What people carved out steps, ever-twisting upwards to the mountain summit? Devout monks committing a dutiful pennance of labor? Or do these steps climb to an ancient temple or tomb, lost to the ravages of time? Link.
Terraforming Mars is a pretty fun game. Still need to noodle through it more to offer a decent review. While the card art is a little bleah, I love the tactile feel of all the resource bits the game has. The downside though is that they are fiddly. It’s so easy to jostle your play mat, scrambling your resources and status markers for everything.
Fortunately other folks have found solutions to this. Of some third party products, I went ahead and picked up clear acrylic overlay trays from Board Game Boost. These fit directly over the player mats.
They are quite nice. The cubes fit snugly and don’t move around. And it’s easy to pick them up and place them in other slots. Additionally there are slots to keep track of higher values if you happen to go over the initial printed tracks. And a nod to the designer, the extra slots can also hold a 5 value (silver cube), so it’s possible to indicate both 10s and 20s on the resource track if needed.
The person also offers another design with a back board, so that you can seal the entire player mat. However I opted to go with just the simple overlay. Something worth looking at if you wanted a functional way to bling out your Terraforming Mars game. One bit I’d mention, the vendor has an instructional video on how to peel off the paper backing and pop out some of the tabs. I would highly recommend watching it before you go to town with the inserts.
If it isn’t the constant deluge of rain, or the pustular-laden leeches, or the skin swelling mosquitoes, or the cacophony of frogs croaking at night that’ll keep you awake, it certainly will be the hydras. Link.
It’s a new year and big changes for me as I’ve transplanted myself from Korea back to the US. Gaming has been on the back burner for a few months but now that I’ve gotten settled some I’ve been peeking a bit on local gaming haunts. Miniature Market was high up on my list as it’s got a pretty big footprint as an online store. I was able to swing by the shop finally and have to admit I’m pretty impressed.
They have a large selection of board games and also cater to the miniature wargamer too. Aside from a lot of GW, Malifaux, Infinity, a smattering of Bolt Action, a wide selection of Reaper Miniatures among other stuff can be found on the shelves. In addition to paints and supplies, they also carry quite a bit of terrain. Well worth checking out if gaming with miniatures is your bag.
They carry a wide selection of board games and card games. Not to mention a well stocked bookcase of RPGs. I’d say most of the physical store delves more in the new hotness on BBG. But you can find some older gems, and I understand it’s always worth asking the staff about a particular game as it might be in the warehouse (or check their online store). The staff always seems helpful and engaging. I quite liked them being proactive asking if I needed assistance instead of being holed away behind the register as I wandered around the store.
The store also has quite a large dedicated space for gaming with several open tables that is well lit. They also seem to have a pretty active schedule running events every weekend and weeknights. I’m impressed with the amount of space available for in store gaming. Keep in mind they try to cater to folks running organized events. You could likely get some space to meet with mates and play a game for the afternoon, but understand that priority will be given to people registering on their calendar of events.
It’s a well stocked store, with lots of opportunity to get a chance to meet people and play. If running through the Saint Louis area, Miniature Market is certainly a place to visit.
The city never sleeps, nor gets a glimpse of the sun, choked off from atmodust. It was some egghead’s plan to stave off global warming by throwing reflective particulates into the air. It worked but the constant gloom seems to feed the lowlifes and criminal parasites. But that also means plenty of work for private dicks with a functioning gravcar and a license to carry blaster rods. Link.
In the footsteps of other LCGs in the Fantasy Flight Games’ catalog notably, The Lord of the Rings and Arkham Horror, a new cooperative card game has emerged, Marvel Champions: The Card Game. For 1-4 players, each person controls a hero and works together to defeat a dastardly supervillain. Pulling from the Marvel comics and using a tried and true formula similar to other FFG Living Card Games, this cooperative deck construction game has a lot going for it.
All players represent a particular hero, each one having hand size limit and cards specific to their comic character. The superhero character cards comprise of about half your typical deck. In addition players can tinker with their deck composition using cards from one aspect (essentially sets of cards that have a particular flavor of game mechanics), along with more generic use neutral cards.
Each hero gets their full turn, starting with the first player that’ll rotate each round, before passing to another player. The hero can play cards from their hand that either does a one time action, has some long term effect, or potentially be an ally remaining in play to help in thwarting the villain. Lastly, the player can use their hero to either attack the supervillain directly or try and address the villain’s scheme. After playing all of their cards along with committing the actions they want, they can discard as many cards as they’d like and draw up to their hand size. This is where the fun part of the game comes in as the player can also do a special once-per-turn action, flip their hero card to an alter ego (or vice versa).
Each hero persona has an alter ego form. In the non-hero form the player commonly has a larger hand size and can heal damage taken by the villain. While in hero form the player can be more proactive taking on the villain or stopping their plans, but can potentially leave themselves open to being attacked. In addition to this, in hero form the player will also have a limited hand size. So usually they need to have a pretty solid board state with cards in play to provide resources or allies to help take the fight to the villain.
After all the players have had their turn, the villain will act. Threat, a means to indicate a timer of sorts, is added to the main villain scheme. If the threat equals or exceeds the threshold for the villain’s scheme, the players lose. Then the villain will attack each player one by one, doing damage equal to their villain’s stat plus a potential variable amount based on cards drawn from an encounter deck that can ‘boost’ the damage. If a player ever takes enough damage to equal or exceed their hero’s health, they are out of the game. If all the players are eliminated, they all lose.
A hero can attempt to defend against an attack, reducing the damage they take. However this will exhaust them, turning their cards 90 degrees. You can only ready your hero and cards in play at the end of your turn. So essentially you’re giving up your next turn defending against a villain attack. If a player is in their alter ego form the villain doesn’t attack them, but instead adds threat to the main villain scheme. This all leads to some really interesting choices aside from playing cards for the player.
Do you settle on being in your alter ego during the villain turn? This will ensure you can get a larger hand size to help out the following one, and even potentially heal up if needed. However main scheme will get even more threat piled onto it, ramping up the end game condition for losing. Or instead do you settle on having less cards to throw down next round, but the flexibility of either attacking the main villain or addressing the villain’s main scheme? Or maybe if in hero form, you block an incoming attack essentially shrugging off the damage (yet that also means giving up your next turn). Fun choices to noodle through while you are playing.
This all gets compounded even more so during the villain turn. After they attack (or add threat to the main scheme of the player is in their alter ego form), every player will draw a card from the encounter deck. Like Arkham Horror, the villain has a special deck to add complications to the scenario. This might mean adding more dire schemes players have to take on, or minion villains that attack the players during the villain phase, or even cards to hinder future attacks against the main villain. This layers on challenges for the players, ratcheting up the difficulty as the game moves on.
All the while the players are in a desperate fight against time. They have to inflict enough combined damage to essentially enrage the villain further, transforming the foe to another form (or stage). If there are no further stages for that villain the players win. This is the only way the players can win the game. While they can try to address the main villain scheme, they can never stop it completely. They have to balance between keeping the main scheme in check and also chip away at the villain’s health, hoping to eventually hit their enemy hard enough over time to vanquish them.
Actually playing cards from your hand is easy. Every card will have a cost to put into play, and in addition they provide resources of certain types indicated with symbols. To play a card, a player discards cards from their hand with enough resource icons to match the cost. Resources spent this way can be of any symbol type, but commonly you’ll get a bonus if a specific resource is used.
Players will eventually have upgrades, resource cards, and allies in play to help out from turn to turn, reducing the need to have a large hand size. But note that while a player can have ally heroes in play, they are temporary. There are limited means to heal damage allies take after stopping a villain’s attack. Also most allies sort of damage themselves when used to stop a villain or reduce the threat on a scheme, so effectively it puts a turn limit on their use.
The Good – There are some immense pros as a cooperative game. Unlike many other LCG games from FFG, this offers a fair amount of deck construction options just using the core set alone. The game is challenging, with options to make each villain more difficult. The game play is flexible enough with resource costs that you can usually do something during your turn, reducing the downtime. But typically the game forces you into some challenging situations and critical decision making. The art is colorful with simple icons and symbols, the components are thick cardstock, and the box roomy enough to hold a few more expansions.
The Bad – There really isn’t much story akin to what you’d get in the Arkham Horror LCG. The game is pretty much about beating down the villain and there isn’t any real progression of the villain master plan as the game progresses. So there isn’t some rich, story telling happening when you play or a longer campaign to look forward to, and instead it’s pretty much a drawn out fight against a villain. The game is deceptively simple and some keywords and card interactions are going to have you grabbing the rules every once in a while to ensure play is moving along as intended. While much of the art is top notch, some of it is a little disappointing, which is odd considering you have such a wealth of Marvel source material to draw from.
The Verdict – Marvel Champions is an immensely enjoyable coop card game. While there is some card jargon and mechanisms to work through, it’s far more approachable than other similar coop LCGs from Fantasy Flight Games. I love Arkham Horror, but it can be so daunting with terminology, task resolution, and restrictive player actions, that Marvel Champions is a downright refreshing take. But don’t think there isn’t a lot of play here. You are going to make some agonizing choices and will have that same roller coaster feeling from turn to turn, with highs getting great draws and a player board that just ‘clicks’ with efficiency, to abysmal lows as you suddenly draw a dire villain encounter card. Fun stuff.
Yes, there isn’t much story to the villains and their minions, but every villain deck can choose from a particular subset to make up the encounter deck. This allows you to tailor the difficulty even more and also offer some change ups to the opposition and challenges you’ll face stretching out that replay value even more. Aside from this are the heroes. You’ve got 5 hero choices for a 1-4 player game, and every hero can dip into different aspects to give their decks some changes to play style. Mind you deck construction is still hobbled some but there is a fair amount to play around with just using the core set (and quite a departure from previous LCG offerings from FFG).
Lastly, as a coop game Marvel Champions is just a solid experience. You really get that feeling of working together to stop a supervillain, and mechanisms of the rules encourage this type of cooperation. With difficult choices, plenty of variable replay, room to tinker with deck construction, and an entire universe of untapped superheroes and villains to draw from, you’ll find a wonderful card game here.
A remote town deep within the Blood Canyons, the Ivory Refuge is a blessing to the travelling merchants which brave the marauding gnolls. Known for the pale agates and fist-sized moonstones that the local mines yield, trader caravans are willing to make the dangerous trek to this secluded community to gain access to these prized wares. Link.
Trackers, hunters, and scavengers that pilfer the radioactive ruins beyond the wall always make sure to stop by the Rover’s Hole before, and on return, trips to the Waste. A good spot to pick up news and rumors, as well as pass on word to other rad rovers. Link.
Now that I had gotten a few warbands together for Frostgrave, I wanted to round out my collection some with extra creatures. Looking for appropriate models for ghouls was a challenge, especially those that would work on a budget. I was able to track down a few loose sprues of Mantic Games figures for their Kings of War line.
The minis are pretty nice and offer an overall feel of the model scrambling forward in a full out run. It’s not some figure making a static pose. These look like they are hauling ass towards someone. While they don’t have a lot of variation, I like the lively action the figures portray.
I gave them a quick coat with a wash and a bit of drybrushing. You’ll notice I steer away from your typical ice and snow covered scheme. I use an alternate world for my Frostgrave games. Mostly to stretch out the figures I already had for other systems.
They assembled well and you could easily swap out heads and torsos from the legs. The minis appear to be impaled with knives and other hand weapons which are jutting out from their arms and legs. The figures also have a fair amount of ripped clothing and cloth which break up the skin. Easily you could put more detail on the clothing to make them stand out more over the model’s flesh. I just went with a simple color scheme though.
Decent detail, easy to assemble, and a good price. Worth picking up for Frostgrave critters.
An idyllic spot for refueling and maintenance of starships, Lush Vale is a pleasant detour. Nestled on a moon, this agro-colony has become a popular layover for tourist liners and Imperial Scouts looking for more relaxing R&R. Unlike many other outer rim ship depots, Lush Vale offers a peaceful environment ensured and enforced by strict local laws and autonomous security drones. Link.