Jan 312012
 

Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

[Full Disclosure: We here at Undergopger Central received a free copy of Thunderstone for review purposes.]

Thunderstone

Image Copyright AEG

This month I will be reviewing Thunderstone from AEG. Thunderstone is, to quote the box, a deckbuilding game of fantasy adventure. Because of the theme I refer to Thunderstone as red box Dominion. Those of you that started with Basic D&D back in the eighties will see why. The idea of the game is to build a deck of Heros and equipment that will allow you to defeat monsters in the Dungeon Hall. Defeating monsters gives you xp and victory points. Xp allows you to advance Hero cards to higher levels. The theme is certainly one that will appeal to fantasy role players and deckbuilding games attract CCG players.

Image Copyright AEG

The first thing I noticed when unboxing Thunderstone was that the instruction book is pretty thick and I became concerned about the complexity of the game. That was proved to be an unfounded concern after reading the instructions. They are very thorough and contain several examples of play, which is always helpful. There is a plastic insert in the box to hold the cards. I consider this a requirement for a deck building game that uses several seperate stacks of cards. When unwrapping the cards I found my hands covered in what appeared to be glitter. I guess the coating used on the cards was flaking of that there were residual flakes from the manufacturing process. Other that making me look like a stripper had exploded on me, the cards are fairly sturdy and the art by Jason Engle is great. The art on the cards really helps set the tone and feel of the game. It does take a while to get all the decks divided up but fourtunately it only needs to be done once. There are dividers provided to seperate decks while in the box. The dividers are slightly larger than the rest of the cards help you see where one deck begins and ends. The dividers have the same design on both sides as the back of the cards. I really think that the dividers would work better if they were more noticeably different from regular card backs. The could be a touch larger as well but I don’t think that would help as much as a significant color change.

The game is set up in three areas: Dungeon Hall, Hero cards, and the Village. Xp and Disease cards are placed to the side of this set up, which is well illustrated in the instructions. On a players turn there are three options that affect what actions can be taken. A player can choose to visit the Village, enter the Dungeon , or Rest. Visiting the village allows the player to buy cards and level up heroes. Entering the Dungeon is where monsters can be fought for XP. There is a really cool aspect to the Dungeon, which is composed of three cards each representing a deeper level of the Dungeon. You can attack any of the monsters but the deeper they are in the Dungeon the more light sources are required to attack without penalty. As monsters are defeated they remaining ones move up a level and the deepest level is restocked from the Dungeon deck. The endgame mechanic is the Thunderstone its self which is shuffled into the last ten cards of the Dungeon deck. When the Thunderstone reaches the first level of the Dungeon the game ends. Resting allows a player to destroy a card in his hand culling it from the game. So that is basically the game.

Image Copyright AEG

We found that when we played Thunderstone with 2 players that the game can easily get out of hand if one player has a particularly successful turn or two early on in the game. I beat 8one6 by 54 points one game. It was brutal. The game seems to balance better with more players. I have been told that Thunderstone benefits significantly from the expansions. I personally have not played any of them at this time. I love the theme of Thunderstone but personally find the game can be very frustrating. If the monsters appear in wonky order everything seems to breakdown. I also feel like it is difficult to catch up when you are behind. That being said I know a lot of folks who love Thunderstone and play tons of it. There is a very real possibility that I’m just not very good at it and thus my frustration. I certainly will be playing the game again and hope to check on the assertion that the expansions make the game much better. While Thunderstone is not one of my favorite games, it is a solid game and despite getting frustrated I generally enjoy playing. For Fantasy role players looking for a deckbuilding game it bears taking a long look. I do recommend giving Thunderstone a try.

The next stop on the Game Night Blog Carnival is Geek Ken. Be sure to check out the main page of the Game Night Blog Carnival!

Dec 272011
 

Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

Quarriors

Image copyright Wizkids

It is a well documented fact that I love dice. Quarriors is all about dice. This was a match made in heaven. Quarriors is a dice version of a card building game, like Dominion or Thunderstone. The premise is that you are a Quarrior out to gain glory by capturing creatures and protecting them until you can deliver them to the empress. The other players are trying to stop you using their creatures and spells. The creatures and spells are represented by the dice. There are three basic types of dice that don’t fall into either of the above categories. They provide the most basic of creatures called Assistants, the basic “currency” of the game called Quiddity, and a way to get more dice to roll on your turn by using Portals.

Quarriors uses cards to define the different abilities that the various dice possess. The cards are arrayed in the center of the table and the dice are placed on top of the matching card. There are 130 dice in Quarriors, 55 of which represent the basic types of dice with the rest representing the creatures and spells in groups of 5. There are three versions of the card for each die type featuring different special abilities and costs to increase variety in the game. Since not all types of dice are used in every game, Quarriors provides a different game almost every time you play.

Quarriors comes with a 19 page rule book that is very thorough, easy to follow, and features several diagrams showing examples of set up and play. Despite the length of the rules, Quarriors is very easy to pick up and after a game or two plays smoothly. The game generally plays quickly as well. We can usually get in a few games in an hour unless the dice just don’t cooperate. That is actually one of the things I really enjoy about the game. In a card building game, the cards are always the same. Once you have it in your deck the only surprise is when it shows up. With dice not only is it random when a certain die will come out of the bag but which face will come up when it is rolled. This make the game more interesting to me. Just because you have manage to buy something impressive doesn’t guarantee success. It adds excitement to the game.

Quarriors comes in a tin shaped like a die. In fact the top is a facsimile of one of the faces of a die in the game. The art on the cards is sharp and the dice are easy to read and look fantastic. Every thing fits nicely in the packaging and plastic bags are provided for each type of die. The dice bags are holding up well after several plays. Overall the presentation is top notch. Quarriors is made by Whizkids and retails for $50, which is surprisingly low considering the sheer amount of dice in the game.

I highly recommend this game to anyone. We always have a blast playing it. With all the dice rolling, it has an obvious appeal to role players beyond the fantasy theme. This is quickly becoming one of our favorites. Quarriors would be a great way to spend those Christmas gift certificates.

The next stop on the Game Night Blog Carnival is Glimm’s Workshop. Be sure to check out the main page of the Game Night Blog Carnival!

Dec 022011
 

This week I only have one thing that can justify this post’s inclusion in my RPG feed, but it’s enough. Also, we continue the brief reviews of all the Harry potter books and I reveal I’m an uncultured swine with my Animal Farm “review”. Let’s get started, shall we?

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The Astromundi Cluster (Spelljammer Game Accessory 1087)The Astromundi Cluster by Sam Witt

My rating: 1 of 5 stars

I don’t generally buy campaign setting books, but since this was part of the SpellJammer line I had to pick it up. My single biggest problem with the Astromundi cluster was that it was too contained, that it allowed no real chance to escape into the wider galaxy of spelljamming. I know that there are a lot of people who hated the crossover setting approach that Spelljammer took, I personally hated having to deal with the Dragonlance steel for gold exchange scheme that by players came up with, but there was no reason to trap players in a single sphere for an entire campaign.

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I own every single SpellJammer product that was not an article in Dragon Magazine, and this is my least favorite. There is really nothing in this setting that I could mine for my home brew SpellJammer spheres.

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Harry Potter and the Prisoner of Azkaban (Harry Potter, #3)Harry Potter and the Prisoner of Azkaban by J.K. Rowling

My rating: 4 of 5 stars

In my opinion this is the best of the Harry Potter series. They introduce a great character who might actually care enough about Harry to help him in his epic struggle against an evil wizard who couldn’t kill a baby in a crib (Memo to voldemort: just use a knife). The dementors thing was cool, but the deus ex time travel thing was easily the worst part of it, and really introduces the the biggest plot hole the series has.

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Some people may disagree, but I think it was all down hill from here.

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Angel: After the Fall, Volume 1Angel: After the Fall, Volume 1 by Joss Whedon

My rating: 3 of 5 stars

As a fan of the Angel (how I became a fan is a funny story) I felt that this was a good start to a comic adaptation of the series as well as a good start at resolving the cliffhanger ending that Joss and Co left us with. I think the way it jumps into the action a while after the end of the show and with LA plunged into the heart of hell was the best way to deliver a great story and I would recommend the comics to any Angel or Buffy fan.

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Great followup to a great series.

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Animal FarmAnimal Farm by George Orwell

My rating: 1 of 5 stars

I have to admit, I read this only because it was required reading in High School. I’m not a fan of political satire, and while I understand why this book was assigned I’m still not a big fan.

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Remember, these review posts are just sort of a “light snack” to start off your day. You don’t have to tell me how wrong I am about my opinions in the comments section of this post. I would hate it if some big internet personality, like say Wil Wheaton, were to point his followers at this page to show me how wrong I am in my views or how badly I spell.

That would just be awful.

Nov 302011
 

Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.

When a game is based on a specific property, the theme is frequently just pasted on. This is not the case with Discworld: Ankh-Morpork. Discworld: Ankh-Morpork is a four player game by Treefrog Games and Mayfair Games. Discworld is based on Terry Pratchett’s series of novels of the same name. I have read several of the novels and as I read the rules for Discworld: Ankh-Morpork I could tell that the game was designed around the source material. The game is mostly about controlling areas of the twin cities of Ankh and Morpork but that is not necessarily the winning condition. Each player is dealt a card with one of seven people vying for control of the city on it. Each of these personalities has their own winning condition, though three of them are basically the same. The personalities winning condition make sense based on the characters in the book. These personalities are kept secret so that part of the game is trying to figure out who your opponents are while masking who you have been dealt.

Game play is pretty simple with most of the complexity being in the blocking of opponents actions while accomplishing your goal without giving away who you are. That means that means most people won’t be taking a straight forward approach. Each turn you play one card from your hand and do what it says to do. Then you draw back up to five cards. About as simple as it gets. The game ends when someone announces that they have met the victory condition or the draw deck runs out. If no one has managed to win when the deck runs out then there is a point system to determine the winner. Area control is represented on the board with wooden pawns of minions and buildings. There are a few other types of pawns depending on events that can occur during the game. There is also an interesting mechanic called “trouble”. A black trouble marker is placed into an areas of the city when a minion is added to an are where there is already a minion. “Trouble” effects what can be done in that particular area and figures into the winning condition for one of the characters.

Having a building in an area of the city allows a player to have access to the special ability of that particular area. Each area can only have one building on it. Buildings count for establishing control of an area as well. Control of an area is determined by who has the most bits of wood on it.

The game itself looks wonderful. The art on the board and cards is very good. The wooden pieces are well made and it is obvious what represents what. The only thing missing is four elephants and a turtle to hold the board up.

I enjoyed this game because it is simple to play but requires canny decision making and some deduction work to figure out who may be who. When we played we successfully managed to keep each other unclear of our identities. It is vital for everyone playing to understand the victory conditions for each personality so no one gives the game away. I recommend the game for less casual board gamers since it requires constant attention to what the other players are doing. There is definitely a hose the other guy element to the game. I highly recommend this for board gamers who are also fans of Pratchett’s work. The game is more fun when you get the jokes.

The next stop on the Game Night Blog Carnival is Glimm’s Workshop. Be sure to check out the main page of the Game Night Blog Carnival!

Nov 252011
 

This week’s post is full of imagination and excitement. Oh, and the Iliad.

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Descent into the Depths of the Earth (Greyhawk Classics, #3)Descent into the Depths of the Earth by Paul Kidd

My rating: 4 of 5 stars

The second in what I refer to as “the Justicar series” is just as much fun as the first book. It was amazing to me that licensed books based on old D&D adventures could be this fun to read. Paul Kidd does a great job with the main characters. There’s action and adventure, mystery, humor, and clever thinking to get around a few of the puzzles that the module the book is based on is known for. I would say that it feels like a group of players playing through a campaign, but these characters are written better and there aren’t any Monty Python jokes being tossed around.

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I honestly wish that Paul Kidd would write more addaptations of classic adventures. These are great and I’d love to see him continue with the cast of characters he’s created for them.

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Harry Potter and the Chamber of Secrets (Harry Potter, #2)Harry Potter and the Chamber of Secrets by J.K. Rowling

My rating: 3 of 5 stars

I’m not sure I can give this book a fair review, coming back to review it after reading the rest of the series. It’s another year at Hogwarts, and this time the awful school secret that tries to kill Harry and Co. is a big snake. An average book for the series, which is still saying something positive.

Again the characters are mostly well written, I felt it was sort of an ass-pull to have a big chamber of snake dwelling evil hidden in a freakin’ school, but I didn’t attend school in England, so for all I know it’s nothing out of the ordinary. We get more quiddich, which is like wizard soccer and just as interesting (take that as you will).

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I’m just joking about the quiddich being like soccer. Mostly because I can imagine reasons why people like to watch soccer. Quiddich is a horrible game and I hate the fact that so much of the book series was dedicated to it. We get it, Harry is super good at the one part of the sport that makes everyone else useless, move the hell on!

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Just Imagine Stan Lee Creating the DC Universe - Book 1Just Imagine Stan Lee Creating the DC Universe – Book 1 by Stan Lee

My rating: 3 of 5 stars

(This is my review for both volumes)

I’ve always been a fan of the Marvel “What If” and DC “Elseworlds” series of books, so it was interesting to see what Stan “The Man” Lee would have done with the DC universe. He was given a chance to reimagine the classic lineup of DC heroes, and the result was the miniseries collected in these two volumes. In some cases (Batman, Wonder Woman, The Flash) I preferred the characters to their regular versions, but in most of the others I think they were a little too “classic Stan Lee” to really be successful. I would have loved to have seen a few of these characters get miniseries of their own.
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With the reboot that just occurred at DC I’m sort of sad that they didn’t go with a few of the concepts that Stan The Man came up with for the characters.

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The IliadThe Iliad by Homer

My rating: 1 of 5 stars

Even remembering this book makes me want to take a nap. It’s a long, drawn out combat between two forces and ends with the only memorable scene (the trojan horse) in the entire thing. I recommend that you skip right to the Odyssey.

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I have nothing more to say about this book.