Everyone is always trying to slay the dragon. I don’t really mean that figuratively, though it certainly works. I mean literally. Look through the fantasy genre and see how many characters define their very existence by the struggle to hunt down and kill one (or more) of those winged beasts (of varying colors). Games are no different. So, what if a game turned that idea on its head and let you play as the dragon. Would you be interested? Of course.
Suggested Ages: 8+
Suggested Players: 2 to 4 players
Playing time: 20 to 40 minutes
Contents: 95 playing cards, rulebook, Kickstarter exclusive: Unicorn promo action cards.
Retail price: $20, available on Amazon.
Enter Dragon’s Hoard, the Kickstarter funded card game that places you firmly in the role of a fire breathing, gold hording, winged beast out to claim all the lavish treasures and sheep (dragons gotta eat) in the land. Read the rest of this entry »
I’m a big fan of games that take the dungeon delving pleasures of D&D and distill it down into a simple form that lets me get that RPG fix when I only have a few free minutes. All the better when I’m on the go.
There are plenty of mobile games that scratch that itch, but not many tabletop games, as most of them have long setup, game times or require many players. So when Dungeon Roll popped up on Kickstarter, with promises of fast dungeon delving game play, a solitaire component, and a fantastic price point; I couldn’t resist becoming a backer.
Suggested ages: 8 and up
Number of players: 1 – 4 players
Playing time: 10 – 30 minutes
Contents: Core Game 7 white party dice, 7 black dungeon dice, 1 10-sided level die, 36 treasure tokens, 24 experience tokens, 8 hero cards, 4 player aid cards, 1 rulebook and 1 book of heroes. Kickstarter Bonuses included: Dragon’s Lair card, Graveyard card, Expansion pack 1 – with 8 additional heroes, kickstarter exclusive character – Guild Leader, 1 additional white party die (for Guild Leader), 2 additional black dungeon dice, and a mimic box variant container.
Retail price: $19.95 – available on Amazon. Read the rest of this entry »
Theros is a weird set. Over the last few years, Wizards has really pushed limited formats but that comes at a cost of complexity in cards. But this also means a lot of cards that are only playable in limited and not even something I would consider fringe playable at the kitchen table. Theros’s Voltron-inspired design makes for some odd choices that just don’t seem to quite click just yet but I’m hoping it will come together in the next two sets.
Like all of our Casual & Commander reviews, I will be looking at each card individually and comparing it against all the cards in Magic’s history to see which ones make the cut to the kitchen table and which ones should just be tossed into your Bulk box now. First up is white.
Theros Casual & Commander Review
White | Blue | Black | Red | Green | Multicolor, Artifacts & Lands
Simple pump spell with a dash of scry isn’t bad, and the addition of Heroic makes this card a little more exciting than Mighty Leap. But it still isn’t terribly exciting. What a way to begin!
As mentioned in our Heroes vs. Monsters review, Cavalry Pegasus is a new human lord… and a flying horse. In limited, this is good but outside of it, eh. Read the rest of this entry »
Last time, I went over the geography of the Ninth World to explore the setting of Numenera. This time, I wanted to look over what sort of people and creatures inhabit the Ninth World. Living amidst the remains of a billion years of previous civilizations is a strange prospect and it means that the people of Numenera are both used to and mystified by the strange technology they find lying around their world. The things you can find in the wilderness or cities of this setting may fill the same narrative niches as goblins and cultists and ghosts but they are very different.
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When I did my one-hour review of Numenera, I had to skim through some of the densest parts of the books to fit an overview in. This included the Setting and Creatures sections, which were not apparently essential to understanding what the game had to offer, though they looked interesting and imaginative. Now that I’ve had some more time to go back and look through these sections, it’s clear that the game designers managed their goal of merging science-fiction and fantasy well.
It’s maybe handy that I’m finally getting around to A Memory of Light, the final book in the Wheel of Time series, as I’m reading through Numenera because there are some handy connections. Like the Ninth World, the lands in Robert Jordan’s series live amidst the ruins of a former time that they don’t really understand and that seems crazy. Through glimpses into the past, we know that people before the Breaking had hovercars and laser guns just as people in earlier eras before Numenera likely did.
The difference here, though, is that the Ninth World is distinctly sci-fi in it’s themes and outlook. There are some heroes to celebrate and monsters to slay, but the hooks and adventures provided focus more on exploring and understanding. The unknown regions of the Ninth World feel more like the “new worlds and new civilizations” of Star Trek than the wild regions of Conan’s Hyperborea, as one example of contrast. It’s a hard thing to explain the feel of this game (a hallmark of Monte Cook) so I’ll just outline it by showing off the book instead of groping more. Read the rest of this entry »
My love of Duel Decks isn’t a well kept secret. I know, it sounds absurd to say that I love these little pre-constructed decks that draw across the planes of Magic, but I really do love them! With the September releases acting as a preview for the upcoming set, Heroes vs. Monsters is a good, old-fashioned battle of giant creatures. While Sorin vs. Tibalt soured on me as time went on (well, mostly just Tibalt – even I can’t get him to work), Izzet vs. Golgari are both intact in my deck box because they’re so much fun!
Suggested Ages: 13+
Suggested Players: 2 players
- Two ready-to-play 60-card decks
- Two deck boxes
- Two creature tokens
- A strategy insert
- A Magic “Learn to Play” guide
Retail price: $19.99 available at Amazon.com
Duel Decks is a series of decks that Wizards releases biannually in the spring and fall. In the spring, they are based around a duel of two planeswalkers from the previous block, while in the fall they act as a preview of the upcoming fall release. In the case of Heroes vs. Monsters, both decks are drawing a great amount of inspiration from the upcoming Theros set. Read the rest of this entry »
The Castles & Cooks team finally sat down to play a proper game of Star Wars Edge of the Empire. We already did a review of the core rulebook, but after spending time with character creation, the world and the game itself we’re back to discuss the experience of playing the game. Previously we looked at what DMs (GMs) can expect. Today we tackle the game from perspective of the players. Read the rest of this entry »
The Castles & Cooks team finally sat down to play a proper game of Star Wars Edge of the Empire. We already did a review of the core rulebook, but after spending time with character creation, the world and the game itself we’re back to discuss the experience of playing the game. Today we tackle the game from the role of the GM (or DM), and tomorrow we’ll look at it from the perspective of the players.
As someone who has played several RPGs, but only ever been the GM in Dungeons and Dragons (D&D) I must express a bit of trepidation that arose prior to my first session with Edge of the Empire. This game and this system are decidedly different from D&D, not just in how the game adjudicates combat or the addition of vehicles and rules for space combat.
Even using the book adventure as my guide, I still felt the need for an extended prep period. This wasn’t because I hadn’t played the game before (that was a small part of it), but because the way storytelling is woven into the fabric of everything the game does forces the GM to be prepared for unexpected moments. The PCs have more control over twisting the plot and taking the story in a new direction than they do in something like D&D.
How does this work and where did it impact my role as GM? Let’s break it down: Read the rest of this entry »
In our One Hour Reviews, we set a clock for sixty minutes and analyze the book. When time is up, we stop. The goal is to try and look over as much of the book as possible, without getting bogged down in any one section. Similar to how you might leaf through a book in the store, with some specific granularity, but mainly to focus on gaining a high level understanding of everything the RPG has to offer. Set the clock and let’s go!
This book has been a long time coming, and I’m excited to crack it open. First things first, this book is absolutely gorgeous. The art team outdid itself with the layout, the way they use art to frame the text, and the quality of the images. My favorite piece is a scoundrel type gritting his teeth and pointing a blaster at a Jawa who is casually holding a thermal detonator. How do you say “come at me bro!” in Jawa? Beyond that, there’s a nice heft to the book, and at over 400 pages it is definitely going to stand out in your gaming bookcase.
Time is ticking away and I’m eager to breakdown the chapters, but one other thing to note is the setting. The game is set during the original trilogy, specifically right after the destruction of the first Death Star. This is important to note because it means there really aren’t any Jedi or Sith, so don’t expect to be stating up a Jedi Consular or Sith Assassin with this game. Instead the focus is on playing players on the fringe or “edge of the empire” if you will – smugglers, bounty hunters, droids, etc. Time to dive in. Read the rest of this entry »
When I first started playing in D&D, I didn’t start out in a “standard” fantasy setting like Greyhawk or Forgotten Realms. I started off in the weird, nightmarish, wonderful, though-provoking realms of Planescape, traveling from the City of Doors through portals to all corners of the multiverse. Behind this remarkable setting is a man named Monte Cook who started his own company years ago and created a number of fantastic d20 products like the epic-scaled urban setting of Ptolus and the psionic adventure If Thoughts Could Kill. When Monte joined the development team for D&D Next, I was excited and eager to see what his reunion with Wizards of the Coast would yield. When he left the project suddenly and without much explanation, I was disappointed but curious what else he had planned.
That’s when I started to see teasers for Numenera. It looked strange and confusing and intriguing and bizarre. It looked like everything I loved about Planescape, and every subsequent teaser is even more interesting. Now I have the pdf in front of me and I can’t wait to delve in for my first hour with the book. Come on down the rabbit hole…
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