LCG: Assault on Ulthuan Review

Warhammer LCG: Assault on Ulthuan
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If you own the Warhammer Invasion Core Set and enjoy it, this is a must-have. Like the core set, this deck comes with 2 completely playable and fairly balanced decks, along with some cards for the other 4 factions. I found the High Elves and Dark Elves to be a bit weaker than the 4 core races, but still the best addition you can make if you enjoyed the core set. For the cost of about 2 battle packs, you get 2 more preconstructed decks.

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Malekith and the Phoenix King were like brothers ... Now blood has been shed.The Assault on Ulthuan expansion explores the bitter enmity between the High Elves and the Dark Elves. The cruel Dark Elves seek to enslave the other races of the Warhammer world. The proud High Elves seek to heal the damage to the world and unlock the ancient mysteries of the arcane. This set contains two core starter decks (one High Elf and one Dark Elf), two capital boards, and a host of new strategies, tactics and deck-building options for each of the six races in the game.Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy's capital.This is not a stand-alone game; a Warhammer: Invasion The Card Game core set is required to play.The Assault on Ulthuan deluxe expansion adds two fully-playable decks and capital boards for the High Elves and Dark Elves, introducing two new factions into the Warhammer: Invasion card game.

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Chaos in the Old World Review

Chaos in the Old World
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This game will ruin your game collection. All your other games will gather dust because Chaos in the Old World (COW) will be the only game that 3-4 people will beg to play.
COW is a game that has beautiful parity with diverse options to victory. Each player plays an evil god bent on destroying the world. The rules are simple. You summon creatures, play chaos cards, fight by rolling dice, then calculate points. Whoever has the most points wins.
How's that fun?
COW's master stroke is that each god adds its own flavor for playing the game. For instance, if you play Khorne, you are the blood god and relish the chance to attack other players much as you can. You get chaos cards that aid your bloodlust. By killing figures, Khorne also gains upgraded abilities through the game. Other players tend to flee from his reign of terror. The three other gods, Tzeentch, Nurgle, and Slaanesh, are much more subtle. For instance, each respective god can teleport, overwhelm, or control other players' figures. No god will ever play the same as the other 3. By playing as your god should, you stand an excellent chance to win.
Never does COW feel like playing solitaire. Each player is constantly watching the moves of the others and whispering to their fellow players in the hopes of creating fleeting alliances. The tension built during the game is astonishing as games are won typically by thin margins.
Chaos in the Old World's tension, variation, art, theme, and balance will have you and your friends lusting for more plays than other games. I cannot recommend COW highly enough.


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In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease.Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.In the Chaos in the Old World board game, 3-4 players take on the roles of the malevolent Lords of Chaos. Each god's distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos...for now.

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