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Duel of Ages II Announced

duel of ages II banner

 

Worldspanner has announced the upcoming release Duel of Ages II!!  Not only that, but three different sets will be released:

  1. The Basic Set is anything but basic, containing the complete series rulebook and all of the concepts of the game except Henchmen and multi-age terrain. So, for enjoying the full sweep of game, this is all you need…(For original DoA I owners, the Basic Set content is similar to the content of DoA I Sets 1 and 2.)
  2. …but there’s a difference between need and want, and you will want the nine-pound mountain of content contained in the Master Set. The Master Set is an
    extension of the Basic Set, so you will need the Basic Set as well.  (See the DoA I-II Content Comparison PDF for the content totals between DoA I and II.)
  3. To ensure perfection in our production, we conducted a test manufacturing run of four unique map platters and six map keys. The production proved perfect, and the resulting supply of bundles will be made available to stores that want to emphasize Duel of Ages II and to those who purchase the full series through the website or Amazon.

Here’s a few pics of the counters and cards:

dual of ages counters

 

duel of ages II cards

For more details you can head on over the the Duel of Ages web site here.

FFG Announces Upcoming Dust Releases


dust tactics warfare banner

Fantasy Flight Games has announced the release of new expansions to Dust Tactics and Dust Warfare.

As the war continues in Dust Tactics and Dust Warfare, each faction races to gain the edge with the latest weapons and tactics. Today, the SSU and the Allies can each add two new units to their arsenals; the P-48 Pelican, Allied Heavy Support Walker, BR 47 Self-Propelled Weapon Platform, and SSU Heavy Weapons Teams are all on sale at your local retailer and through our webstore!

The Allied P-48 Pelican

The Allies have been hard at work developing a means to meet Axis air threats: the P-48. The P-48 Pelican is capable of taking off with a very short runway, making this light and versatile fighter quick to deploy on any new battlefield. Additionally, the Pelican is equipped with Triple Dual .50 cal machine guns that give it a serious edge against enemies in the air and quickly eats through infantry.

bellowing bertie

 

The Pelican was first put to work as a dive bomber in its P-48C configuration, affectionately known to the Allies as “Diving Dotty.” The P-48C is capable of providing great ground support against infantry while fending off enemy fliers with its heavy machine guns alone. Diving Dotty really shines when it leverages its powerful 500 kg bombs, which can wipe out tanks and troops alike in a fiery explosion. Daredevil pilots dive as low as possible for extra accuracy in using these devastating explosives. In contrast to the P-48C, the P-48X, or “Bellowing Bertie,” prefers to deal death from a distance. Bellowing Bertie makes use of the same heavy machine guns as its predecessor, but is equipped with powerful Ground Rockets that let it strike from a longer range than Diving Dotty. These devastating rockets are a reliable and powerful way to clear a path for any Allied ground forces needing to cut through enemy tanks and troops. Either of these Pelican configurations are sure to add a great deal of firepower to your airborne Allied forces.

The Allied Heavy Support Walker

For those who prefer to keep the battle on the ground, the Heavy Support Walker is the Allies’ latest piece of VK-powered hardware. This versatile killing machine has three configurations, the Long Tom II, the Mobile HQ, and the Skysweeper. Each configuration supplies the Allies with a different advantage, giving the Allies the edge in any confrontation.dust tactics skysweeper

Leveraging long-range fire can make or break an engagement, and the Long Tom II is a potent engine of destruction from a distance. Equipped with the Long Tom M2 artillery weapon, this walker can turn the countryside to craters in no time. The efficient design of the Long Tom M2 and the huge supply of ammo on board this walker allows this main gun to be fired without the need to reload, meaning a constant rain of explosive power.

For more details on a few of the other units FFG has released, you can visit their website here.

Theology of Games Reviews Zertz

zertz

The folks over at Theology of Games recently reviewed Zertz, an abstract strategy game from Rio Grande Games.

It’s important to note that the marbles in the pool, and the ones on the board, don’t belong to either player. You can choose one of any of the colors of marbles and place it on an empty disc that makes up the board. Then you remove a free disc from the board—and free means there’s not a marble on it, and you can remove it without disturbing any other pieces. If there are no free pieces, you just place the marble.

zertz marbles

Just found out this morning that I’ve been playing with my board pieces upside down for years. I’m a dork.

The other thing you can do is capture marbles—and in fact if you can do that on a turn, you must do that. To capture a marble, you simply jump over it, as in checkers. There must be an empty disc for the jumping marble to land on. The colors don’t make any difference: you can jump any color with any other color. And if, after capturing a piece, you can capture another, you must do so. But if there are multiple pieces you could capture, you can do so in any order you want—even if that means you’re capturing fewer pieces.

If you capture a piece, you don’t place a marble and you don’t remove a disc.

If, through removing discs, you manage to isolate one or more discs, you can claim those pieces—including the marbles on them. But you can only capture marbles this way if there are no vacant pieces in the group. So often you’re isolating one piece with one marble on it, and claiming that marble.

You keep playing like this until one person meets one of the goals listed above.

Recommendations

Youth Group GameNo! It’s for two players, and it’s abstract, so…no. If one of your kids likes chess, this would be a good game to bond over, though.

Family Game!Maybe! Again, it’s two-player, so not a great game for a whole family, but you could certainly play it with a spouse or kiddo.

Gamer’s Game?Definitely! There’s enough meat here to please any hardcore gamer—unless you just don’t like abstracts.

For more on the review, you can visit Theology of Games here.

The Little Metal Dog Show Reviews Spartacus

Spartacus The Little Metal Dog Show just posted a review of Gale Force 9′s Spartacus board game, based upon the TV series of the same name.

It’s tricky to explain. The whole thing feels like it should be building towards this massive finish, this epic ending, but then someone just lays down a card or two, maxes out their influence and wins. It’s something of a let down. Admittedly it feels a little more satisfying when you manage to win the game following a victory in the Arena, but still… I know that the game is all about manipulating your way to the top, but as a final payoff it just doesn’t work. After a couple of hours of plotting and scheming, having the whole event fizzle out into the equivalent of “oh, I’ve won” is a downer. And bear in mind that two hours is the short game where players start at 7 Influence – I wouldn’t really want to invest the time in a longer game where they begin lower on the scale.

And yet, my time with Spartacus: A Game of Blood and Treachery was far from terrible. It’s not going to join the illustrious pantheon of Officially Great Licenced Games, but the actual playing of the thing was entertaining enough, especially if you throw yourself into the experience as much as possible, bribing your enemies and being as scummy as possible – it’s just that final victory simply isn’t satisfying. Certainly it’s worth a look, especially if you’re into games that involve plenty of screwing everyone else over, but just be wary of that final fizzle…

For the entire review, you can head over to The Little Metal Dog Show’s website here.

Confrontation to be Re-released

confrontation

Fantasy Flight Games announced some exciting news.  Reiner Knizia’s popular Lord of the Rings game, The Confrontation, is to be re-released featuring a new design.

Cunning and Combat

Since Lord of the Rings: The Confrontation is designed by the celebrated and prolific Reiner Knizia, players can expect the level of elegant simplicity and strategic depth for which he’s known. Gameplay is deceptively straightforward – each turn, players move one of their hidden characters forward on the board. If a character is moved into a region that already contains an opposing player’s unit, combat ensues.

confrontation board

Once engaged in combat, players must be at their strategic best in order to come out on top. First, the units are revealed, along with their strength value, which is a number printed on the top left corner of each character’s portrait. Character cards, which contain the text of each unit’s unique abilities, serve as reminders of what each character can do. After resolving character abilities, if applicable, it is time to engage in a bit of cunning in order to defeat your opponent.

confrontation figures

Next, each player chooses a card from his hand and lays it facedown on the table. Both players’ cards are revealed simultaneously, combat is resolved, and the dead are removed from the board. You must choose your cards wisely, however, since no combat card can be used again until all the rest have been played! Most of these cards are numbered, and they add to the strength of the fighting unit. Some of these cards, however, contain other powers, delivering nasty surprises for your opponent. For example, the Fellowship player may choose to use his Noble Sacrifice card. When played, both characters are automatically defeated. Or perhaps, the Sauron player may choose to employ his The Eye of Sauron card. When played, Sauron’s all-seeing eye is able to peer into the heart of the Fellowship player, rendering any text on his combat card ineffective.

To read more about the upcoming release, you can visit FFG’s website here.

iSlayTheDragon Reviews Pinata

pinataiSlaytheDragon posted a review of Pinata, a game from Rio Grande Games that focuses on hand management.

Piñata is a reprint of sorts of the older game Balloon Cup, returning the game to the designer’s original theme and rules. I’ve not played Balloon Cup, so I’m approaching Piñata without the bias of the earlier game. (If you have played Balloon Cup and would like to see at a glance the differences between the two games, this thread on [BGG] should be helpful.)

So what do I think of the game? I think Piñata, while not perfect, is a fun, fast, tense, and ultimately satisfying two-player game that doesn’t outstay its welcome.

pinata board

The game itself has super simple rules. I was able to teach my wife the full game within a few minutes, and she was breaking open piñatas shortly thereafter. Yet even with these simple rules, the game offers a lot of options for clever play. The game is a tense back-and-forth over each piñata, and players must decide which piñatas to go after and which to sacrifice. The reason the game is so tense is that once players have completed their side of a piñata, they may play (presumably bad) cards on their opponent’s side. The game itself is a race in that players are trying to collect the most candies of each color, but the individual piñatas are races as well: if your opponent is adding cards quickly to their side, you have to consider whether you can play quickly as well. If you can’t, it might be better to divert your resources elsewhere, especially as forcing your opponent to play cards on your side can waste several of their turns. Then again, your opponent may be bluffing, playing cards in quick succession without having all of the cards they need to complete it, hoping that you’ll abandon the piñata. The game has interesting moments of these think-double-think scenarios. “I clearly cannot choose the wine in front of you…” It keeps the game interactive.

Some people might not like the game because of the luck involved. The contested candy pieces are drawn randomly from a bag, and players receive cards by blind draws. And it’s true that players are somewhat at the mercy of these random elements (as in most card games), but usually this isn’t too much of an issue in Piñata. Since a player’s hand size is eight cards, there’s usually something that can be played that, even if not optimum, is not a bad option. And since both players are at the mercy of the cards, this serves to equalize swings of luck. Also, because the piñatas are constantly flipping between high and low, cards that are useless now may become just what you need once the piñata flips. And if a player is ever without a card to play, that player can draw a new hand (though this usually only happens near the end of the game).

To read the entire review, you can click here to visit iSlayTheDragon’s website.

More on Creation and Control

creation and control

Fantasy Flight Games posted some more information on their website about the upcoming deluxe expansion to their Netrunner LCG.

More Expensive. More Efficient.
The improvements in Haas-Bioroid’s second generation of bioroids begins, but does not end, with its ice. As an example, Heimdall 2.0 (Creation and Control, 15) gains a point of strength over its first-generation counterpart, but that’s not all it offers for the three additional  that it takes to rez it. First, its second subroutine gains a point of brain damage in addition to its “end the run” effect. More importantly, though, is its modified text:

heimdall

How important is this change? It is important enough that Haas-Bioroid is willing to launch the release of a whole new wave of bioroids.

Each turn, the Runner starts with a pool of four . His whole turn is effectively a matter of finding the best, most impactful ways to spend those . Jacking in and beginning a run against a Corporate server costs one , so let’s explore the consequence of this new text by looking at it in the context of a Runner’s three remaining . Against first-generation bioroids, the Runner can break any number of subroutines by spending one  per subroutine. This means he can run, force the Corporation to spend its  to rez its ice, and then break any that would cause serious problems.

To learn more about the upcoming expansion, you can head over to FFG’s website here.

Meople’s Magazine Reviews Bora Bora

bora bora

Bora Bora, published by Ravensburger, is a worker placement game set in the tropics.  Kai, with Meople’s Magazine, recently wrote a really good, and in depth, review of the game.

Like most recent games, your goal in Bora Bora is to finish the game with more victory points than everyone else, but the options how to score are, again, overwhelming: you score points for the gods favour, catching fish, having jewelery, living next to fish, putting jewelery on fish – okay, that one was a lie – building huts on the board, building ceremonial huts on your player board, having men and women live in your huts, sending priests to the temple and completing mostly arbitrary tasks. And to do all that, you only have six rounds with three dice to choose actions each round.

bora bora board

Dice are, of course, Feld’s favourite component, and I imagine him staying up at night cackling to himself as he comes up with new ways of using them to force players to make agonizing decisions. In that, he succeeded yet again: the dice mechanic in Bora Bora is agonizing again. All players roll their three dice at once and then take turns putting it on one of the five to seven action tiles and taking the corresponding action. The higher the number rolled, the more powerful the chosen action. But higher numbers are harder to place on actions because the value of a new dice on an action tile must always be lower than the values already there, baring divine intervention with the Blue God card. Placing a one on the action all your opponents needed is not likely to make you friends, but all the more likely to make you successful. Who needed friends, anyway? To keep choices tough and space limited, some actions are combined into one tile when playing with less than four people. It works, you’ll hate the other players no matter how many they are.

Now you’ll likely want to know what those actions do that you select, but that’s where things get difficult. The beauty of Bora Bora is how everything is linked in one way or the other. Unfortunately, that makes every possible order of explaining the game not ideal because you’ll always have to say “I will explain that in a moment”, an expression everyone that ever listened to a game explanation hates. That is also why it takes until the end of the second game to stop being overwhelmed: the first one just to understand how everything is connected, the second one to figure out how to make use of those connections. And taken by themselves, all the actions are so simple. Take Expansion, for example: from one of your huts you may follow an arrow to another region and build a hut there. The arrows show a minimum dice roll you have to place to use them, so a higher roll gives you more choice. Easy, right? But expanding gives you one of the game’s three resources needed to build your ceremonial huts, or a fruit basket Offering needed to play god cards. It also gives you a fish to score at the end, unless someone else fishes it up when he settles in the same place. And it frees one space on your player board to place a Man or Woman tile. And expanding to the whole island is worth bonus points at the end of the game. And having huts on specific regions is required for some goal tiles. That’s how entangled the actions are, and while the whole thing seems impossible to see through at first, it also means every decision you make has many implications. When you make a decision in Bora Bora, you know that you just made a decision and could have a small snack now, thank you very much.

bora bora board 2

The other actions are not less entangled, but I’ll skip some of the details for your sanity. The Man and Woman actions let you chose a Man or Woman tile, respectively, to put in an empty spot on your player board. These people are important in the second phase of each round. With the Build action you build one of your six ceremonial huts, scoring a bunch of points – provided you have the right resources from expanding, of course. The Temple action sends one of your four priests to the temple. And the didn’t-fit-anywhere-else Helper action lets you buy things for the score of your dice: one point of the die allows you to activate one Man or Woman, giving you Tattoos or Shells. Oh, I hadn’t mentioned those yet, had I? There we go again, many connected parts. For two points, you can have a fruit basket Offering, any of the three resources or a god card. Finally, the temple action puts one of your priests in the temple for later profit.

For more from Meople’s Magazine, you can visit their site here to read the entire review.

A Review of Mage Wars From SF Signal

Mage Wars Banner

Charles Tan, over at SF Signal, posted a review of Arcane Wonder’s popular mage-dueling board game – Mage Wars.

One of the tabletop games I discovered late last year was Mage Wars. It’s a two-player game where each player takes on the role of a powerful Mage, using their Mana to summon creatures and cast spells, in an attempt to reduce the opposing Mage to zero life. That initial pitch might sound like Magic: The Gathering, and the influence of that game is evident. But there are a lot of innovations in the rules (which I’ll discuss below) which distinguish it from the famous Collectible Card Game (CCG) and other tabletop games.

Here’s one game mechanic that fits with the theme and is ripe for deep strategy: during the Planning Phase of every turn, players pick two spells from their spellbook. The spellbook is a four-card binder (a pair comes with the game) composed of cards you chose to comprise your deck. Every round, it feels like roleplaying when you rifle through your spellbook, looking for the appropriate spell to cast later in the game. Because you’re choosing which two spells to cast, there’s no randomness when it comes to determining what your options are. On the other hand, because you’re selecting only two spells, you’re limited when it comes to reacting to the cards your opponent plays this turn: if you want to reverse or foil your opponent’s plans, you need to pick in advance the spell you think you’ll need.

mage wars board

What Is It?

Part of Mage Wars‘s appeal is how it borrows elements from a lot of game genres. Like a lot of CCGs, there’s deck building involved as players customize their spellbooks. Mage Wars however follows the Living Card Game model of fixed sets (i.e. non-random), and the Core Set leaves you much room to work with. It’s also a light miniatures game where cards instead of figures represent your units, a concept popularized by games like Battleground: Fantasy Warfare. Then there’s the board game aspect, with the play area taking place in a large 4×3 grid, in addition to the counters and markers used to keep track of each player’s conditions, damage, and Mana.

It’s reminiscent of Summoner Wars in the way it merges elements of the various tabletop games into a cohesive, compelling package. There are a lot of CCGs that use counters for example, but Mage Warsembraces its board game heritage and doesn’t hold back when it comes to employing them–making the game an experience that’s clear and transparent. The usage of cards as opposed to miniatures and how it’s integrated with the binder as a spellbook is one of those conceits that in retrospect seems intuitive, but is a design concept that few games successfully pull off. And for those looking for a game that’s expandable but doesn’t require the investment of a CCG, Mage Wars satisfies that craving, even this early on in the game’s life cycle.

There’s quite a bit more to the review.  To read it in its entirety, head on over to SF Signal here.

Another Preview of Elder Sign Expansion

unseen forces

Fantasy Flight Games posted another look at their upcoming expansion to their popular Arkham Horror-based dice rolling game, Elder Sign, entitled Unseen Forces.

SL15_Card_Investigator_JacquelineFine

Investigator Jacqueline Fine, the Psychic, has a Sanity of 7 and a Stamina of 3 (all those visions increase brainpower, but leave her physically weak). Jacqueline can use her Precognition to discard a Mythos card, delivering her fellow investigators from its potentially deadly effect.

jim culver

Jim Culver, the Musician, is an unusual addition to the roster of Investigators. With his Strange Luck ability, Jim may focus or assist even after successfully completing a task. In our example, Jim is attempting the Seeking LeadsAdventure card. He rolls the green dice and obtains the following results:

unseen forces gameplay

Because the tasks must be completed in order, Jim uses the 2 Investigation die to complete the first task. Since he successfully completed the first task, he may reroll the remaining five dice. Normally, since the task was a success, focusing would not be allowed. Jim uses his Strange Luck ability to Focus the Peril die, re-rolling the other four. This time, he rolls the following:

SL15_FourGreenDice

Since Jim obtains another Peril result, he may use this to complete the second task successfully, keeping the Focused Peril die from last turn to help him complete the third task.

To find out more about the expansion, you can click here to head over to FFG’s website.