men with dice
  • Home
  • About
  • News
  • Reviews
  • Articles
  • Resources
  • MARS

Connect

Search



MWD Partners


Who We’re Reading

Board Game Reviews by Josh
Boxed Up Fun
Drake's Flames
Fortress:Ameritrash
heroscapers
Superfly Circus

What We’re Playing

Scott

Chris

What We’re Saying

  • Hill 218 app for iPad coming Wednesday, 20Mar2013
  • A History of the Risk Legacy World of Pants Optional as Told by the Saharan Republic Chief Historian
  • Dragon Whisperer: Kickstarter Currently Underway
  • Attention fans of Ameritrash: Stop what you’re doing. Buy Spartacus.
  • Six design decisions that resulted in a remarkable game: A review of Summoner Wars

What You’re Saying

  • ScottB on Hill 218 app for iPad coming Wednesday, 20Mar2013
  • patrick on Sacred Cows are Mighty Tasty: A Review of Risk Legacy
  • . . . Playing Risk: Legacy « On First _______ on Interview with Risk: Legacy designer Rob Daviau
  • V on Sacred Cows are Mighty Tasty: A Review of Risk Legacy
  • ScottB on Sacred Cows are Mighty Tasty: A Review of Risk Legacy

Archives

Mar18

Hill 218 app for iPad coming Wednesday, 20Mar2013

by ChrisB on March 18th, 2013 at 9:06 pm
Posted In: News

Good news for apple users.  I just received the below note from Chad Ellis, publisher of Battle for Hill 218:

You may have heard that Hill 218 is about to come out as an app for the iPad.  It has now been officially approved by Apple and will go on sale this Wednesday.  (An iPhone version will follow, once we’ve addressed some graphics issues related to older phones.)  The price will be $2.99.

So just in case Hill 218 wasn’t cheap, portable, and convenient enough, there’s now an app.

1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...
1 Comment
Mar17

A History of the Risk Legacy World of Pants Optional as Told by the Saharan Republic Chief Historian

by ChrisB on March 17th, 2013 at 3:39 pm
Posted In: Articles

A note on spoilers:  This does not include any specific references to unlocked rules, does not include any of the game’s hidden text, or identify the unlocked material.  Nonetheless, hints, including strong ones, are prevalent. 

I recall a striking statement during a conversation with the Saharan Republic Director of Black Ops.  She told me that “History is written by the victors”.  That seems to be the position I find myself in as I write this account.  The Saharan Republic ruling body of the Chamber of Representatives has commissioned me to record of the history of Pants Optional.  I contend that the history of Pants Optional, is in fact the history of the Saharan Republic.  I am Chief Historian and Scholar of the Saharan Republic.  And this is the story of my world, my nation, and my land.

Our earth is a world marked and scarred by war.  Historians broadly agree that the history of Pants Optional can be divided into 17 distinct epochs, one for each of the 17 world wars our earth has weathered thus far.  Gathering information for this project has been a historian’s dream.  Going back to even the first epoch, written recordings of the major events is surprisingly well documented.  Each of the Great Powers has also kept their own records of their doings, and I was able to obtain many of those.  These documents are first hand accounts written immediately at the time of the event.  The resulting reliability is remarkably reassuring.  It is interesting that as our world has advanced and developed, our collective documentation of events has suddenly decreased.   The events of the last two epochs had to be put together through collection of oral tradition and recollection.  Fortunately, these are in recent memory.

Our homeland of “South America” is a fascinating story.  Much like the naming of Iceland and Greenland, “South America” was named with the intention of confusion.  “South America” actually includes the territories of Indonesia, Eastern Australia, Western Australia, and New Guinea. Sources point to this continent being named “South America” after the Second Epoch.

One of the first cities ever to be established in the world was founded in “South America”.  The name of the city was initially proposed to be “Madness”, but that person was kicked down a bottomless pit and it instead became known as Sparta.  As a result, whenever the name of New Guinea’s city is in doubt, it is local custom to loudly declare “THIS IS SPARTA!”

It wasn’t until the Sixth Epoch that “South America” saw its first major city.  It was in Eastern Australia that the city of No Pants grew into a thriving metropolis.  Its sister city in Western Australia of Wet Pants arose after the world wars in the Twelfth Epoch.

Our homeland’s history isn’t entirely a story of growth and advancement.  In the Fifth Epoch, a health devastation broke out in Indonesia.  A military group in Indonesia is more likely to die from the outbreak than to war.  To this very day we continually face a loss of life there.  At this point experts believe that the damage to the territory is now irreversible.

Western Australia was once known for its availability of soldiers for hire.  These easily purchased and expendable troops helped mitigate those dying in the hazardous conditions in Indonesia.  For a few Epochs, the Chamber of Representatives chose to use the mercenaries recruited in Western Australia to replace those who died in the hazardous health conditions in Indonesia.  The gains netted out the losses, allowing the Republic to advance freedom to the rest of the world.

The end of the Ninth Epoch was not a proud time for the Saharans.  The regular flow of soldiers we could regularly count on to hire was obliterated by a covert strike.  This meant the biological disease rampant in Indonesia would forever drain our ability to defend “South America”.

It has now become well known that we are the ones responsible for the extra terrestrial encounter.  We alone of the Great Powers pursued a space program.  Our intention was to make contact with one of the other earth clones that were spawned.  We instead encountered in the cosmos a new species.  They were highly intelligent, but regrettably, also highly militaristic.  At first we thought we could form an alliance to bring an end to the world wars through a decisive, ultimate, and insurmountable military end to the conflict.  Only through massive strength could we bring peace to the world of Pants Optional.  It took many years of a massive military build up in collaboration with the extra terrestrials. In the Fourteenth Epoch our plans were put in place.

That world war was decisively won by the Saharan Republic as we hoped.  Despite the resounding show of military force, the wars still come.  They always do. There were negative ramifications we could not foresee.  As a Republic, we derive our legitimacy from the consent of the people.  City population used to be a valuable asset to our cause.  After exposing Pants Optional to a foreign race of life, local populations distrusted us greatly.  Local resistance in cities turned out to be far greater than anticipated.  The very beings we once allied with even betrayed our cherished city of Sparta, and it now stands in ruins.

The world capital of Baconia was founded by the Imperial Balkania in the 15th Epoch.  They intended it to be seat of power for their tyrant of an Emperor to hold his throne.  However, as the result of our successes in the World Wars throughout the Epochs, the Saharan Republic is widely regarding as being the Greatest of the Great Powers.  It is us who now control the world capital.  Instead of an Emperor, it is the meeting place of the Chamber of Representatives.  With this great political power, representing the will of the people, the political priorities of the world is decided.

Amidst all this talk of enormous world events, I don’t want to lose sight of what makes the Saharan Republic special.  Over the course of the epochs we would often situate ourselves in “South America”.  The inaccessibility of “South America” is a gift, but it can also be a curse.  It is easy to defend, but that same bottleneck can leave you isolated and unable to react.  All of the other great powers suffered from logistical constraints of moving their troops, and had to end their attacks in order to transport armies.  We, on the other hand, had an entire fleet of our best dune buggies at our disposal, allowing us to bring in reinforcements during the heat of a war campaign.  Many a world war was won by having the unique ability to take our legions remotely deployed to defend “South America”, and in the midst of a conflict, bring them immediately into the course of an attack.

Our form of government is also a significant factor.  Since we are governed by the best women in our society selected from among the people, population centers in cities are much more inclined to accept our authority than say, an industrial military society that finds life cheap and expendable. While most other Great Powers had to exercise use of military force to extract resources from a territory, we were able to freely obtain resources from population centers because of the good will of the people when we introduced them to the Republic.

It may be surprising to contemporary readers, but at one point the Enclave of the Bear was a highly regarded and respected Great Power.  While that faction may no longer be viewed as significant, their influence in world events, and in the history of the Saharan Republic, is worthy of note.  It was the Enclave of the Bear that caused the unrecognizable horrendous morphing resulting from their nuclear recklessness.  It was they who scorched Alaska forever.    By doing so, our homeland of “South America” faced a threat from one less direction.  Also, by standing on the shoulders of the Enclave’s advancements in missile technology, we were able to develop long range missiles that were capable of disrupting the resource gathering infrastructure of our enemies.

Historians now ask if this is the end of history.  Have we reached the end of our sociocultural evolution? The conclusion of my scholarly studies points to yes.  With the founding of the world capital Baconia in the 15th epoch, we have reached the ultimate form of government, being presided over by the Saharan Republic.  Sure, we may see nuance develop in the capabilities of lesser factions such as Kahn Industries, but many speculate that their reemergence may never be seen.  It’s safe to say that Pants Optional may never see another city founded, and the increase in missile stockpiles across the globe is at an end.  But that doesn’t mean an end to the world wars.  The wars will come.  They always do.

1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...
 Comment 
Feb25

Dragon Whisperer: Kickstarter Currently Underway

by ScottB on February 25th, 2013 at 12:41 am
Posted In: News

The guys from Albino Dragon sent me an email asking if I’d check out the Kickstarter project for their upcoming game Dragon Whisperer. I’m not a huge proponent of Kickstarter, as it can provide a platform for stuff that is underdeveloped and undertested to go live without the vetting that something coming from a more established publisher would get. On the other hand, I’ve seen some great stuff come out of Kickstarter; John Clowdus from Small Box Games consistently puts out great games, and Kickstarter has been a big part of the last year or two for his releases. I’ve backed a few other projects too, from designers or publishers that I know and can trust to get a project finished that’s worth playing.

Two things about this project are interesting to me. First, they’ve obviously put some investment into the art. It’s pretty good – professional looking, certainly, if a bit reliant on standard fantasy dragon tropes. But second, and more interesting, is the designer. You may recognize the name Richard Borg from such notable games as Memoir ’44 or Battlelore. The Commands and Colors system is a solid design, and it makes me wonder what else Borg might have up his sleeves. A read through the ruleboox shows a trick taking game with a few twists, largely around benefits for playing low numbered cards, which appear to tweak some of the standard valuations in a way that might be interesting. If trick-taking games are your thing, this might be worth checking out. Caveat emptor and all – I haven’t played it, and this shouldn’t be construed as an endorsement, just an fyi.

 
└ Tags: kickstarter
1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...
 Comment 
Feb17

Attention fans of Ameritrash: Stop what you’re doing. Buy Spartacus.

by ChrisB on February 17th, 2013 at 10:03 pm
Posted In: Articles, Reviews

If you find yourself attracted to games loaded with player interaction, direct brutal conflict, take-that moments, buckets of dice, and cool plastic guys with swords, then Spartacus is the game created just for you.  In Spartacus, each player represents a House in ancient Rome.  Players manage their money, their alliances, and the gladiatorial prowess of their holdings to earn influence.  Once you have 12 influence, you have won the game.

Spartacus is apparently based on a television show.  I guess if you’re into the show, that would be a plus, but by no means do you need to have any familiarity with the show to appreciate the board game.  The game setting and concepts are broadly familiar to most folks without knowledge of the TV program.  I’ve never seen a minute of the show but I’ve managed to be quite smitten with this game.

Every part of the game lends itself to open ended negotiation. Money may change hands at any time.  The system forces players to collaborate and play politics – and I don’t mean pushing cubes around that represent a political value, but in verbal sparring and metagame positioning.

After taking care of some upkeep, each round starts with the intrigue phase.  Each player is dealt 3 intrigue cards.  For each card, a player can choose to play it, trash it for its monetary value, or save it for later.  Many cards are better later in the game, but a hand limit forces players into hard hand management choices.

Courtesy of boardgamegeek user Sentieiro

The thing that really makes these cards interesting is that they have a minimum influence requirement in order to play them.  So if you only have 6 influence, you can’t play any cards that require 7 or more influence.  At least, you can’t play them at your unilateral discretion.  Players may collude to pool their influence to get cards played.  Some of the cards enrich a player.  Opponents will find themselves cutting a deal to work together to get the card played.

While some cards will mutually benefit players, many others screw an opponent.  This screwage will also likewise require collaboration among the players.  It’s usually pretty easy for player A to convince player B to screw player Me, but the fun part is when the screwage victim starts to pay off people to not collaborate or direct their attention elsewhere.  The hand limit combined with the minimum influence requirements on the cards really drive players to conspire.

Sometimes accumulating influence can backfire.  Just like a trapped crab climbing out of a bucket that gets pulled back down by the other crabs, if you jump ahead in influence, you’ll become a target.  This motivates you to want to not jump ahead and hoard your influence accumulating tricks until one last push at the end.  However, the minimum influence requirement motivates you to grab influence as quick as possible so you can play more cards without needing to collaborate with your opponents.

You are not without recourse in dealing with screwage.  Each player has guards at their disposal.  When someone plays a card to thwack you, you can choose to discard one of your guards.  After discarding the guard, you have a die roll with a fifty/fifty chance of foiling the scheme.  Because each guard is a one time use, and because guards are only successful half the time, it makes it an interesting decision on when to make the best use of your guards.  Looking at your opponent’s stash of guards is another thing to take into consideration when you decide who to screw.

After players are done playing their intrigue cards, we then move on to the market phase.  Players will have gladiators, slaves, equipment, and guards at their disposal.  At this time they may sell these assets to the bank or to each other.  This part of the market phase truly is a free, open market, allowing for the exchange of merchandise.  The open ended negotiation of buying your opponent’s stuff seems like a good idea, but it falls flat in my group and we skip over it pretty fast without much haggling or dealing.

Courtesy of boardgamegeek user Sentieiro

Then some new assets come up for auction.  Players secretly jam the money they intend to bid into their fist and simultaneously reveal.  Only the winner pays any money.  Generally, I don’t find auctions too engaging, but these auctions are fast, quick, and simple, leaving you with the core decision elements of resource management and prioritization.

After players undergo temptation to bid on sweaty fighters and attractive slaves, then the most important thing comes up for auction:  The Host title.

The Host, firstly, increases their influence by one.  This is one of the most straightforward ways to increase your influence.  If a player doesn’t have the muscle to compete in the arena, they still have a path to victory by hosting the games.  The host also has the decision of which players are going to fight in the arena.  Many deals, agreements, and bribes usually accompany this decision.  By doing so, the Host may be able to recoup some of the money spent on the title.  Sometimes players are willing to pay to let their gladiator have a chance at glory, and sometimes players are willing to pay to avoid a lopsided matchup that they will surely lose.

Once a player is invited to the games, he can decline the invitation, but it comes with a stiff -1 influence penalty.  If he accepts, he then chooses a combatant and possibly some equipment.  Which combatant the player chooses to send into the fight is also something up for negotiation.  Players are invited, accept, and put their fighter out one at a time.

Once the combatants are selected, players get a chance to dabble in another really cool system.  They place wagers on who will win the fight.  Not only are bets placed on who will win, but also on exactly to what degree the loser will be crushed.  Placing wagers combines risk management with resource management.  This can be one of the most lucrative ways to make money, if your bets pay off.  It also makes it so that the players that aren’t fighting in the arena still have skin in the game and a vested interest in the outcome.  So even if you’re not participating in the fight, you’re still interested in what’s going on.

Courtesy of boardgamegeek user Markus Hagenauer

Then the gladiators battle for glory.  The combat resolution method:  Buckets of Dice.  Each combatant has three attributes: attack, defense, and speed.  Each attribute has a value, and the player rolls dice equal to the value.  Your total dice for all your attributes also serves as your health.  As a combatant suffers hits, they have to discard dice, and therefore weakening the corresponding attribute.  This is one of the most interesting decisions in battle.  Attack, defense, and speed are all vital, and deciding which to lose is usually tough.

The first thing that happens in combat is players roll all of their speed dice and sum the result.  The highest roller gets to choose which player will go first.  Whoever goes first then chooses to attack and move.  It’s a player’s choice in which order they move or attack.   After the second player has moved and attacked, it cycles back to a new initiative roll.  It repeats until a combatant has been defeated.

When you attack, you roll all of your remaining available attack dice.  The opposing combatant will roll defense dice in response.  Players compare the highest attack die to the highest defense die, the second highest to the second highest, and so on down the line.  Each time attack dice is greater than defense dice, a hit is scored.  To make things more interesting, many gladiators have a special ability.  There may also be other modifiers such as armor, weapons, and special equipment that add additional abilities.

Choosing which dice to lose can be very interesting.  The combat is great because it causes players to directly interact while having to make interesting decisions with meaningful consequences.  We’ve enjoyed the combat so much that even after the game was over, players still had an exhibition match just to see which gladiator would win.  Choosing which dice to discard makes it interesting, rolling buckets of dice makes it exciting.

The owner of the winning combatant gains an additional influence.  If the loser didn’t already get his head chopped off, the Host can decide his fate by giving thumbs up or thumbs down.  This is another decision by the host that can be up for negotiation.  The winning gladiator also gets a favor token, which means he’ll earn some tribute money if he’s ever entered into the games again.  If a gladiator wins 3 times, he becomes a champion, which means the owning household gains an additional +1 influence.

The interaction in this game is off the charts and on multiple levels.  Players are in direct, engaging dialogue to negotiate important game decisions.  Collaboration is going to be inevitably necessary, and there will be conversation to come to a decision that players agree to.  There is also the political positioning of convincing a player that everyone else is on the brink of winning, and you’re the one lagging far behind.  The game also lets you negotiate the cost of exchanging game assets.  The interaction isn’t only at the conversation level.  You are making game decisions that directly impact your opponents standing in the game.

Sparticus also features a strong narrative.  Some of the best stories are going to come from the arena.  But theres nothing about this game that feels dry and abstract.  Everything in the game is linked to a tangible thematic activity, which means everything pushes the story along.  After the game, you won’t be talking about how you won the auction to be able to convert 3 coal to power 4 cities to earn thirty three dollars, you’ll be talking about how Oenomaus ran circles around the mighty Theokeles until he was decapitated.

The game’s cover includes a note that the game is for mature audiences.  The most offensive part is that the F bomb is dropped in some of the flavor text on a couple of cards.  It’s also on the side flap of the bottom portion of the box that is revealed when you remove the lid.  There’s nothing sexually graphic in the game, although it’s obvious those female slaves aren’t out laboring on the farm. There’s blood depicted, but it’s pretty tame considering there’s images of gladiators in the midst of battle.  If your gaming is primarily in a family setting, you might be able to sanitize it with the removal of a few cards, but you’ll have to be careful with this game.

There’s nothing about this game that feels abstract, dry, or an exercise in optimizing a spreadsheet.  There isn’t a hint of multiplayer solitaire.  Players will have to directly confront, slash, screw, and manipulate each other.  And if that’s not an activity that dear friends can enjoy together, then I don’t know what is.

1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...
 Comment 
Jan27

Six design decisions that resulted in a remarkable game: A review of Summoner Wars

by ChrisB on January 27th, 2013 at 9:02 pm
Posted In: Articles, Reviews

I recall my first Summoner Wars session.  I wasn’t particularly impressed, but I
enjoyed it enough to throw it on the Christmas list I send to non-gaming
family.  Because of the starter set’s low
price point, it got a foot in the door of my collection.  I’m so glad I gave Summoner Wars a second
chance since it’s now one of my favorite games.
Summoner Wars is a case study in how a few simple design choices
resulted in a vastly rich gaming system.

 

The ruleset is nice and smooth, with very few “jagged edges”
and exceptions.  The basic rules can be
explained in 5 minutes, but there’s years worth of depth to explore.  The game can make accommodations to support
2-4 players, but I would realistically expect this to serve as only a 2 player
game.  3 and 4 player sessions become
team games.

 

Deck Management

The biggest design feature of Summoner Wars is building
magic.  Every card in your deck has two
potential uses.  The first use is its
face value – either something that goes on the map or an event card that grants
a special power or ability.  Alternatively,
each card can be pumped into your economy – namely magic.  At the end of your turn, you may build
magic.  This means you may take cards in
your hand (what’s left of them after deployment) and place them face down in
your magic pile.  Your pile of magic is your
stockpile that you spend to deploy more dudes in future turns.

Magic building is this game’s most brilliant decision point.  If this was the only interesting element in Summoner
Wars, this alone would make it worth it.
Since you have a deck of 35 cards, it’s a choice you’ll be faced with up
to nearly 35 times per game.  Every
single card that comes into your hand is a decision point on whether to spend
magic to put it in play, or for it to become magic to allow you to put other
cards into play.  Magic isn’t the only
cost of putting a card out, the other cost is that the deployed card itself
will not become magic.  Furthermore, if the
deployed card is destroyed by your opponent, it then goes into their magic
pile.  This means you also have to be
aware of the economic advantage you may be giving your opponent by putting your
guys into vulnerable positions.

 

As you can expect, the more powerful the unit, the more magic
it’ll cost.  So you might draw a big
hulky beast that has massive disemboweling potential, but it’ll cost you 7
other cards from your deck or your killings to put him out.  The Deck Management element of Summoner Wars
is simply fascinating.  You’re whole deck
is available, but it’s up to you to manage which part of your deck will get
played, and which part of your deck will be used for magic.

 

Good Walls Make Good
Battles

The bulk of the action in this game is focused around
tactical decisions on who to move, where to move, and who to attack.  Normally, this type of game would feature
terrain to add interesting decisions to the tactical positioning.  With Summoner Wars, the only terrain feature
is a wall.  Each side starts with one,
and usually has 2 more that can come into play.
Walls are spawn points – you can only drop new dudes adjacent to your
walls.  This means starting out, you have
4 deployment positions.  When you move
your guys, this makes you take into consideration both moving guys to block your
opponent’s wall spots as well as awareness of where your opponent is able to
drop new guys from.

 

Walls also are good at being walls, and blocking salvos and
hiding behind them.  You need something
to chase around, right?  Walls also
create lanes of traffic emanating from the spawn points.  So Summoner Wars leaves out a lot of
complicated terrain and instead offers simply a wall.

 

3’s Company

Another rule in Summoner Wars that makes this game both very
simple and yet very deep is that you can only move with 3 dudes and attack with
3 dudes per turn.  If there were no such
rule, who to move and who to attack with would not be a decision at all; you’d
move and attack with nearly everyone you have.
But since you’re capped at 3, this forces you to make a tough choice.  You have to prioritize your competing
interests – attacking easy wins to fill your magic, take a step towards
bringing down tough champions, moving guys forward to be in position later to
start attacking the Summoner, blocking your opponents wall spawn points,
freeing up your own wall’s summoning points, blocking your opponent’s advancing
dudes, and moving your own Summoner to safety are all things you want to do if
you could every turn.  Since you can only
do 3, you really have to give meaningful consideration regarding what you will
do.  The limit in moves and attacks
rewards players who are able to plan ahead.

 

Bloody Fortune

Another elegantly simple design choice that enhances game
play is that all attack rolls score hits on a result of 3 through 6.  You should only have a failed attack roll one
third of the time.  This means battles
will be bloody, and dudes die swiftly.  Because
of this, Summoner Wars generally incents aggressive play.  The high likelihood of scoring hits is more
immediately satisfying than an alternative such as rolling buckets of dice and
only looking for sixes to show up.

 

Card Text

The Summoner Wars system is all well and good, but what
makes it go from good to great is the superbly designed cards themselves.  The game would drop flat if you had an elegantly
simple system but the units and factions were uninteresting.  Every unit has special text.  This is a big part of what makes the game
fresh and interesting.  It’s impressive
how well designed the card text is, producing enjoyable battlefield
options.  The powerful units are what deliver
an exciting payoff to the interesting decisions.

 

It’s apparent that the text phrasing was thoughtfully
chosen.  Each card was worded with care,
clarity, and precision.  They may be verbose,
but they are precise.  You’ll have to
read through some more text than normal to get to the point, but the precise
accurate verbiage makes a game with a high amount of unique character powers
and factions have a low ratio of FAQ entries.
All you need is some good reading comprehension skills.

 

Factions

Right now there are 16 different factions and very likely by
the time you’re reading this that number is out of date. Each faction has its
own flavor and play style.  A strategy
that works well with one faction won’t be successful in a different match
up.  It’s impressive that they have been
consistently well designed. Each faction has interesting, unique powers that
give each one a distinctive flavor.
Simultaneously, there is amazing balance among the many factions.  With so many asymmetrical powers, there’s bound
to be some match ups that are a little skewed, but by and large, the majority
of your Summoner Wars experience is going to be balanced and fair.  The faction variety is a great bonus,
creating more far more possible matchups than you can reasonably expect.  This let’s you take this simple, deep system
and have an enormous replayability.

 

Getting hold of new factions is very affordable.  Summoner Wars won’t turn into a money
pit.  It is by no means necessary to get
all or even most of the factions.  Just a
handful of them will get you enormous amounts of gaming pleasure.

 

Oh, and there’s a deck construction element, too.  I suppose if you like that kind of stuff that
would be another cool feature for you.  In
addition to the ready-to-play factions, you can separately purchase additional
cards to craft your own deck.  But this
is one customizable game that you can completely ignore the deck construction
and still have an amazing, competitive game with the prebuilt decks.

 

Summoner Wars will consistently deliver meaningful
decisions.  Sessions easily finish in an
hour, often less.  This results in an
impressive bang for your buck regarding the time invested versus strategic
depth. Don’t let this game slip by you, and don’t pass it off without giving it
a second chance!

1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...
 Comment 
  • Page 1 of 12
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

©2011-2013 men with dice | FTA Disclosure | Powered by WordPress with Easel | Subscribe: RSS | Back to Top ↑