Showing posts with label skirmish game. Show all posts
Showing posts with label skirmish game. Show all posts

Neuroshima Hex 3.0 Review

Neuroshima Hex 3.0 game in play

Though Neuroshima Hex has been around for quite some time, I finally was able to explore the game in the latest edition - Neuroshima Hex 3.0.

Before I get into the main review, I wanted to address what has changed in the new version.  Having not been totally familiar with the old version, I may be a touch off; but here are the things I am aware of: there are solo puzzles, there is a new faction, and the art is different.   The solo puzzles are a nice way of exploring the game and honing your skills.  However, having played several of them, I found that the setup time took longer than actually solving the puzzle, so they may be something that you try without bothering to set the pieces up on the board.  New factions are obviously a plus, and I found the new faction (Doomsday Machine), to have a very unique style of gameplay.  I think that if you played the previous versions, you will definitely appreciate this being included.  Finally, there is new art.  Based on what I have read, the new art makes it unappealing to mix in the previously released expansions - I believe that you can, but the art style is different enough that they don't feel like they "fit".

Now then, for those of you that are new to Neuroshima Hex, let's review the game!  In Neuroshima Hex, each player selects an army and attempts to raze his opponent's base.  Each turn you draw three hex tiles, discard one, and either play or keep each of the other two.  There are three types of tiles to play - units, modules, and actions ("instants").  Units and modules go out on the board and can cause different effects - attacking in melee, at range, improving other units, trapping opponents, etc.  However, none of these units will perform any of these actions until a battle is performed.  Alternately, the action tiles do various "one and done" things - they can start a battle, move a unit, attack a single unit, or push back an opponent.  Whenever a battle occurs (either from one player using a battle action or the board being filled), casualties are determined in initiative order - with the higher initiatives attacking before the lower ones, and with all units within the same initiative attacking at the same time.  Play continues in this manner of placing units and battling until one player's HQ has been destroyed, or until one player runs out of tiles - at which point the player with the healthiest HQ is the winner!

board closeup for new Neuroshima Hex game
Four-player death match
The first pro that I have for Neuroshima Hex is that I really like the skirmish system that it implements.  Is that cheating?  Essentially, this first pro is "I like how the game works," as the skirmish system is the game (just using more eloquent terms).  It all works very well - there is a nice tension about when a battle will occur.  Essentially, at the end of most of your turns you feel like you are positioned well and wish a battle would immediately begin.  Yet, by the start of your next turn, you feel (sometimes justifiably) like you are going to get obliterated.  And, whoever does finally start the battle will generally be using one of their two tiles in order to trigger the event, which means they will not be able to position their armies as much as they would like.  Everything fits very well together, and the flow and balance of the game make it great for anyone that enjoys skirmish-style games.

The next pro that I have for Neuroshima Hex is the initiative system.  Much of the positioning of units is centered around this.  A great example of this is when one player has a very strong unit positioned to attack his opponent's base.  Yet, that strong unit will quite likely have a low initiative - and so his opponent may be able to destroy the unit before it would be able to attack, assuming he can play a higher initiative unit.  Which then can be countered with an even higher initiative unit.  The fact that the units' attacks are staggered makes the placement of units much more important and is a brilliant facet of the game.

The third pro that I will list for this game is that I like that the bases all attack in melee.  Specifically, each of the bases has an initiative of zero and performs a melee attack in every direction (though it cannot damage another HQ).  This minor element of the game is helpful in two ways: it prevents the board from stagnating, and it also helps avoid one player running away with a victory.  It prevents the board from stagnating by killing units - specifically units that are directly helping a player win.  Regardless of whether a player positions a different unit to kill those tiles, they will be destroyed by the headquarters, thus clearing space on the board for players to place the next wave of reinforcements.  It also helps avoid a runaway leader by removing the units that are most directly helping a player to win.  For example, if I have a unit dealing three points of melee damage to my opponents base, and the base doesn't attack him, all I have to do is protect that unit and I will probably win.  However, since the base itself attacks, my strategy will have to change as my units die and as I draw new units.

two player example of new Neuroshima Hex game
Two-player game where blue has the advantage
The last pro that I will mention for Neuroshima Hex is that I enjoy the differences of the armies.  There are five armies included in the game, and each of those armies plays differently.  Some of them have really neat ranged powers, others are major melee attackers.  Some armies have an advantage by attacking repeatedly with the same units, and others use area affects to attack.  One of my favorite elements in games is when each player has a completely unique (yet balanced) way of playing, as it adds tons of depth to the game.  Neuroshima Hex is an amazing example of this, and I think that designers should desire to achieve this aspect in their games.

Though there is a lot to like in Neuroshima Hex, there is at least one element of the game that can be frustrating.  My primary con is that the game can swing drastically based on the luck of the draw.  This problem is most apparent after a battle.  Often, after a battle, one player (or team) will have an advantage - such as being the only team with units on the board!  This is generally the team that initiated the battle, as you wouldn't want to start a battle that you are not going to win.  Fortunately, the game balances itself by allowing the other player (or team) to take their turn immediately after the battle - thus the weaker team can immediately reinforce!  Yet, if they draw a combination of modules and action tiles (if you draw all actions, you can discard and redraw), they will not be able to improve their position.  And, the next player might be able to improve his position while triggering another altercation.  I have seen this occur in multiple games that I have played, and it generally means that the player at a disadvantage will not recover.

Overall, I give Neuroshima Hex 3.0 a 9.0/10.  If you are looking for a tactical skirmish game, this is probably the one that you should try first.  It is not for everybody (as some people have no interest in skirmish games), but after trying it, I understand why it has been published and re-published, and why so many people enjoy this game.

If Neuroshima Hex sounds interesting, you might also want to check out 51st State: The New Era, Summoner Wars, and Star Wars: The Card Game.

I would like to thank Z-Man Games for providing me with a review copy of Neuroshima Hex 3.0.

Pixel Tactics 2 Review

This review of Pixel Tactics 2 is brought to you by guest reviewer Jim F.



Pixel Tactics 2 is a stand alone sequel to 2012’s Pixel Tactics that can also be used to expand the original game. Both games were designed and published by D. Brad Dalton and Level 99 Games, respectively.

In Pixel Tactics 2, players control a leader and a group of fighters of varying fantasy classes in a tactical battle against 1 opponent. Each player will have a hand of cards, and a 3x3 grid in front of her, called her unit. Each player’s unit is a 3x3 grid. Before the game proper begins, each player will place a leader in the center spot. During the game, a player’s unit is made up of 3 ranks - vanguard, flank, and rear. When played to her unit this way, the cards represent Heroes that will have a different ability depending on which rank it was played to. Cards can also be played directly from a player’s hand as an Order (usually an instant, one-time event).

Gameplay proceeds through waves, one for each rank. So, during the Vanguard wave, each player will get two actions, only able to recruit, move, attack, etc., with heroes in the vanguard rank. The other two ranks will get a wave, and then gameplay moves back to the vanguard wave, with the first player marker changing hands. The game goes forward thusly, until one of the player’s Leader is reduced to 0 (or lower) health. The rules say that players should play best of 3 or 5.

The first pro I have for Pixel Tactics 2 is the sheer variety of everything you get in the box. Each and every card can be used in 5 different ways. One of those ways is to be played as a unit’s Leader. Leaders have powerful ongoing abilities that will drastically change a player’s overall strategy from game to game. That by itself lends a huge replayability and variability factor. Add to that the fact that all the Heroes you can play in the game will also have varying powers depending on where they are placed, and the game starts to feel almost infinite in its possibilities.

The next pro I have to Pixel Tactics 2 is its simplicity. Despite all the variable uses for each card, the overall structure of the game is quite simple. Each player takes two actions that correspond to the phasing rank, and then they move on to the next rank and repeat until one of the Leaders is killed. That’s it. I think Brad (the designer) realized that since the cards permit so much rules breaking, it was important to keep the rules structure that drives the game easy to understand.

My last pro for the game is that it does a good job of making players feel very powerful - with all the awesome options for Leaders and Heroes and Orders - but it also does a great job of making players feel very limited, and thus gameplay is very tense. I think there are two main factors that contribute to this feeling. First, card and hand management is very important in this game, so drawing more cards is very important, but with only two actions per turn, spending an action to draw one card is an agonizing decision every time. The second thing that contributes to the game’s tension is the fact that players are not allowed to attack with Heroes that have been moved or recruited during the current turn. This ensures that players need to play Heroes they wish to use next time around, and ensure that said Hero survives until then!

Pixel Tactics 2 is a strong design that I’m sure adds to the experience of Pixel Tactics. The game does have its flaws, however. The first con that comes to mind goes along with my first pro. There is so much to do with each card, that the game can get bogged down with new players or AP prone players. [Josh’s note: “AP” stands for “Analysis Paralysis” - the situation when a player spends large amounts of time thinking about each move.] This can change this tactical battle game into a drawn out, overly long game.

The next con I have is also related to another of my pros. The limitation of only two actions per turn was a little too limiting for me. I would have liked at least one more action per turn. As it is, the game does produce a great sense of tension and scarcity, but I would have liked it if the game moved a little bit faster. Even without an AP opponent, with only two actions per turn, the game can take a little bit longer than I would have liked to develop.

Overall Pixel Tactics 2 is a very solid game that just did not jive with me. I would give it a 7.0/10. I absolutely see the innovative and creative ways cards are being used here, and am not surprised in the least to see that the game has such a strong cult following. This game falls solidly in with other games that I would never ask to play, but that I would also rarely say no to if asked by someone else. I generally do enjoy these style of card based tactical battle games, but for me, this one took too long and felt too restrained me too much to enjoy it.

If Pixel Tactics 2 sounds interesting, you should also check out 51st State, Omen: A Reign of War, and Revolver.

I would like to thank Level 99 Games for providing a review copy of Pixel Tactics 2.

Final Note: The images from this post were originally posted on BoardGameGeek.com, and were used with permission of the publisher.

Anachronism Review

Anachronism History Channel card game in play

Are you looking for an awful game that you can buy to get free shipping?  Well, then lucky for you, I'm going to talk to you about Anachronism!  (To be fair, I bought this game at full price when it came out originally, and then I bought it again a few months ago because it was $1 and I needed another couple bucks in order to get free shipping.)

In Anachronism, each of the players takes on the role of one of history's most famous warriors - someone like William Wallace, Ramses II, or Spartacus.  Each warrior also comes with various forms of equipment, which can be mixed and matched between sets.  To start the game, however, you take four "support cards" (equipment and special stuff), and you lay them out in front of you.  To start each round, both players will flip over their next support card.  The initiative of these cards will determine who goes first (and the card will also give you a bonus of some sort).  Each player gets to perform a number of actions based on their character (Joan of Arc and William Wallace as two examples, both get three actions).  These actions can be to move, attack, or use an ability.  Moving is fairly straightforward, and abilities are explained on their corresponding cards.  However, in order to attack, your character has various attack zones that they can target (and weapons may have different zones in order to expand your range).  To attack your opponent, you position yourself so that your opponent ("target") is in one of your corresponding zones, and then you roll the dice and apply the modifier for that zone.  Your opponent also rolls the dice - and if you rolled higher (after applying the modifier) than your opponent, then you hit them for damage as indicated on your character or weapon (generally one).  Play continues like this until one character dies or until you have played five rounds (the last round doesn't get a support card).  At the end of the last round, whoever has the most health remaining is the winner!

cards fighting in Anachronism game
Joan of Arc and William Wallace positioned to strike!
The pros for Anachronism are simple - the concepts are amazing.  I really like the idea of historical warriors fighting it out in an arena.  That idea is so appealing that I've bought this game twice for it!  Also, the attack zones are a pretty cool concept, and really makes quite a bit of sense - depending on who you are and what kinds of weapons you are using, it makes sense that you would be able to attack in different areas around you with different amounts of success.  And, in fact, the execution of the attack zones in the game is decent - it encourages you to move around in order to get your opponent in one of your zones.  However, since the ultimate outcome of the attack is determined by a die roll, a slight modifier really isn't worth spending an extra action to get your character in their ideal position.  And thus, the modifiers become fairly unimportant strategically.

Now that I've covered my pro for Anachronism, let's expand upon the con that I started hinting at.  The attack zones, though neat conceptually, don't actually affect your decisions as much as they should.  Each attack is determined by both players rolling dice and the attacking player applying a modifier.  Joan of Arc has three basic attack zones - two of them provide a +0 modifier, and the other one provides a -1.  However, in order to move her from being able to attack with the -1 to attacking with the +0, you must spend one of her three actions for the round.  Instead of moving, you could simply attack an extra time.  And, though your odds aren't quite as good with any of these attacks, making more attacks significantly increases your odds of hitting your opponent with at least one attack, while giving you the chance of hitting them with an extra attack.  So, there's no incentive to position your character.  This could be slightly changed if you thought that you might be able to move your character to a position where your opponent wouldn't be able to easily counterstrike you - but your opponent will probably get as many actions as you do, and so they will simply be able to make similar movements and attack you - with the ultimate affect being that you have less overall attacks.  And so, you don't hit each other as often.

Joan of Arc cards from Anachronism by the History Channel
A full set of Support cards
Speaking of not attacking terribly often, Anachronism's next con is that it is too short.  You only play five rounds.  And, each character generally has seven or more hit points, and deals only one damage (though, to be fair, you may be able to attack several times in a round, and if you roll doubles, the attack deals double damage).  And, chances are that you aren't going to hit your opponent on all of your attacks.  So, this game winds up being much more of a fight to the somewhat injured instead of a fight to the death.  Which really ruins much of the theme of the game, as I can't see Genghis Khan fighting an opponent and then going, "oh wait, sorry, I need to leave - I have a professional wrestling match here in a few minutes."

With all of those cons, though, I think that my ultimate con might be that the game just simply isn't very strategic.  There are some strategic choices in the game - how do you want to lay out your support cards, how would you like to position your character, but the ultimate decision maker is the dice.  Whoever rolls the dice better will win the game.  The board isn't large enough to strategically position especially well.  You simply can't get out of range, especially if your opponent's character is in the middle of the board.  So, you will be fighting every turn.  Roll well and you will win.  I don't really know how to express this any better than to share this - the lack of strategic choices made the game so dull that, even with as short as the game is, we were still bored with it before the game ended.

Overall, I give Anachronism a 5.0/10.  The concepts of the game are really intriguing, and I wish that another designer would pick up this theme and run with it.  It could be amazing!  But, unfortunately, the History Channel may not have been the best publisher for this kind of game.

If you want to read about a better skirmish game, you might check out Summoner Wars, BattleCON, or Dungeon Command.

Dungeon Command: Curse of Undeath Review

Dungeon Command curse of undeath

So, the latest Dungeon Command set that I received in the mail is Curse of Undeath. Or, if you prefer, it's Dungeon Command: "The One with Zombies!" And, since I've already reviewed both Dungeon Command and the Dungeon Command: Tyranny of Goblins set, I'm going to assume you are familiar with the game. If not, I'd recommend that you read my Dungeon Command review, as this review will only focus on the Undead faction.

My basic impression of the Undead faction is that I think that they might be the strongest faction thus far, but they are also the hardest to play.  With all of the previously released factions, there is generally a single characteristic that almost all of the units have.  However, this is not the case with the Undead.  With the Undead, there is a fairly even breakdown of order cards between Constitution (13 cards), Charisma (11 cards), and Intelligence (9 cards).  (There are also 3 "Any" cards.)  And, to go along with these orders, the Undead are the most diversified when it comes to unit attributes; though most of the higher level units have multiple attributes (to make the Orders slightly easier to use).  So, though the Undead have a lot of strong cards, the chances of you drawing cards that you can't play is also much higher.

beautiful bone dragon from Dungeon Command curse of undeath
By far, the most awesome minis in the set
With that said, what all can the Undead do?  Well, they seem to have a few themes among their cards - surround the enemy (or get surrounded), get a benefit when damaging units, and breaking the rules about summoning.  Let's start with the swarming aspect of their cards.  One of the new units is the "Skeletal Tomb Guardian."  This Guardian makes a basic melee attack of 20, which isn't terribly impressive.  But, whenever he makes a melee attack, he also does 20 damage to each other enemy creature he is adjacent to.  Very nice!  There are also at least three orders that get bonuses from having giant battles.  "Death Grip" allows you to make a melee attack and add 10 damage for each other Undead creature that is surrounding your target.  "Necrotic Howl" simply deals 10 damage to every enemy adjacent to the targeted creature (and is a Minor, so it doesn't even cost you an action).  Finally, "Corrosive Blood" is a defensive card that allows you to prevent 10 damage and then deal 10 damage to each tapped creature adjacent to you.

The next focus of the Undead is about getting a benefit when damaging units (after all, they do have vampires).  First, of course, they have a vampiric unit - the "Vampire Stalker."  And (I'm sure you're not surprised by this), the vampire is able to heal when he successfully inflicts damage.  But, in addition to the vampire unit, there are also a couple of "Vampiric Touch" order cards that give a very similar effect - but they allow you to deal 30 damage and heal for 30 damage, instead of only healing for 10 (like the vampire).  The last card that gets a bonus from dealing damage is the "Hulking Attack."  This attack does a basic melee attack (with a 10 point bonus) but, if it is successful, it allows you to regain a morale, which is nice. 

Lich Necromancer for Dungeon Command
Lich Necromancer and Call to Battle is an amazing combo
The third "focus" of the Undead is really just a combination of one of the units and order cards - the "Lich Necromancer" with the "Call to Battle."  The Lich Necromancer allows you to deploy Undead units adjacent to him when deploying.  And, the Call to Battle attaches to a creature and allows you to deploy one creature during the action phase.  Thus, this combination allows you to bring units into the fight directly from your hand, and just in time to attack.  This is an incredibly powerful combination.

The other two things that are powerful enough in the Undead faction that they warrant a mention are the giant undead bone dragon ("Dracolich") and the "Terrifying Revelation" (which, conveniently can be played by the Dracolich, since he is a level six unit with Charisma).  The Dracolich has an ability that allows him to make three ranged attacks (of range 5 and 20 damage), as long as he is attacking a different target each time.  And, the Terrifying Revelation simply forces a target opponent to lose three morale (which might be the most powerful order card that I've seen). 

Overall, I give Dungeon Command: Curse of Undeath an 8.5/10 (just like all of the other Dungeon Command sets).  I think that it does a good job of expanding the game and adding new elements, and some of the order cards are worth using even if you don't want to use the Undead as your primary faction.

If you like the Dungeon Command series, you might also check out Legend of Drizzt (since all of the minis are compatible with it), Mage Wars, and Nightfall.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command: Curse of Undeath.

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.

Dungeon Command Review

Dungeon Command game in play
One of the prettiest games that I've had the opportunity to play recently is Dungeon Command.

Dungeon Command is a two-player skirmish game that uses Dungeons and Dragons minis.  Each player builds their army (or uses a faction pack) and attempts to reduce their opponent's morale to zero.  To start the game, each player takes a leader - which gives them a certain number of character cards and order cards in their hand; as well as a starting leadership value, morale, and a special ability.  Using your starting character cards, you will play forces - with a total value up to your leader's leadership value.  Now, you are ready to play.  Each turn, you can activate each of your units once.  This includes moving and attacking, playing an order, or activating an ability.  You can also play any number of "minor" orders on a minion each turn.  When attacking, damage is simply dealt to the targeted creature - there is no die rolling to determine success (and, if you destroy them, then their controller loses morale).  However, the defending character has the option of playing orders from his hand, or he can "cower."  If he chooses to cower, then he loses morale equal to the amount of damage that the minion would have taken (divided by ten - for example, 20 damage loses two morale).  Once you are done activating all of your characters, your leadership value goes up by one and you have the option of playing more forces - again, up to your (new) leadership value.  Play continues until either only one player has troops on the board, or until one player has run out of morale.  The last leader standing is the winner!

My first pro for Dungeon Command has absolutely nothing to do with Dungeon Command.  When Wizards made this game, they decided to make all of the characters valid to use in their Dungeons and Dragons adventure games (like Legend of Drizzt and Castle Ravenloft).  That is absolutely amazing!  Plus, my biggest complaint with the D&D adventure games was that it felt like you were playing the same game each time - there were only so many monsters, and you encountered them repeatedly.  Buying all of the different adventures helped a little bit, but not terribly much.  However, now with Dungeon Command, you have the ability to play those games with a lot of different monsters!  I applaud Wizards of the Coast for doing this - I think that it is a brilliant business model, and it also is something that is great for their customers.  I am also hoping that they decide to make all of the enemies in Drizzt and the other adventure games playable in Dungeon Command, but I haven't heard anything about that yet.

Dungeon Command player setup
A formidable army
The second pro that I have for Dungeon Command is that I enjoy the combat system that doesn't include dice.  Honestly, I'm not opposed to dice, and the skirmish game that most reminds me of Dungeon Command (Summoner Wars) uses dice.  However, if you play games with me, you will realize something - I am horrible at rolling dice.  I'm inevitably the guy that needs to roll a 3 or higher on 15 dice to win the game, and I will roll straight 1's and 2's.  That may be a bit of an exaggeration, but I do occasionally get frustrated with dice.  Now, just because there are no dice in Dungeon Command doesn't mean that there's no randomness involved.  Between drawing the creature cards and the order cards, there will still be a random factor.  If you draw all low level characters to start the game, for example, then your attack strategy will have to be much different than if you had drawn all dragons and amazing wizards.  Either way, I think that the combat system is actually pretty intuitive because of the lack of dice.  It also helps you plan out your strategy more during your opponent's turn - you can see exactly how much damage you need to deal to a creature to kill it, and you can plan accordingly (and assume that your opponent will not cower - though them cowering can be very good for you).

Speaking of cowering, I think that it is another positive element to Dungeon Command.  I don't know that I've ever played a game where you can just flat-out ignore damage.  Granted, it hurts you considerably to do this, but it is still an option.  If I have a gigantic dragon that is about to unleash a massive attack on my opponent, but he gets attacked for just enough to kill him, I can choose to just take the damage as morale hits and then proceed with my attack.  Now, it is very important to choose wisely about when you want to do this, as you can end up losing far more morale by keeping a unit alive than by letting him die (and so, often isn't worth it with one of your wimpy little guys).  But, if that character is going to be dealing the deathblow to one of your opponent's better minions on the next turn, it might even be worth it to allow him to cower (after all, it's more fitting for little twerps to cower than for your Umber Hulk, but sometimes even the big guys have to live to fight another day).

Dungeon Command epic battle
The minis are definitely pretty
Now, with all of the things that I do like about Dungeon Command, the biggest negative is definitely the price.  A faction pack comes with 12 figures and 36 order cards for an MSRP of $40.  That's somewhat pricey, but not totally out of line for a miniatures game.  However, you really need to have two faction packs to play the "full" game - which means you already have an $80 investment in the game without any customization (yes, I realize that you can buy this on Amazon for a bit cheaper, and I even provided you the link above).  However, another neat element of the game is that you can customize your forces - putting extra copies of some orders and creatures in your deck, and removing others (and, in fact, I think that you'll probably get bored playing with just the basic factions).  But, to do this, you are going to be buying even more faction packs.  So, I think, to really play Dungeon Command and to get the most for your money, you're going to need friends that also enjoy the game enough that you are each providing your own figures.  For example, if I enjoy the Drow, then I may get two copies of the Sting of Lolth set, and expect my friend that I'm going to play against to buy a copy or two of the Heart of Cormyr faction pack.

Overall, I give Dungeon Command an 8.5/10.  If you enjoy the Dungeons and Dragons adventure games (and own them), then you should buy this game!  If you are just looking for a two-player skirmish game, then this is definitely one to consider; essentially, you just have to decide how much you're willing to pay for your skirmish game.

If you want a second opinion, check out Play Board Games' Dungeon Command Review. Or, if you want to read about games similar to Dungeon Command, then you should definitely check out Summoner Wars, Legend of Drizzt, and BattleLore.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command.