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.
Just a brief Impression today, as some family stuff has come up that will result in no Monday Game or Wednesday post next week.
The Warpath and Firefight digital rulebooks from the Warpath Kickstarter were released yesterday, and so I wanted to go over them in a bit of light detail and highlight elements I see as promising or potentially worrying.
One note: I’ve not had a chance to play either system yet in the current incarnation, just precursor editions and the beta ruleset, so take everything said here with a grain of salt.
Note the lack of chunky square multibases: This is a Firefight game, or one of the somewhat-annoyingly common unbased model pictures in the Warpath rulebook
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.
The Pathfinder Card game, Rise of the Runelords. It wasn’t my own game, but rather one belonging to a local gaming group, so it had several expansions in it as far as I am aware. We played for approximately 45 minutes, finishing quickly due to a couple of very lucky draws and getting the henchmen within the first 3 cards in 4 or 5 of the 8 locations.
I played as the female human sorceress, ending up with an odd affinity for Blessings as I managed to draw all of mine and burn through nearly an entire location deck in a single turn (And still not hitting the henchman).