I got completely tabled in one game as the Marquise de Cat and had a lot of problems playing the ‘main’ factions in the game on account of the scoundrel vagabond. You want the definition of murderhobo– that’s it.
2018 turned out to be a even better a year for board games than I originally thought (and the year was pretty awesome to begin with) and that’s on account of this little wargame called ROOT. I had the game on order at my local game store for quite some time, but it was sold out after the kickstarter arrived last summer. It finally came in and I’ve played four times, twice with adults, and twice with kids. Like Rising Sun, Eclipse, Blood Rage and Lords of Hellas, ROOT is one badass fucking game.
A lot of people know and have played this since it’s release last summer and for good reason. The the game has a lot of elements from many great games (GMT COIN games, Dune, Magic Realm, Fief, Armello, and a bunch more to boot) and all that got poured into a mixer and through massive amounts of playtesting, it came out quite good.
Root is definitely the hotness now on BGG and the second printing is likely going to sell out. I’m amazed that people on BGG like this one as it is a brutal wargame for most factions, and totally in your face (much like Dune) right from the outset. What’s more, it has PHASES of turns rather than the typical 2-actions and then play passes to the next player that’s very popular right now (for good reason). Maybe the era of thousands of shitty co-op games, or games with little to no interaction while you build your own little economic engines is starting to be over. One thing I felt while playing is if you like this, I think you could like Advanced Squad Leader quite a bit…
The core element to Root is that the factions are so very different it seems at first that you are playing a different game on the same map, however, your goals will conflict with nearly everyone else’s goals almost all of the time. As the factions are very different, you may not like playing as some of them, which could interfere with your enjoyment of the game. Here are the factions (that I’ve experienced) and which to pick based on what type of person you are. The conflict between the Marquese de Cat and the Eyrie is the central conflict in Root so I would pretty much always have one or both of those in a game, but it’s OK not to like nor play either of them ever, as long as some of your friends like them.
Marquies de Cat: This is the Atreides of the game, or the human Imperium in Warhammer 40k– they have taken a savage fucking beating from all the other factions in the games I’ve played, and it seems like they can get nullified completely mid-game with no chance to win. However, they have a lot of options for how to proceed and have very strong area control early game. Play them if you like building stuff or being in the thick of the fighting all the time. I’ve played them three times and find that they are easy to play, but VERY difficult to do well with.
Eyrie: This is the super-aggressive faction, (think Tyranid swarm) but glass jawed. The other players can see what you are planning and act accordingly. Play them if you like to just wreck shit (mostly the Cats) and play an all-out-war faction. While they can be hamstrung and they are the only faction that can loose victory points, If they get rolling, they are very difficult to stop.
Woodland Alliance (i.e: the ‘loafs’): These guys remind me of the elves in a bunch of other games. Few warriors on the board at one time, none at the start of the game in fact, but can hit all over the place and are costly to attack. They can score a lot of points, yet are very fragile to disruption and interdiction. Play if you like to play the quiet game until such time it’s no longer time to be quiet and if you like to punish people that attack you and gain from it.
Vagabonds: Rather than an army or faction, this is a single dude wandering around the forest. There are a bunch of different vagabonds you can play with as well. I’ve been in games with the Tinker, Wolf and the insane Pumkincat-thing. Some of them have crazy effects (the Possum…wow.). Some vagabonds are helpers, some are basically serial killers. Playing the Vagabond is ‘adventure’ mode with quests for the win OR Fist Full of Dollars/Yojimbo style where you can work with or hurt various factions in the game to score points, then go hide. Frankly, with newer players, the Vagabond has the best chance to win since they are left alone FAR too long and too often. In a few of the games, the vagabond was very peaceful, but in one, it destroyed a third of the shit on the board by the end. Play this if you like to sneak around, don’t want to bother with area control and possibly get really good at destroying the other faction’s armies. Root would just be a war game without the Vagabond, and I think it REALLY shows how cool the design of the game is to have a faction that is so incredibly different from the others like this.
I haven’t had a chance to play as the Riverfolk Company or Lizard Cult yet. Out of the factions, I like de Cats the best so far personally, likely because everyone attacks me in every game anyway and playing them is a big ass come at me bro with bells on.
While I recommend the game, one thing to note is that Root is a wargame, like the excellent Lords of Hellas, it rewards aggression and is highly interactive, the opposite of something like Brass or Ticket to Ride.
We’ve gotten a couple games of Lords of Hellass and I have some initial thoughts. This is one of those hero/RPG/PVP/Conquest war game type of games and one that comes off at first as a total mess of subsystems, but is an enjoyable whole.
This game gets some love initially from me as I had a summer where my buddy Dan and I played through this old Apple game called “Return of Heracles” where you take on the role of various Greek heroes and heroines and try to complete quests. We would run until our hero got killed and then the next guy would take up the mantle and try to make a run. I had some attraction to this game since it was announced, but didn’t get in on the kickstarter and stuff (way too many kickstarters….).
Subsystems is the name of the game when you sit down to learn and play Hellass. Your hero has their own powers, you can fight with your armies, you can fight monsters with your hero, you can complete quests with your hero, you can build monuments with your priests, and so on. It’s a lot to learn, and not all of it is easy. Take your first game and call it a learning game right from the outset. I know a lot of people are heavily competitive and want to win all games, even to the point of withholding information from other players the first time they play in order to win. See below* for how to win your first game of Hellas without having to learn many of the rules.
Despite the game’s subsystem madness, I enjoyed it quite a bit, and if two of my friends didn’t own it already, I would definitely pick it up. It is very very ameritrash, in your face and not coop at all, which is refreshing. Nor is the game a false-Ameritrash game like Scythe (a Keyflower-like Euro that looks like an ameritrashery war game). You must compete against the other heroes and their armies, often directly. There is a lot of shit all over the table, cards, miniatures, tokens but it’s nothing like say Warrior Knights (from fantasy flight, not the GW version). Yet the game is not super long, which is a massive plus.
The Gods are well worth mentioning. They are these awesome multi-part monument miniatures that you slowly build over the course of the game to give your hero level-ups when your priests go pray. You MUST build these and get priests to level up. Priests are tied to the number of temples each player controls on the board. This set of mechanics allows people that are into the war/area control part of the game as a strategy to stop others who are trying to level up their heroes in order to take on monsters and quests for the win.
On the flip side, Quests, when completed, allow the heroes to take over parts of the board for free! There is some nice interplay between the sub-systems, and you cannot just go all-war in the game (unless it’s your first time playing).
All in all, Lords of Hellas is pretty crazy to learn not due to the overall complexity or individual complexity of the systems, but due to the amount of subsystems there are. The game won’t be super easy for new players to get into vs experienced players, but it gets a big fuck yes from me because of the theme, the miniatures, and the gameplay. I have a soft spot for games that feel like a mess like this (ie Dungeon Degenerates) where players have TONS of options and nothing seems optimal, but are actually pretty tight when you learn the game. We’ll see how Hellass stands the test of gaming time.
*to win your first game. Take Laconia (Sparta) as fast as possible, grow a ton of hoplites and go for the area-control win. Other players will be goofing around with the other parts of the game (hunting monsters and doing quests, making statues) that you should be able to pull out a win in turn 3 or 4.
Got to Gamehole con Friday and Saturday to good effect. Yet, again I think it’s the best con in Wisconsin aside from Gary Con, which is great on account of it’s location in Lake Geneva and it’s focus on old school RPG’s (which includes the current incarnation of D&D).
The dealer hall was small, but had a good selection. There was one vendor that had superlative deals on board games (like you’d see on Amazon) and that was a feeding frenzy. I had to get out of there without spending anything, but my friend’s certainly did.
Friday was all board games, all damn day and it was great. I like to try stuff either from my collection or from other people’s that I haven’t tried before so that’s what we did. Saturday we played Numenera for half the day and then got back into the board games. ALL of my events were apparently cancelled so I wasted some money on those. Michael Curtis’s DCC events were all gone, so that sucked.
First up was a co-op called Batman the Animated Series. Most of the time I despise the co-op games and avoid them as much as possible on account of the quarterbacking issue and most of them are pretty boring after more than one or two plays. This was a decent game. Moved fast, was not super quarterbacky and we were playing with the designer (Mike) who did give suggestions on what to do, but he wasn’t like I would be if I knew the game (i.e.: terrible). Actions are definitive and you can really do a lot of crazy stuff in order to meet the Act’s goals. The buildings are neat but they block line of sight to the other parts of the city a bit if you are sitting down. I could see this ‘engine’ being great for a game of alien invasion (say the Invid from Robotech) BUT where each player has a secret goal as well as the goal of saving the world to shut down any possibility of quarterbacking.
Matt caught Eric Lang walking around and talked to him about Rising Sun (a great game) and other stuff.
Saga of the Norsemen. This is an area control point salad game. I remember them playtesting this up at Game Universe a few years back. This is not a bad game at all, but has some typos that caused MASS confusion when we first started (Chieftains are heroes or?? what). Overall though I think this plays solid with enough people. You try to influence the Viking countries (by having the most influence in each which is handled by card draws) and direct where they go viking so you can get the spoils. I’m not sure who YOU are supposed to be in the game (an arms dealer? a viking god?). Matt did not like this one all that much, but better than the next one.
Bunny Kingdom. This is a drafting area control point salad. In fact it is probably the ultimate in this type of game. I liked it at first but as the game wore on there was a lot of maths and then more maths. There are people that will love this game– trying to squeeze out point here and there and set up comboes, but near the end of the game it was obvious the winner had been determined during the third turn and there was no catching up. Neither of the other players dug this much. Very EASY to play though. This made me simply want to play Feudality by Tom Wham.
Next up was Victory Or Death (a Quartermaster General game). I have a thing for the long, terrible war between Sparta and Athens which ended up completely pointless and could have destroyed Western civilization as we know it. This game pits Corinth and Sparta vs the Delian League and Athens in the typical ‘card deck is your economy and war powers’ quartermaster game. Needless to say, if you like 1914, you will dig this game. I enjoy the theme a lot more despite the fact that I got my ass kicked as the Delian League/Athens vs Justin and Matt. I do take consolation that the Spartans were terribly frustrated during the game with all of their attempts to do anything shut the fuck down, and it was Corinth that eventually took Athens. The supply rules in this game are a bit difficult to grok, but the rest is very easy. Excellent game.
Colt Express. This is a Robo Rally type of game where you play as bandits trying to rob a train and shoot each other. Theme is excellent and the components are very interesting. It’s not a deep game, and I can’t see repeatedly playing this, but it was fun. There’s a mcguffin that you pretty much need to get in order to win the game and that can be difficult to figure out at first. I knocked the shit out of the holder of it multiple times, but couldn’t pop it out of his possession. I’d play this again with the kids.
Fairy Tile. I had my daughter with on Saturday and so we busted out some lighter fair. This is a game where you try to move three pieces on a board in order for you to play cards from your hand. You have 10 cards and you win if you are able to play them all. It’s a tricky little game that plays fairly fast. I like the tri-hex board (I use that in my upcoming game as well) and the components, art and the miniatures are top drawer. I can’t see playing this with adults much, but with kids– great.
Keyforge-– this is our the game of the con. They should have had a lot more decks/stuff available for people to buy instead of this pre-release BS! This was at a game con for fucksakes four days away from the game’s release– just sell the stuff. Anyway, we got some decks after the demo and were pleasantly surprised at how good it is. While the TYPE of game that it is is nothing really crazy, the fact that you collect DECKS instead of cards is something really special and frankly, sort of insane. My kid said: “out of five stars the game is a six.”
I will be doing a post just about keyforge shortly after playing 10-20 times for the two readers of this blog that may think they want to buy it.
The new Shadowfist owners were at Essen and did a short interview with OneTableTop on the plan for the game. Watch it here.
Don’t feel like watching? Here is the core info:
Architects will have a preconstruct deck along with 3 other factions (not sure which but you can probably guess)
There will be a kickstarter relatively soon.
So yep, until that kickstarter launches, Shadowfist is still dead, but the moment it does hit, let’s see what happens. I backed the last kickstarter on account of the archies being back in the game so the new one will be no different.
I got my copy of Dice Hospital, a game designed by my friend Stan. It’s a quick, intuitive dice game where you try to deal with loads of incoming patients with the resources you have on hand and hope that you do better than the place down the street.
After the last Inner Kingdom kickstarter (which I backed) didn’t make it’s goal last year, one could surmise that something was going to happen as they just couldn’t fire it back up and expect it to do much better without a major change. Instead, Shadowfist died. Again.
We’ve been through this before Shadowfist fans! While the statement is that the game has been purchased by a guy in Europe, the game is now in the dead zone with no certain future and no concrete news about what will happen. This is the same as 1997 when Daedelus filed for Chapter 11, same as when Zman stopped making the game and it went to Shadowfist Games (an oligarchy of fans!) and similarly when Shadowfist Games went defunct and the game was taken up by Braz King (RIP) and Daniel Gregio to form Inner Kingdom games and shift the game to an LCG.
For some, the game has been dead since 2012 (once they cut the architects, many people quit playing -follow that link and look at how many architect decks there were in the 2002 tournament compared to the other factions) for others since 1996 (where do I find cards? They aren’t in my FLGS so the game must be dead!). Some when the Gatling Engine (online CCG engine) went down suddenly. For myself and my group, scattered as we are, we have given every new iteration the college try to a point and we typically welcome the new masters…
Yet, unlike last time the game died and was taken over by IKG from Shadowfist Games, we have the additional issue of a split player base– Modern players who play with the new sets of cards, and us, who play with the Zman/Shadowfist Games expansions plus the Combat in Kowloon stuff from Inner Kingdom.
While I limped along for awhile accepting the LCG and the ‘modern’ format, this is really the moment when I was just about done with the modern version of the game– when I pulled this card out of the starter deck:
You talk about a game’s art invoking a feeling and how important it is to a game, and you look at a 5 for 8 Fighting with Toughness 2 and it should be a big ass bruiser or one of the most badass martial artists you’ve ever seen: instead? …. it’s a nerd card and not a nerd card where the person won the Gencon world tournament which sometimes gets your face on a card , it’s one that a person paid for– and the developers of Shadowfist and the art director, instead of giving this guy a support character or background in an event card, gave this poor sad sack an 8 fighting hitter with toughness 2. Someone that DIDN’T PAY THE IRON PRICE for a card with their face on it. When I saw this I thought: oh boy, if they are doing this wrong what else are they doing wrong with the cards, with the system, with the direction of the game itself. After seeing this, I started questioning everything and talking to people I knew in the playtest groups about what was going on. Needless to say, from the moment this card was printed, the game had already slid down hill and now here we are. In the Zman game, I cannot recall a single nerd-card hitter (6+ fighting) even with the tournament winners.
Here are a few things I want to say about Shadowfist in it’s current state:
1) We don’t need new cards, don’t need more meta, don’t need any new sets for the game we have. As of Empire of Evil every single faction was fairly built out, with the old factions having tons of options for deck strategies. The Jammers and the Purists, while not the strongest factions, were strong enough to win tournaments (maybe not the jammers actually). The Syndicate got ALL of the most powerful cards in the final expansion from Shadowfist Games so yes, you can do stuff with them (they just aren’t that great even with that boost IMO). The game at the point of the release of Empire of Evil is complete. There’s a reason Zev quit working on Shadowfist and that’s because it was a complete game when he stopped, and 3 expansions after that had such a wide meta game as to be near infinite. If the game goes on, it needs to totally break from the old game.
2) Modern did not retain the old player base and did not grow a new one. We purchased the modern cards until the end of the Rebirth Cycle (2013) and then stopped buying cards or allowing the new modern cards into our games. A couple of our group are pretty mellow people, but a few of us are not and did not like the power curve change since we played with the classic cards plus the modern ones, the typos, the lack of playtesting with all the old cards (how could they do this? probably impossible given their limited testing group).
3) There was a group that was interested in picking up the game after Shadowfist Games was done with it that would have done a better job of it than Inner Kingdom did. There is a person that fucked that all up out of their own petty greed and ego and they know who they are. If there’s one person that we can point to that led Shadowfist to current death #4 it’s that guy. It’s not anyone involved in IKG.
While I didn’t agree with what IKG did in many cases (LCG, nerd cards everywhere, counter madness, typos, terrible cardstock for the Red Wedding reprint, burned powercurve led to near incompatibility with the Classic game), we still bought the cards and played the game and I did like Combat in Kowloon quite a bit. IKG definitely TRIED. and I give them credit for it. They just had some bad advice from their inner circle, the vote for the CCG vs LCG went the wrong way, and generally made a lot of avoidable mistakes, especially in the art direction area. Making any board game is difficult, maintaining a CCG is HARD.
4) The LCG format was a mistake. I usually want to get 15 or so foundation characters and important feng shui sites (like Whirlpool of blood) so I can make multiple decks with them. That’s 15 sets of cards at 15$ a piece. That’s not too bad except now I have 15 copies of hitters and specialist cards that I could never use in decks. If the foundations were removed from the game (which a group in Chicago does) that would have made the game way more LCG friendly for large purchasers/ tournament players. This format killed the Whales’ interest in the game.
5) Changing costs for some of the cards that had been in the pool of cards since 1996/2000 was a bad idea. Zman /Shadowfist games handled it just fine with a lower cost mentor and 0 cost final brawl– why couldn’t Inner Kingdom? The PAP and (1), (2) on cards worked just fine and shouldn’t have been changed. If they were going to increase the cost of Shadowy Mentor by 1 power, they should have added an additional effect (like everyone character in that character’s location takes 2 damage or something).
6) The fact that VTES still has a player base and Shadowfist really doesn’t is sad because ‘Fist is the FAR superior game. I have played both at the tournament level and I can barely stand to play VTES anymore at all, even for shits and giggles. Somehow the decisions the VTES people made were better than what the Shadowfist people made.
Here is my advice for the future of the game.
Remove Foundation Characters
Think about a Re-theme of the game to something other than Shadowfist/Feng Shui
Get rid of the Jammers, don’t bring back the Syndicate.
Get rid of all counter-creating cards
Re-institute damage redirection
Come out with a big 300 card set in boosters plus preconstructs (like VTES did)
All expansions should be booster + preconstructs (again like VTES)
Allow play to change the win conditions based on how many winning attempts their are (like a for-the-win counter)
NO PLAYER FACES ON CARDS EVER FOR ANY REASON.
Mouth lived in Austin and he experienced some things with Inner Kindom first hand. I wanted to interview him as an addon to this post. He has different opinions as to what should be done with the game, if anything ever actually happens and his assessment of the IKG era is different than mine a bit. He also makes superdick decks basically trolling the meta.
My History with Shadowfist:
I started playing Shadowfist back in 1998, when the game was dead, but there were tons of cards available in the Standard and Flashpoint expansions, Netherworld was a little tougher to come by but not impossible.
Of course I was originally a MTG player, but that game was best suited to dueling, and any multiplayer was often quite lopsided. Some of my fellow MTG players would start playing Shadowfist in the evenings after the shop closed, telling me it was just a much better multiplayer experience… and it was. So I bought a box of starters and some boosters of Flashpoint and Netherworld, traded MTG cards for some of the rare stuff I was missing, and played when the opportunity presented itself. That was it, until around 2000 when Z-Man brought it back from the ashes with Throne War… and the game experienced a rebirth.
When it transitioned to Shadowfist Games, three more expansion hit the table…. All solid, the game was still in good hands.
Then it went to Inner Kingdom Games (IKG), and it all took a turn for the worse, but more on that later.
Through the years I have grown my collection to thousands of cards, played countless games, entered tournaments… and even managed to even come close to winning a few. So I’ve been around, and I think I have a decent idea of how the game works.
To further put it in perspective, I even live in TX, close to where IKG does their regular playing and testing, but I wanted nothing to do with this group as they continued to grind this game into the ground. To be fair, not everyone in their circle was a complete misguided idiot or mindless sycophant, there was at least one person that I felt knew what was up, and didn’t necessarily agree with the direction, but when you are on a ship of fools, you had best play along, less they decide to throw you overboard.
The current State of the game:
Where to start, it’s in a right shit state, part of it is the way it is marketed, part of it is the lack of fan base (due to marketing), and a large part of it is the terrible IKG design decisions and leadership exacerbating the previous two issues. Z-Man and Shadowfist Games had left the game design in GREAT standing, when it was handed off to Inner Kingdom Games (IKG) all they had to do was push out the latest expansion. From what I understand, it was pretty much complete, but may have needed a bit more playtesting and art direction. Instead they went the route of trying to completely reshape the game, and it was a disaster!
To me IKG was like what a whiny brat would do if they got to create their own game. Like when your friend takes his toys away from you because you are not playing with them the way he wants you to, to me that was the sense of IKG Shadowfist… a petulant child that wanted to “fix” what “they” didn’t like about the game.
To start with, they pissed off a good portion of the already small fan base by killing off 4 factions. That was a terrible move. If you had to reduce the factions, you should have gone back to the basic ones from the initial release… Hand, Ascended, Dragons, Lotus, and Architects… and if you needed 6, then pick one of either the Jammer or Monarch, or don’t and sprinkle some of them in as a minor faction for one or two decks. Killing the Purists was kind of lame, but they were pretty new, so not the worst move [this couldn’t be helped unfortunately-ed.]. 7 Masters and Syndicate, were barely flushed out… and easy to just loose, so again no major foul. But the Architects of the Flesh, WTF, they were core, and along with the Lotus the real bad guys of the game. With those two factions you had a true evil duo to threaten the world. Instead you replace them with the Jammers, who know just have a death wish and the Monarchs who should only care about the netherworld and their rivalries. At this point the Lotus has to be feeling all alone, and should think about changing their business model so as to better compete in this brave new world without a bosom buddy to share in all the carnage.
In the end they should not have killed any of the factions, but instead just played favorites in their releases. If you want to show love to only 6 factions in one set, fine, but in later expansions spread it around. You may not want to focus as hard on a faction like the 7 Masters, but a card or two in an action pack down the road seems reasonable.
Play balance, so they want to reshape the game, nerf some old cards, add some new cards, and completely standardize terminology… OK, fine. Even adding all the counter bullshit is not a horrible idea… if done correctly. This all resulted one big failure in playtesting. They focused balance on the new “Modern” format, but most of the existing fan base were seasoned players, who were not all that interested in going only modern, so it was “Classic” for the vast majority… and thus the power balance started to shift.
And Mobility, lets spam mobility… WTF?!?! What a terrible way to make the game last forever. I’m not a fan, but that’s not to say it doesn’t have a place in the game… but the deficiency in Shadowfist was never a lack of Mobility. The issue was to make it beneficial enough for me to leverage it. The amount that this ability showed up in IKG releases is insane… it was obvious to me that someone really wanted every game to last 3x as long as necessary.
What do I want to see in the future:
Don’t reinvent the wheel, and try to return some balance to the game. If you try to reboot it again you are bound to loose what few fans remain. Here is what I suggest:
Create a new core set from all of the pre IKG cards… sure there are some decent IKG era cards, but they need to be seriously reevaluated. Take all these cards and create a new core set, like 75% old cards (with updates) and some new cards, random boosters, and starters to encourage booster drafting tournaments. Old players will want to enhance their collections, and new players will have a great place to jump in. For the next several expansions you can just keep this formula to reinvigorate the fan base.
Don’t change the backs, if you change the backs you are asking all of the existing fans to not support your game. You need to create a path for them to come with you, don’t burn a bridge like IKG did.
Bring back all factions.
Bring back the art from the classic artists, stop the nerd art, and please no more of the shit that looks like it was drawn by a 7 year old. If a nerd gets their face on a card, make it from a tournament win, and not because they have a few thousand to burn on a Kickstarter…. Or a least severely limit it.
Q&A opinion of IKG Thinking:
I don’t know, it all still sounds like what whiny brats would do if they got to create their own game.
Problem: I hate it when I go for the win and someone stops me with an event.
Solution: No problem, we will nerf all of the good events and give you tons of sites that will stop events.
Problem: I hate it when someone wins because every other character is turned and cannot stop it!
Solution: Have you heard of Mobility? Mobility, mobility everywhere! Now it will take twice as long to win and everyone will defer to the next person to block!
Problem: I like to make 6 faction decks with combos that rely on 7 specific cards that must be played all at once… but I have to shuffle my deck so my combo never comes out!
Solution: We will make cards that will let you pick whatever you need from your deck at any time. Better yet, we will let you have 5 of each! Fuck deck building, just smash all your favorite cards together and use these 10 sites!
Problem: I love counters, Magic the Gathering had Fallen Empires that made tons of counters! I miss that… I want Shadowfist to be more like Magic the Gathering!
Solution: No problem, we will make cards that produce so many counters you will forget what is power, and what is damage on the table! On top of that we will nerf all of the cards that help stop small characters, and take all the skill out of making a deck… just spam counters, counters everywhere!
Problem: I hate it when I have been turtle-ing for 6 turns to get out an uber character, people keep attacking me, and I get my sites burned for victory!
Solution: Have we got the card for you, we love to reward the shitty underdog players! Next time a bully takes your sites because of your anemic play style you can play ANY CARD you want from your hand!
Problem: I wish there were more cards that looked like me and my friends. Better yet, I wish they could represent an art style I could draw myself!
Solution: We will make cards with art that will make you want to gouge out your eyes!
I got some Blood Bowl in last weekend, and it was my first game with the 2016 version of the game. I know the game back and forth, but man it’s been awhile and I had to look up a few rules. I forgot that dodging and picking up the ball are automagically +1 at all times and a couple little things here and there.
I used the humans and my homie had the orks. We used the total stock 11 player teams that come in the box. Suboptimal? oh yeah. Still a fun match up? yep.
My complaints about the Human and Ork scupts proved to be true in game. Even with the human team completely painted, it was nearly impossible to tell the Blitzers from the Lineman. I like the lineman sculpts a lot for the humans and the thrower/catcher minis are totally fine but it’s critical that the blitzers are easily identified via their model on the pitch — and with the new human team they are not. Also, they are very BORING blitzers.
The Gary Morley humans from 1993 and the later human team by an unknown GM sculptor (~2004) have the blitzers in a different stance than the lineman and that helps a ton to sort out which is which during play.
The 2016 orks are a bit easier to tell apart except the Black Ork blockers and the Lineman look almost exactly the same. Multiple times during the game I had to ask: is that a Black Orc? Again the 1993 version of the Ork team had very identifiable silhouettes for the Black Orc and Line orc miniatures– despite the fact that the lineman were not very good looking in that set. The 1993 orc blitzers were awesome looking. Unfortunately, the orcs in the new Blood Bowl are super-Sigmarized, that is, they look very much like their Age of Sigmar counterparts with their… ‘rock armor’ is definitely not Blood Bowl.
For the Humans, Forgeworld to the rescue with the two new blitzers in their ‘booster pack’ that actually look like blitzers! With 4 of these, I think the human minis/team is quite good looking and functional, harkening back in terms of design to Ally Morrison’s human art in the original Blood Bowl rather than SIGMARIZING the miniatures like they did with the orcs. These are great…
All in all I think it’s a good set of blood bowl yet the newGW take on the miniatures is OK. Importantly, there are tons of alternate BB miniatures for nearly all the teams out there– nearly a cottage industry. These guys are where I got my Dark Elves from for the new version of the game.
Remember back when Fantasy Flight was an independent company and tried to go for the Dune license to make games and could not do it– instead making REX? While the engine to REX is the old DUNE board game one, the space kittys and frogs and stuff are a far, far cry from the Sardakar and Fremen of DUNE.
Out of print for close to 40 years now, Avalon Hill’s Dune is one of the best asymmetrical board game experiences you can have and holds up fantastically even today. We played it so many times that we ran through the entire set of player aid pads that came in the box and had to start recycling!
This week it was announced that Galeforce 9 got the license to Dune and will be making board games with it. Great news as they have done some excellent work recently with Sons of Anarchy (still real cheap on Amazon!) and succeeded there DESPITE the game being a licensed property.
Yet the biggest question is there: will Galeforce 9 be able to or choose to resurrect one of the best board games ever created? Will they be working with the original designers (the Cosmic Encounter guys)? Or will they try to make a totally different (and likely inferior) game to the original AH Dune?