Today’s review is for a card game I picked up with a birthday gift card. I’d heard of Death Angel for a while, and seen lots of the expansions floating around as well, but never had a chance to give it a shot. I figured I wasn’t missing out on anything huge.
Oh, how mistaken I was.
Today’s review is for 100 Swords, a small and easy-to-play competitive deckbuilder, with a great and challenging solo mode and oodles of expansion content (and more to come according to the publishers!)
I got the Mammoth set, but from how the rules read, the more sets, the merrier
Today I’ll be doing a review of one of my hands-down favorite products ever, and easily my favorite supplement for D&D 4th Edition I’ve seen. With this book and the core D&D books, you have suddenly cracked open 95% of all flavors of the possible action-adventure genres to play with.
Are you ready for a supplement that should and could have been a core gamebook?
Ultramodern4 is a third-party supplement for D&D 4th edition, but before you start waving splatbooks angrily at me, take another look: this sucker is something like 300 pages long, and chock-full of mechanical details. It reads like one of the core 4e books, something halfway between a Player Handbook and the DM Guide with a small dozen pages or so of monsters in the 4e block format. RPGNow lists the following possibilities for genres to explore:
- Modern warfare
- Space opera
- Urban fantasy
- Wild west, with or without aliens
While not wrong, this list vastly understates the breadth of what you can do with this supplement book.
Today I wanted to do a belated review of a game I’ve had in my pocket for a while now, and had a lovely time almost every time we’ve played. I personally love cloth-felt-portable games, like Love Letter, Cypher, and after getting a bag to stuff it into, 100 Swords as well.
However, above them all is my personal favorite, Lost Legacy, and two of three modules I’ve played (I’ve never played The Flying Garden, so that one is being ignored for this review. Also, research for this post has upturned that there are four more modules I had never known existed, and have since been added to my wishlist.)
I’m going by this version of the artwork, as I’m not as much of a fan of the reprinted version in the Japanese woodblock style
Whoo boy, time to delve into the game that’s basically consumed my every free minute for the past couple weeks.
So, the TL;DR version:
Star Realms is incredibly good, incredibly strategic, and you should have at least 1 copy on your shelf, if not 3+. It’s $15, so it should be your next game purchase if you don’t have it yet.
Soooo, I like it. A lot.
Sorry for the delay in finishing this section up; I’ve started a new job, and while exciting and engaging, it has siphoned away an unexpected great deal of my free time.
This is the final post covering the legacy (Thus far) of D&D 4th Edition, as covered in my two previous posts on 4e in general and the books released for 4e. Finishing with this, and I’ll hopefully be able to release more posts with more free games and reviews in the near future.
Continuing on from my discussion previously on the history of 4e and what I like about it mechanically, this time I’m going to speak to the various books and resources published so far for 4e. Just as fair warning: This is likely going to be a huge post, so bring some popcorn.