Showing posts with label deck construction. Show all posts
Showing posts with label deck construction. Show all posts

Athlas Kickstarter Preview

[This post is not a review, but a preview for a game currently seeking funding on Kickstarter. Game rules, components, and art are all subject to change from the prototype version I was sent.]

Athlas is a game that I was very excited to try out from the moment I saw the art. The more I read about the game, the more I thought it was the kind of game for me.


In Athlas: Duel for Divinity, players face off against each other as they use different custom built avatars, or Alphas, to fight to obtain relics and prove they are worthy of godhood.

One of the most interesting parts of Athlas is the character creation. After players agree on a Summoning Point total, they each take their deck of 170 cards, and create 3 "Alphas." These Alphas are essentially templates - copies of which will be summoned onto the battlefield to attempt to be the first to open the portal to Athlas.



Each player has 9 genus cards - which are the basic building block cards for the Alphas. These come with a few innate abilities, but the fun really begins once players start customizing and building their Alphas. Most of each player's 170 cards are equipment, abilities, or spells which can be assigned to Alphas. These can be things like weapons, superpowers, or magic abilities that will help each Alpha achieve the player's goal of victory.

The Alpha genus cards as well as any equipment, ability, or spell cards assigned to it come with a summoning cost, however. So that each time a player brings a new copy of the Alpha onto the battlefield, she will be getting closer and closer to the summoning point limit players agreed upon before beginning the game. So players really have to decide what kind of game they want to play. Should they load up their Alphas with lots of powerful abilities and weapons, knowing they won't be able to summon to many to the battlefield? Do they go with a swarm approach and build smaller Alphas with less power, but who cost less and can be summoned multiple times per game? Does a single minded Alpha team stand a chance? Is a more balanced team not min/maxed enough? Should the Alphas be fast, nimble, slow, powerful, ranged, melee? All of these decisions need to be dealt with by players as they go through their decks of cards to create their Alphas.


A few of the Divine Intervention cards available in the game.

Players also build a deck of 4 Divine Intervention cards. These cards can be played at almost any time, and can have a powerful effect on the course of the game. The catch with these cards is that they must be played in the order the player chose to put them in at the start of the game. If a player finds she really wants to play her third card, but hasn't played her first card yet, she can do so, but the first two cards will have to be discarded with no effect. So again, careful planning in how players build their decks is important.

My super Spell Binder had extra health, health regen, and a bunch of awesome spells...and "only" cost fourty-four points to summon!

Once the construction phase of the game is complete, players will summon copies of their Alphas to the battlefield and activate them in order to acquire and hold 2 of 3 relics that are on the board. Combat in the game is diceless and, in fact, not randomized in any way. When a combatant uses an action to attack another combatant, stats and bonuses are compared and damage is assigned. Combat itself is fairly straightforward, but with all of those awesome power card in play, keeping everything your and your opponent's Alphas can do is where the challenge lies.

The game ends when one of the players controls 2 relics at the beginning of her turn. The player wins!

Athlas is a very engaging game with beautiful artwork and a lot of interesting decisions and customization options to play around with. I am someone who loves video game RPGs, and Athlas definitely gave me the feeling of getting to "level" up my characters as much as I wanted - without any grinding. A lot of the fun of this game is in being able to create your 3 fighters the way that you want, and then getting to see if the strategy you planned for when you were spec'ing out your troops does what you thought, or crashes and burns.

The best thing I can say about Athlas is that it reminded me of a slightly heavier, much less random version of Summoner Wars. If that description sounds appealing to you, I think you should absolutely go back this game! It has already funded, but only has 3 days left, so don't wait!


Lord of the Rings: The Card Game (2011 Fantasy Flight) Review

Lord of the Rings Living card game solo play


A game that I thought would be innovative (and thus I really wanted to play) was Lord Of The Rings: The Card Game.

In Lord of the Rings, players can construct a deck of cards and heroes, and then they play cooperatively to attempt to defeat one of several scenarios that are available (each consisting of a different mix of enemies and events that the heroes will face). Each turn the players will collect resources for each of their heroes with which they can then play ally and attachment cards (or wait and play events when they would be most effective or use them for special abilities). Next, they may send some or all of their characters to go on a "quest" (this is the crux of the game - if the players never send anyone on the quest, they will lose). After questing, players can "travel" to a location - which essentially makes questing a bit easier. Next comes encounters and combat; based on how much "threat" each player has, the monsters will be divided up among the different players - and then those monsters attack. Players can choose who to use as a defender (who only serves as a shield), and then from whomever is still not "exhausted" (tapped), they can attack the monsters in front of them. Finally, the players do cleanup - untap, increase threat, assign a new first player. This continues until either the players are all dead (through having their heroes die or gaining too much threat), or until all of the phases of the quest have been completed.

My first pro of the Lord of the Rings card game is that it has found a way around the "a super-bossy person making a cooperative game miserable" problem. Often, in great cooperative games like Pandemic, a single bossy player will essentially tell everyone what to do (while all the other players are thinking of telling him where to go... and I imagine it's not a nice place) and attempt to play the game as if it was one player and he was just taking everyone's turn. However, in the Lord of the Rings card game, each person is holding an ever-changing hand of cards that only he knows. This means that each player is forced to make his own decision of what the best play is at any given time. This really helps the cooperative genre in general, and I hope that future games continue to do something like this to fix the annoying bossy guy problem.

The next pro for the Lord of the Rings card game is two-fold. First, you may construct your own deck before playing; secondly, there are different scenarios. When I first heard about the game, my immediate thought was "once I create a deck that wins, why would I ever bother buying any new expansions or creating anything else?" (Which seemed very short sighted of Fantasy Flight, the kings of the board game expansions sales.) Well, this is where quests come into play. This is the first cooperative game that I know of that has this concept of playing with different win conditions each time. (Though it's not actually win conditions - the win condition is always beat the quest; but the quest does change.) Since there are different quests, with different levels of difficulty, a player may need to construct his deck in a different way for one quest versus another - and, of course, a really dedicated player would try to create a deck that could defeat any of the quests. However, as soon as he does that, the next "adventure pack" will probably come out, consisting of a new quest for him to defeat. This will let him know if his deck really is awesome (as he assumed), or if it still has weaknesses (and the adventure pack should have new cards he could add to his deck to address these). These two concepts fit together masterfully, and I was quite pleasantly surprised by the outcome.

The next thing that I will list as a "pro" (though it's more of something that I think is interesting) is how the characters are used. Each character gets exhausted when he is used on a quest, to defend, or to attack. And, if you don't wind up putting characters in each of these three areas, you will probably lose the game. This causes an interesting balancing act. The specific thing that I think is interesting is that the characters that you use to defend get exhausted by defending and don't have the opportunity to attack. I don't think that I've ever played a game in which my characters could not attack whatever enemy was attacking them - but it adds a very frantic dynamic to the game, as you never feel like you have enough characters (which is good for a cooperative game).

As a neutral point of note before moving on to the cons - the Lord of the Rings card game seems to scale in difficulty with number of players. I have played it a few times with 4 players, and I have played it solo. With 4 players, we actually won a few times, and normally at least made progress on the quests (using the basic, un-constructed decks). I attempted the game solo with a constructed deck (albeit not a "well-constructed deck"), and I got completely obliterated each time (I need to construct the deck better, apparently). I have tried to figure out what makes it so much harder, as the number of monsters and such you see from the encounter deck does scale based on number of players. I think that it is ultimately that you cannot cover all of the different areas of strength without having extra players. (For example, some heroes heal well, others fight, others quest, others defend, etc. With less than four players, one of these areas will be missed at least to a degree.)

My first con for the Lord of the Rings card game is that there are lots of minor things to remember. Once you play it several times (especially with extra people helping keep track), the game flows pretty well. However, after about 5-7 plays, I am yet to be able to play the game without the instructions next to me as a reference guide to step through each stage. Even things that sound basic like an enemy attacking you have extra steps - you play other cards from the encounter deck on top of the attackers before they attack to see if they have a "shadow effect." It makes the game much harder to teach, and also harder to play.

The next thing that annoyed me about the Lord of the Rings card game is that it seemed designed to force you to pay extra money to get the full game. The basic starter set is designed for 1-2 players, but claims to be up to 4 players if two starter sets are combined. The main two reasons that a single starter set is only up to 2 player is that 1) there are only 2 "threat dials" (which you can remedy with a scrap piece of paper) and 2) there aren't enough cards to allow you to make 4 "tournament legal" (50 card) decks. However, if you play with scrap paper and the basic introductory decks, you can support 4 players out of a single starter deck. This really isn't a game play issue at all, but it just seemed disappointing to buy the game to immediately realize I had to buy another copy of it if I wanted to be able to play with a group.

Overall, I give Lord of the Rings: The Card Game a 9.0/10. I really enjoy the game, I appreciate the new elements that they have brought to the cooperative genre, and I look forward to seeing what the new adventure packs bring. If you aren't completely turned off by constructing a deck or by cooperative games, I would recommend trying it out.

For more reading about this game, you can check out this Review of Lord of the Rings LCG from Play Board Games, or another Review of Lord of the Rings LCG from Games With Two. You can also read my review of the Shadows of Mirkwood Expansions for Lord of the Rings, my Game of Thrones living card game review, and my Star Wars living card game review.