I’ve been to two GP’s, and I spent a week in bed rest since my last Revising Standard article. In that same time two GP’s were in the Standard format and just over the weekend we had a Star City Open. Now, that the dust has settled we can look back at Honolulu and compare the top 8 deck lists.
May Releases from Paizo
$ 10.99 SRP
Track your hero’s bonuses and important status effects with the GameMastery Buff Deck! This beautifully designed accessory speeds up play and cuts down on rulebook consultation during battles by laying out your character’s relevant bonuses in an easy-to-add format. From spells like bless, haste, and prayer to class features like a bard’s inspire courage, the Buff Deck puts all the details at your fingertips, leaving you to concentrate on smiting your enemies!
$ 19.99 SRP
This sourcebook explores the societies, ecologies, mythologies, and secrets of ten of the most memorable races of giant-kind, including hill giants, stone giants, frost giants, fire giants, cloud giants, storm giants, rune giants, marsh giants, taiga giants, and Cyclopes. Each chapter includes full statistics for a sample leader or jarl as well as new rules like feats, spells, and magical items crafted not just by these towering monsters, but by those who seek to fight against them. by Jason Nelson, Brian R. James, Ryan Costello, Ray Vallese, Russ Taylor, and Jesse Benner
$ 19.99 SRP
Chapter 2: “Raiders of the Fever Sea” by Greg A. Vaughan Now masters of their own ship, the adventurers can become pirates in their own right, but they must first rename and refit their stolen ship. But to be considered equals by the pirates of the Shackles, they have to prove themselves worthy of the name. When they discover a treasure map tattooed on a defeated pirate rival, the adventurers go in search of buried treasure. If found, they’ll have enough plunder to return to the Shackles as true Free Captains! A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume continues the Skull & Shackles Adventure Path. This volume of Pathfinder Adventure Path also reveals details on Torag, god of the forge, as well as a gazetteer of locations and menaces that lurk beneath the waves of Golarion’s vast and varied oceans. New monsters from the depths of the sea and exotic islands also fill the Pathfinder Bestiary, while Robin D. Laws (author of the Pathfinder Tales novel The Worldwound Gambit) continues his tale of pirates and lost treasures in the Pathfinder’s Journal.
$ 13.99 SRP
A dungeon and wilderness exploration adventure for 8th-level characters The island penal mining colony of Deepmar off the north coast of Cheliax has provided the infernal House of Thrune with a steady supply of valuable crystals for decades, but now all contact with the island has ceased. Sent to the isolated island to investigate, the heroes must explore the eerily abandoned mining colony and the surrounding island to discover what sinister threat has silenced the settlement and interrupted the steady flow of minerals from the colony’s mines. Can the heroes discover the truth behind the disappearance of the island’s inhabitants and get the rich resources of Deepmar flowing to the mainland again, or will they too vanish, never to be heard from again?
$ 9.99 SRP
Once a student of alchemy with the dark scholars of the Technic League, Alaeron fled their arcane order when his conscience got the better of him, taking with him a few strange devices of unknown function. Now in hiding in a distant city, he’s happy to use his skills creating minor potions and wonders—at least until the back-alley rescue of an adventurer named Jaya lands him in trouble with a powerful crime lord. In order to keep their heads, Alaeron and Jaya must travel across wide seas and steaming jungles in search of a wrecked flying city and the magical artifacts that can buy their freedom. Yet the Technic League hasn’t forgotten Alaeron’s betrayal, and an assassin armed with alien weaponry is hot on their trail…
$ 12.99 SRP
Fend off invasion or throw a festival upon this sweeping tactical map depicting the central square of a fantasy town! Designed specifically for use with the opening encounter of the Pathfinder Roleplaying Game’s Rise of the Runelords Adventure Path but suitable for any urban engagement, this durable accessory sets a central scene for any tabletop fantasy campaign! This portable, affordable map measures 24″ x 30″ unfolded, and 8″ x 10″ folded. Its coated surface can handle any dry erase, wet erase, or even permanent marker. Usable by experienced GMs and novices alike, GameMastery Flip-Mats fit perfectly into any Game Master’s arsenal! On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy clean-up is just a Flip away?
Fantasy Flight Expands Descent
Descent Second Edition Conversion Kit
$ 24.95 SRP
The Descent: Journeys in the Dark Second Edition Conversion Kit includes everything you need to transfer your first edition heroes and monsters to second edition. With Second Edition-compatible cards for every monster and hero ever produced (including promotional heroes!), this convenient conversion kit is an indispensable tool. So whether you want to bring your extensive Descent collection with you on new adventures, or you’ve got a favorite hero that you choose every time, we’ve got you covered.
Halls of Undermountain Coming soon for Dungeons and Dragons 4th Ed
4E: Halls of Undermountain
$ 29.95 SRP
Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils. Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon’s denizens?
Halls of Undermountain presents a ready-to use dungeon detailing over eighty locations. The adventure offers a way for Dungeon Masters participating in the recent D&D Encounters season, The Elder Elemental Eye, to extend the adventure. In addition, this book provides all the ingredients to run a classic dungeon delve, including enticing treasures, deadly traps, a wide assortment of monsters, and two double-sided full-color poster maps. An adventure for characters of 1st – 5th level.
On our last game night we played Heavy Gear among others.
We are still learning about Heavy Gear and as a result we are still playing very basic games, 3 gears on 3 gears. They are often short and vicious battles. In every game there is always a surprise. This game was no different it is a testament of how balanced I believe the game is.
The two forces that faced off were 150 points or less.
Warrior w/bazooka
Hunter
Jager
against
Dessert Viper
Mad Dog
Hunter
We played on a 28″ by 24 Inch board with a lot of terrain. The models were all deployed. The dessert viper was the first to activate. He stepped out from the Fuel silo and took a shot at the Warrior. The Warrior was in the open at sub optimal range – definitly worth the shot with a heavy grenade launcher. The dice were cast 2 natural sixes compared to a one and a two. We didn’t even finish the math, we just removed the model. the rest of the first turn was spent jockeying for position.
On turn two my opponent had the opportunity to go first. His Hunter came running around the corner towards the Mad Dog and the Dessert Viper and threw a hand grenade at the Mad Dog. Each of the Gears took at least a box of Damage. If memory serves the Hunter took 2 boxes. Then the Dessert Viper moved forwward and Fired another grenade only to miss, with no end result. His Jager, ostracized from the battlefield, kicked into ground mode and top speed in an attempt to get into combat. The Mad Dog moved forward his minimum distance crashing into the Hunter. The Hunter was no more.
On turn 3 The Jager dropped to combat speed and took a shot at the stunned Mad Dog. It was a devastating blow, pieces of the mad Dog went everywhere,with a plume of flames. The Desert Viper advanced and returned ripping of about half the Jagers armor, while the Hunter kicked it into top speed.
On Turn four the Jager advanced and fired. He lit up the Jager with a margin of six on the dice thus ending the pilots life. The hunter dropped to combat speed and opened fire missing the Jager.
At the top of round five we had one Jager with half of its armor and an untouched Hunter. The Jager won initiative and managed to hit the Hunter. It was too little too late, sadly, the Hunter returned fire and ended the game.
That game is one of the most appealing things about heavy gear. The game isn’t about a list. It isn’t just about how many dice you roll. In so many games it is about what you have to put on the table. In Heavy Gear it looks like it is more about how you use it
Related articles
- Heavy Gear Blitz: A Brief Overview (gamer-goggles.com)
- Game Night Feb 22 2012 (gamer-goggles.com)
Coming soon from Rogue Games
$ 10.99 SRP
From Parzival through Indiana Jones and the Last Crusade to The da Vinci Code, the Knights Templar have had an enduring hold over the popular imagination. At dawn on Friday, October 13, 1307, they went from being one of the most powerful organizations in medieval Europe to prisoners and fugitives. They were questioned under torture and their leaders were executed for heresy. Officially disbanded in 1312, the Knights Templar ceased to exist. The legend of the Templars has proved harder to destroy. Rumors persisted of hidden treasure, of a curse that blighted a dynasty, and of a secret so powerful that it threatened the very basis of the Church. New organizations such as the Freemasons looked back to the Templars, and became shrouded in myth and conspiracy theory themselves. The Templars is the first in a series of Colonial Gothic sourcebooks covering secret societies and other organizations. Within these pages you will find detailed and authoritative information on the activities of the Knights Templar in the world of Colonial Gothic, including their acknowledged and secret histories, their structure and organization, their goals in the Thirteen Colonies and around the world, and the implications of membership. Although they do not show their hand openly, the Knights Templar remain a force in the world of Colonial Gothic. Their hand is seldom seen, but it pulls on many strings. Written by Graeme Davis
Colonial Gothic: The French & Indian War
$ 17.99 SRP
It was a different time; a time when Washington was a militia colonel, a time when Franklin was best known as a scientist, a time when Bostonians drank tea, a time when the British were the good guys. Welcome to a new era for COLONIAL GOTHIC, as the pages of history are tuned back to a time prior to the American Revolution. In THE FRENCH AND INDIAN WAR, players and gamemasters are presented with the tools and sources they need to run their games during this critical time of American history. Join General Wolfe at the Siege of Quebec. Walk the woods with Hawkeye, Chingachgook and Uncas. Raid with Rogers’ Rangers. Or pair this book with the NEW FRANCE sourcebook and fight to drive the British out of North America! THE FRENCH AND INDIAN WAR includes historical background, new rules, adventure seeds, and game statistics for the leading personalities of the period 1754-1763.
Shadow, Sword & Spell: Threats
$ 16.99 SRP
The World is a danger filled place. Monsters lurk in the shadows waiting for the moment to strike upon the unsuspecting. The Jungles or Moran teems with threats both mundane and magical. Though most threats are from the physical world, there are many threats originating from nether realms. Shadow, Sword & Spell: Threats is your guide to the dangers that lurk upon The World. Here you will find numerous monsters, and other dangers inspired by pulp fantasy and myth. Each monster is fully fleshed out, and ready to be used as is. For Gamemasters wanting to create their own unique creatures, new traits are introduced giving you more options in your own creations. Beside threats of a more mundane sort, you will also find fully detailed threats that serve as the springboard for any campaign. From an ancient dragon who runs a cult, to a giant mustering forces so that he can control all trade through the mountain passes, to a group of thieves who use the cover of a bakery to profit in a special type of “dough,” Threats is your guide to the unique adversaries found in Shadow, Sword & Spell’s The World. Grab your swords, summon your cohorts, and prepare yourself to face some of the most dangerous threats found in The World today!
New from Margaret Weis in May
Marvel Heroes: Civil War: Fifty States Initiative
$ 19.99 SRP
Tony Stark’s grand idea following the Superhuman Registration Act is the Initiative, a coast-to-coast operation that sets up Super Hero teams in every state. Train your heroes at Camp Hammond and set up your team in preparation for the next threat to law and order! Includes a full roster of Initiative members and new trainees ready to drop into your civil War campaign
Munchkin 2 OH My we are in Trouble April 11th
Good, Bad, Munchkin2 – Beating a Dead Horse
$ 10.95 SRP
A Horse Is A Horse . . . A corpse, of course! The rowdiest crowd of munchkins ever to wreck a saloon is back for more in The Good, the Bad, and the Munchkin 2 — Beating a Dead Horse! Fight new varmints like the Cattywampus or the Eyes of Texas! Ride new steeds like Ol’ Plug and the One-Trick Pony! And if all else fails, call in the new Class . . . the Cavalry! This is an expansion for The Good, the Bad, and the Munchkin. It is not a stand-alone game.
Coming in May from Queen Games
$ 39.95 SRP
Frank the farmer is proud of the delicious apples, pears, cherries and plums that grow in his garden. It’s fruit crop day and Frank is in a really good mood. But what’s this?Six ravens are sitting in the trees eating his fruits. “Watch out! I will get you!”, he shouts. Will Frank be able to catch the naughty ravens beforethey steal all his fruits?
$ 29.95 SRP
The ceiling in the cathedral is getting on a bit and is in urgent need of restoration. The bishop is awaiting important visitors and wants to show off his church from its best side. The players slip into the role of the fresco painters in this colorful family game and have to prove their abilities: But only the player who plans cleverly can win! This fascinating game already contains 3 expansion modules which can be combined with the basic game in any desired manner to influence the scope of the game. Elaborately structured game cards, additional colored pieces and lots of bonus counters provide even more excitement!
A House Divided Coming in June from Mayfair Games
The War Between the States 1861-1864.
A House Divided simulates the epic struggle of the American Civil War that was fought over the twin issues of slavery and state’s rights. The period from 1840 to 1861 saw these issues brought to a boil, and in 1861 the nation became tangled in a terrible war that lasted four long years.
The game depicts the war between North and South from the First Battle of Bull Run (or Manassas Junction) to Lee’s surrender at Appomattox Courthouse (or Grant’s surrender at Harrisburg…). Each player leads one of these two nations and makes the strategic decisions which determine the outcome of the war.
The game board represents the United States, north and south and from the Atlantic coast to just west of the Mississippi. Including Missouri, Iowa, Illinois Indiana, Ohio, Pennsylvania, New York, New Jersey, Delaware, Maryland, Virginia, North Carolina, South Carolina, Georgia, Florida, Alabama, Mississippi, Louisiana, Arkansas, Tennessee, Kentucky and West Virginia. The play map contains a number of boxes, each representing a city, town or locations important to the war. These boxes are connected by transportation lines – blue for rivers, tan for roads and black for railroads – which provide the paths to victory or defeat.
Will you keep the Union whole or force the separation of the United States?
A House Divided ™ contains
- 234 die cut markers representing armies, leaders and specials
o 48 miscellaneous 5/8” counters
o 45 Veteran Infantry ¾” counters
o 18 Veteran Cavalry ¾” counters
o 21 Crack Infantry ¾” counters
o 15 Crack Cavalry ¾” counters
o 42 Militia Infantry ¾” counters
o 6 Militia Cavalry ¾” counters
o 21 Utility ¾” counters
o 4 General counters
- 2 Order of Battle forms
- 1 game board 21” x 20.50” (6 panel)
- 6 dice (3 blue, 3 gray)
- 1 tray
- 1 box
- 1 rule book – containing basic, standard and advanced rules.
A House Divided™ $30.00
Ages 12+
For 2 Players
Playing Time 60 + minutes
Designer: Frank Chadwick
Artist: Jason Just & Franz Vohwinkel
Made in the U.S.A.
Dimensions 2.625” x 10.875” x 7.5625”
Copyright © 2012 Mayfair Games, Inc. A House Divided is the trademark property of Mayfair Games, Inc. (www.mayfairgames.com). All rights reserved.