There came a day, a day unlike any other, when Earth’s mightiest heroes and heroines found themselves united against a common threat: the undead.
This is the world of Marvel Zombicide.
The biggest question we got as soon as we finished Zombicide: Gotham City was one we were expecting: when are you doing Marvel? Tom and I thought about it for a while, but it wasn’t until more information about Season 3 came to light that we finally felt like maybe – just maybe – this could actually work. And we got to work designing, concepting and playtesting our newest project: Marvel Zombicide.
First was figuring out what heroes we wanted for Marvel Zombicide. While our general rule of “no metas” still stands, you’ll see that we’ve been able to create some fun dynamic characters that are wholly unique, but don’t destroy the core experience of Zombicide. Using the Marvel Cinematic Universe as our guide, we developed our core roster, and threw in a few others. Because what would Marvel be without a web-head and a savage Canadian? While we’re almost certainly missing someone’s favorite hero (we know the omission of the Fantastic Four is particularly glaring – but that is an all-or-nothing team), we also made the choice to focus solely on heroes. Read the rest of this entry »
Hopefully you read the One-Hour Review of The Strange so you’re all caught up on the player side of things. If not, we’ll give you a chance to get it together. Caught up? Alright!
This time, we’re looking at things from the GM perspective: the latter parts of The Strange core book that deal with the stuff you need to run a game of The Strange. In my experience with Numenera, it’s hard with this system to get players to take on the role of “sole determiners of rolls” in the game (being the only ones rolling dice) so I’m hoping for some information included in that. Also, creatures in Numenera are often pretty focused in their abilities and maneuvers. This is great when those maneuvers are evocative and not so much when they are repetitive.
Lastly, the setting of The Strange is dominated by three worlds: Earth, Ardeyn, and Ruk. They seem cool and interesting, but I’ve been promised “Worlds teeming with life, with discovery, with incredible treasures, and with sudden death.” I want to make sure there’s enough in these three worlds to keep my players occupied and, more importantly, that these aren’t the only kids on the block to contend with or it’ll be more Forgotten Realms than Sliders.
And with that, we’re off! Read the rest of this entry »
Beneath the orbits and atoms of our natural universe lies a network of dark energy. Those who have learned to access and navigate this chaotic sea have discovered an almost endless set of “recursions” in the shoals of our Earth: Worlds with their own laws of reality, reflected from human experience or imagination, given form in the swirling Chaosphere of the Strange. Worlds teeming with life, with discovery, with incredible treasures, and with sudden death.
Worlds sometimes jealous of our own.
-From Monte Cook Games
Readers of the site might remember my review of Numenera, the first game published with the Cypher System. You might also recall that some of us here at Castles & Cooks backed the Kickstarter campaign for The Strange back in the fall of last year. All this is to say that this review will be my first hour with the book but that I know something about it already.
This game is even more of a chance for Monte Cook to show off what remains of Planescape than Numenera was. Earth in this setting is surrounded by a mysterious alien data network that can create other dimensions, and those with “the spark” are able to transfer between these dimensions (called recursions) to defend the Earth from nefarious plane-hoppers and primordial evils out to destroy it. Sound familiar?
Like Numenera, characters in The Strange are constructed with the following formula: “I am an adjective noun who verbs.” The nouns (or Character Types) in The Strange are vectors, paradoxes, and spinners rather than the glaives, nanos, and jacks of Numenera with a similar spread of specialties. Your Character Descriptor (the “adjective” part) remains with your character (so that you’re always “Clever” or “Stealthy”) but the Character Focus (the “verb” part) switches with each recursion as characters create an appropriate body for themselves that blends in with the locals and follows the recursion’s laws (some recursions have magic, some have bioengineering, etc). Your focus then changes with each jump allowing you to try new options all the time. Personally, I’m very excited to see how this plays out because it seems like such a natural fit for the Cypher System.
Alright, so that’s what I know so far. Let’s crack open this pdf and see how it ticks!
A card game set in the steampunk world, where the goal is to assemble a crack team of vault breakers and try to collect enough wealth to become the richest crime lord in the city sounds like something that should have already existed. A concept so succinct and on point that it should be taken as a complete and utter failure of society that it didn’t exist previously. We’re all to blame on this one. Luckily, the folks over at Four Hogs are seeking to remedy that with their Kickstarted game VAULTS.
The core of the game is action management. Playing cards, gathering cards, cracking open safes, assembling or reorganizing your teams; all of these are choices that players can make that use up one or most of a set of actions that each players receives per turn. Players start each turn with 3 actions to use on the aforementioned choices of building up a team, trying to crack a vault, or gathering more cards to find the perfect team member or piece of equipment for the next job. Read the rest of this entry »
Zombicide Season 3: Rue Morgue, and the newest expansion Angry Neighbors, are just days away from closing one of the most successful board game Kickstarters of all time. No surprise for the gaming franchise that has routinely smashed Kickstarter records, with Seasons 1 and 2. As we head into the home stretch, here are the 5 biggest things you need to know about the new season: including, new mechanics, new threats and some very special survivors.
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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 »