Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Assault on Doomrock Preview

[This post is a preview for a game currently seeking funding on IndieGoGo.]

Assault on Doomrock, designed by Tom Stasiak, is a game currently seeking funding on IndieGoGo. It is a fantasy themed cooperative game that combines a ton of great features and mechanisms. It has players assuming the roles of heroes (that have some rather interesting and comedic traits) who are traveling to the titular Doomrock to fight and defeat the big bad. It does a lot of neat things and really aggressively trims the "fat" from what has become the prevailing model for these types of "dungeon crawl-y" games.

Ready for adventure! Initial set-up for the myriad decks of cards.

Gameplay in Assault on Doomrock is split up into two distinct parts. First, heroes will have to make choices about how best to spend their time exploring and encountering the randomly generated locations of adventure mode in order to visit shops, gather gear, and level up. There will always be three areas available for the players to travel to.



Each area card will have several locations the players can encounter for a variety of effects, some positive and some negative. Most actions players take during this phase of the game will cost a certain number of time units, which the players need to spend wisely - because once these are depleted, the heroes will have to enter combat with enemies.

Combat in Doomrock is done with dice, but not in the traditional way. Each hero will have ability cards which can be activated with specific dice. Before each combat round begins, each player will roll their dice and assign them to corresponding ability cards. Once combat proper begins, each hero will be able to activate each ability once for every die she had previously placed on her hero's ability cards.

If the Rogue had two 6's on her Poisonous Stab ability card, she would be able to activate that ability twice this combat round.

Combat in Doomrock is different from what one might expect from a fantasy game in another way - tactical positioning and movement is very abstracted. Heroes and monsters are represented on the field of battle by cardboard discs. These discs are either adjacent to each other or they aren't (distant). Heroes and monsters can use melee attacks on enemies adjacent to them, and ranged attacks on enemies who are distant from them. 

I had a lot of fun playing Assault on Doomrock. The art is fantastic and beautiful, and I really like how it is set in a fantasy world with the familiar structure that provides, but Tom has put a very funny twist on everything in his take on traditional fantasy that I find delightful.

I also really like how Tom has separated the two parts of the game, the adventure phase and the battle phase. The adventure phase feels much more like a traditional "euro" co-op game, where players are working against the clock to try to find all the benefits they can while avoiding the unavoidable negative events. 

Combat in Doomrock is much more simplified than in similar games, but no less interesting. The fun part in pretty much any tactical combat game of this kind is gaining new abilities, and then getting to use those abilities in unique ways. Rarely is the "OK I have 5 movement, and I can go here, or here...or here..." part where very much of the fun lies. Doomrock cuts all of that out, and lets players focus on collaborating to assign and use their dice most effectively. 

One thing I didn't mention about the game is that there is no board. In fact, everything that isn't a token in this game is a card, so while set-up does take a little bit of time, the game has plenty of randomized elements involved in set-up, so there are likely millions of possible variations this game could take each time it is played.

Doomrock is a really fun game, and while I mentioned it does abstract out a lot, it remains a very solid, very engaging and involved cooperative game that will take a lot of teamwork and careful planning in order to succeed. 

If you think Assault on Doomrock sounds like a game you would like to play, head on over to the IndieGoGo page now to pledge your support to receive a copy when it releases this fall. The campaign is currently funded at nearly 200%, so now we're just looking towards stretch goals!


Mage Wars Review

Mage Wars game in play

A game that I've been excited to try for quite a while is Mage Wars.

In Mage Wars, each player takes on the role of a mage with the goal of knocking out the opposing mage (in case you didn't get that from the title).  To do this, each round both of the players "prepare" two spells from their spellbook (deck) by setting them aside - these are the only spells that the player will be able to play that round.  After this, players will alternate taking actions with their creatures (mages and and any creature spells their mage had previously cast) until both players have run out of actions.  (The mage gets a bonus action called a "quickcast" action that he can play amidst other actions.)  When a creature takes an action, it can include moving and taking a quick action, or just taking a slow action.  There are a lot of different quick actions, but some of them include casting certain spells, attacking (sometimes), moving again, "guarding" (becoming the target of attacks), and many other things.  After both players run out of actions, they set everything back up, switch who starts the round, gain more mana, and pick new spells.  Once one mage is knocked out, the game is over, and the other player wins.

Mage Wars is really an interesting game, and I'm already finding it difficult to explain most of it.  There is really a lot going on with the game, and this has translated into causing me difficulty in explaining it.  So, really, as my first pro, I will mention that I think that there are layers of strategy in the game.  The first time or two that you play it, you will be overwhelmed.  So, you'll just be doing basic things - cast creatures, and charge forward.  Or, cast some equipment with your mage, and cast giant fireball spells at your opponent.  But, as you play it more, you realize some more things that you can do.  In your next games, you might start guarding more.  Or, you might explore damage barriers.  As you've grown familiar with those, there are more options that you can start to use.  After you have a lot of those things down, then you can explore the deck building options.

what is in the box of Mage Wars
It comes with everything you need - and more
Speaking of deck building options, this brings me to my second pro.  I love the fact that they give you extra cards in the box.  This is basically the exact opposite of how Fantasy Flight handles their card games.  In Mage Wars, you have a lot of cards in the box that don't actually go into any of the base decks - they are only there for deck building purposes once you have mastered the basic game.  Now, with that said, I really need to mention one of the things that greatly annoyed me about the game.  There are four mages in the base game, and in the instructions, they tell you the cards to include in each of these mage's basic deck.  However, there aren't enough cards in the base set to have all four of these decks built at the same time, so you're forced to constantly destroy and re-build their decks!  This is awful and makes the setup time much longer than it should be.  Fortunately, this leads back to a pro - Arcane Wonders (the company that made Mage Wars) actually listens to their fans!  I wasn't the only one that hated this, and so they provided an altered version of the starting decks so that you can actually have all four of them built at the same time.  If you're interested, you can see those decks here, under the "Updated Spell Lists" section.

The next pro that I have for the game is that I thought that it brought some new and interesting mechanics to the fantasy skirmish genre.  Specifically, I thought that the quickcast option and the enchantments were interesting.  In Mage Wars, you don't really have an option of interrupting someone else's actions when they are performing them.  The closest things that you can do are a quickcast action and an enchantment.  You can only perform a quickcast action on your turn, but you can do this action before or after any other action that you perform (but only once per round).  With an enchantment, you have to cast it on your turn, but when you cast it, you play it facedown.  You may then immediately reveal the enchantment or wait until a later turn (either player's turn).  When you reveal the enchantment, you have to pay its cost, but it is immediately in play and affects its target.  So, if you see that your opponent is about to attack your mage, you can suddenly reveal an enchantment that will improve your defense.  But, if you hadn't planned ahead, and you have no enchantments (or not enough mana to reveal the enchantment), then you just have to sit back and hope that your opponent rolls poorly.

battle of Mages in Mage Wars game
A heated battle between the Beastmaster and Wizard
Now that I've covered my pros, there are a few things to mention about Mage Wars that are really just things that I think you should be aware of.  First off, all damage is dealt with rolling lots of dice.  This isn't terribly uncommon in strategy games, but it does present a situation where you might play the perfect combination of attack cards just to have the dice go against you and you miss entirely.  Something that adds to this is that there is a "defense" ability in the game that allows you to completely avoid an attack.  To determine if the defense allows you to avoid the attacker, you roll a die.  So, though there is a lot of strategy in the game, the actual results will definitely be impacted by luck.

The next thing that you need to be aware of is that every turn, you can select any two spells from your spellbook - not the two that are "in your hand."  Because you don't have a hand of cards.  You don't draw cards.  They are all available from the beginning.  This is really interesting, but it has some effects on the game.  First, it means that whenever you teach the game to someone new, you better be prepared to entertain yourself for quite a while as they read through all of their spells.  And, when they switch decks and use a different mage, you better be prepared to do it again.  That problem goes away as you grow more familiar with the game.  The greater concern that I have is whether there will be a ridiculous combination of cards that is discovered and it becomes the strategy that everyone uses.  Obviously, there is nothing forcing anyone that plays Mage Wars to use one strategy over another, but I can see a situation where there are a group of cards that become the "standard" opening play for certain mages, just because they are so powerful.  I haven't played the game enough to claim to know one of these strategies, but having seen all of the instant win combinations in Magic the Gathering (that only work if you draw the right cards), I do have some concerns.

Last thing you should know before moving onto the cons - I hate Sleep.  This isn't a con, because I'm not claiming that Sleep is overpowered.  But, when someone casts Sleep on me, it makes me angry enough to want to throw things at them.  I think that part of this is because in the basic decks there are very few counter cards; and so, if someone manages to cast sleep on me multiple times, there is very little I can do about it.  They have basically removed one of my creatures from the game, unless I choose to attack my own creature to wake them up.  Sleep angers me to even think about right now, so I should move on.

Mage Wars spellbook binder
Your spellbook - prepare any two spells
With all that said, I do have a major con to Mage Wars.  Teaching this game (or learning it for the first time) is ridiculous.  I already mentioned that every spell in your spellbook is legal to play, so even if the game were incredibly simple, your first game would take quite a while.  However, the game is not simple - it has 45 pages of rules.  And, in those rules, the last 5 pages go over keywords that you will encounter on your cards.  So, now instead of just reading through all of your cards, you're also having to look up what these cards do.  I'm not saying that this makes Mage Wars a bad game.  I am saying that I wish there were some way to avoid this, as it makes me never want to teach Mage Wars to anybody, but to only play it with my friends that already know how to play.  I honestly believe that it will take 30-60 minutes before you start your first game of Mage Wars - if someone is teaching you.  It will take even longer if you are learning it from the rulebook.  And, in that first game, you will probably just be playing somewhat random spells in order to see what happens (and because you feel bad about making the game take so long).  One of my friends likes to point out that everything in it "just makes sense," and so he claims that it's not that hard to learn.  But, even with him teaching it, it still took me over 30 minutes to start playing.  Be ready for this if you decide that you want to try Mage Wars.

Overall, I give Mage Wars an 8.5/10.  The game is actually pretty fun (when Sleep isn't being cast on you).  I have some concerns that a "broken" strategy will emerge in the game (though I hate to use that term and I'm not saying that one currently exists), and I really have no interest in teaching it to new people.  With that said, the games that I've played have been quite enjoyable, and I'd be interested in playing it some more.

If you're interested in Mage Wars, you might also want to check out Summoner Wars, Dungeon Command, and Twilight Struggle. Or, if you're on the fence about it and want another opinion, check out Play Board Games' Mage Wars Review.

I would like to thank Arcane Wonders for providing me with a review copy of Mage Wars.

Defenders of the Realm Review

Defenders of the Realm game in play

About a year ago, a sweet looking new game showed up on the shelves of my game store in Joplin. It was called Defenders of The Realm. And, once I found out it was cooperative, I decided that I really must try it!

"Defenders of the Realm is just Pandemic with monsters and dice." Well, there are definite similarities - but, no. Defenders truly does stand on it's own as a different game.  In Defenders of the Realm, players will alternate taking turns - each turn consisting of performing actions, drawing Hero Cards, and then drawing "Darkness Spreads" cards (which bring out minions and move Generals). If the heroes are able to kill all four evil Generals before any of the loss conditions occurs, the they win. If a General (or five minions) enters Monarch City, the land becomes entirely tainted, or if you run out of minions, then you lose. When performing actions, you can move, attack minions, heal the land of taint (not available in Pandemic), build magic gates, listen for rumors at an inn (not in Pandemic), and a few other things - the number you can perform is based on the number of hit points your hero has remaining (also different from Pandemic).

Defenders of the Realm giant Dragon
Generals also look awesome
The first thing that I like about Defenders is that the Heroes, Generals, and Minions all have different characteristics. This (to me) is the main thing that sets it apart from Pandemic - many of the mechanics feel similar, but whereas Pandemic has a very generic feel to it (every disease is the same and every city is the same), Defenders is much more engaging thematically. Minions change in difficulty - an orc is much easier to kill than a dragonkin. Because of this, when attacking orcs, you must roll a 3+ on a die to kill it; against a dragonkin you need a 5+! Likewise, each General has special abilities that make it unique - along with a different life total and die number needed for hits. Some Generals are able to block attacks (if you roll 1's along with your other attacks), some prevent re-rolls, and some are just hard to hit! Fortunately, different characters have different abilities to help them prepare for the fight. I think that (in the game) the most useful of these is the rogue - the rogue is able to listen for rumors at the inn incredibly well, which can help him draw a lot of cards of a certain color quickly; thus preparing him to fight a General. I could continue talking about how well I think the different characteristics of each part of the game are executed, but I believe you get the point.

The next thing that I like about Defenders of the Realm is that the game gets more difficult as you do well - not just as you keep playing it (like both Pandemic and Forbidden Island). There is a "War Status" track in Defenders - and each time that you defeat a General, the War Status is increased. As the War Status increases, more Darkness Spreads are drawn. However, not all of these cards bring out more minions. Each Darkness Spreads card has both minions that are brought out and a picture of where a certain General will attack (if he is in position). As the War Status increases, more cards will be drawn, but some of these cards will only be used to help Generals move forward - after all, as you defeat Generals, less of the "Generals move" icons will be applicable. So, this War Status keeps the game from getting much easier as you keep playing.

playing Defenders of the Realm includes lots of dice rolling
I hope you roll well.
The next thing that I must mention is the die rolling. I like and absolutely hate the die rolling. Each time that you attack anything - whether a general or minions, you roll dice to see how successful you are. This is really sweet, because when you attack a group of three minions, you get to roll a die for each one of them using a single action! However, if you hit all but one of them, you could spend the rest of your actions that round attempting to hit the final minion, and never hit him! This causes a player to decide if it's truly worth attacking single minions (often the answer is no). However, when attacking Generals, this like/hate relationship grows. In my opinion, if you don't kill a General in a single attack, you're probably not going to kill him. They heal very quickly. Therefore, your goal is to attack him when you have enough dice that you should be able to defeat him. Yet, there is never a guarantee. One game that I played, I attacked a General that required 5 hits, and a roll of 4+ to hit him. I attacked with 11 dice (if you are good at statistics, you know that I "should" get 5 hits, 5 misses, and one that is either a hit or miss). I hit with 4 dice - not quite enough.  Since I lost, I had to roll a die to see how much damage my character took. I rolled a 5, which was all of the life I had left - instantly killing myself! So, again - I think it's neat... but since I don't roll dice well, it can be very frustrating.

Now, for my first true con - I felt like the game should scale your hand limit based on the number of players. Specifically, in a solo game. Each player has a hand limit of 10 cards. This works fine in most games, as all of the players are collecting cards to attack a General together. However, in a single player game (assuming you're not pretending that it is multiplayer and using several characters), you can only have 10 cards in your hand at the end of any given turn (during the turn it can be higher by listening for rumors at the inn). This makes it impossible to attack a General with more than about 12 dice. And, as I just mentioned about die rolling, this is far from a sure victory!

Defenders of the Realm card
Where are Windy Pass and Raven Forest??
The next con that I will mention is not about gameplay as much as about graphic design. When you flip over Darkness Spreads cards, you have to place minions in certain locations on the board. Yet, there is no way of knowing where on the board those locations exist (without playing the game repeatedly). I have had several turns where I spent far more time looking for where I should place minions than I did performing my actual actions.

The final con that I will mention is that my copy of Defenders seemed to be a production anomaly. My "Special Action" Hero cards were a smidge bigger than my other Hero cards - this made them hard to shuffle, and also hurt your thumbs when you tried it. I also received an extra copy of the Wizard and the Undead General character cards (fortunately nothing was missing). I haven't heard anyone else say they had any issues with this game, so I'm assuming that I somehow just received a rare bad copy. I'd also guess that if I asked, the people at Eagle Games would replace my Hero deck for me so that the cards were all the same size, but I got my copy for free from them, so I decided not to press my luck! Oh, and I also thought it would have been cool if the different minions had different molds - instead, they all look the same, but with different colors. Since the game is $85 MSRP, I thought this could be a nice touch, but it doesn't affect gameplay.

Overall, I give Defenders of the Realm a 7.5/10. This score is only this low because the game costs $85 MSRP, and I felt like (though I like the game) I may have been disappointed if I had paid that much. (And, this is making me reconsider whether I should even factor in the price of games when I do my reviews.) If you enjoy cooperative games and fantasy themes (and don't hate dice), then you will love Defenders. If you like cooperative games (and don't hate dice), then you will like Defenders. If you hate dice rolling, then stay away.

I'm not the only person to review this one - if you're looking for more opinions, you might check out the Board Game Family's Defenders of the Realm Review, or even Play Board Game's Defenders of the Realm Review. Or, if you want to read about other cooperative games, you might check out Knizia's Lord of the Rings, Castle Panic, and Sentinels of the Multiverse.

I would like to thank Eagle Games for providing me with a copy of Defenders of the Realm to help rebuild my game collection after the tornado.