Oct 032012
 

 

Paul Eaglestone’s A World Aflame is an alternate/real history miniatures game. The interwar is set in the years 1918 to 1939. While there are no lists to the game he does provide some sample lists. Nor is there a particular scale to play in, he uses 28mm.

 

 

The rules set offers a unique rules that took me a little getting used to. The oddest thing for me is the army construction. With the absence of point values the units become more equipment or initiative based. Initiative is probably the most important factor in the game, since the game uses alternate activations that follow in initiative order. Outside of Construction the rules are fairly simple, that is just like most miniature games you roll the dice to achieve a target number.

 

There are a couple of simple rules that add flavor to the game. The best of these is a deck of Chance cards. Each card is an event that can be used. These can be anything from sniper to extra ammunition.

If I played A World Aflame on a regular basis I would probably drop the communication and ammunition tracking rules. While they add a certain amount of flavor to depict the era, I think the upkeep isn’t worth the trade.

 

All in all it is a well written set of rules with a tremendous amount of freedom for game play and scenarios that you create. It isn’t a tournament style game. I think you could create some pretty amazing campaigns though. If you are a Flames of War player the lack of scenarios in the book will slow you down at first.

 

So is it worth your two cents? It really depends on who you are. If you are a casual player then it a sure thing. If you are looking for a game that is a break from competitive play this is a good way to go. If you are a competitive player looking for competition this is not your best choice.

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Dux Bellorum Game Review

 Featured, Historical, Miniature Game Reviews, Osprey Publishing  Comments Off on Dux Bellorum Game Review
Sep 192012
 

Dux Bellorum is a 64 page self contained rule book.  It focuses on the Arthurian era of history (Ad 367 -793).  The book itself features several charts and diagrams to make your game play more enjoyable and easier to learn.  The art truly tells the story of the era, while the pictures of the miniatures clearly show you what you can expect on the table.  This is the only book you need to play this game.  It includes all of the rules, lists and equipment guides for a complete game.  The  author, Daniel Mersey, used his rules set Glutter of Ravens as a base for this rules set.  

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Pathfinder Advanced Race Guide Review

 Featured, Gaming News, Paizo Publishing, Pathfinder, Reviews, RPG Book Reviews  Comments Off on Pathfinder Advanced Race Guide Review
Sep 182012
 

Here is our review of the Pathfinder Advanced Race Guide.

 

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Tomorrow’s War Game Review

 Miniature Game Reviews, Miniatures, Osprey Publishing  Comments Off on Tomorrow’s War Game Review
Jul 252012
 

Tomorrow’s War is produced by Osprey Publishing for Ambush Alley Games.  The book is just the right size for the gamer, 260 pages.  It is fully embossed with several nice pictures and easy to use charts.  Even though the fog of war cards are available as a deck  I wish they  were removable.

There is not a models line for this game.  there is a complete list of manufacturers that carry adequate mini’s in both 15mm and 28 mm that can be used.

Tomorrow’s War is set in the 24th century.  Humanity has begun colonizing off world.  This has lead to the discoveries of new technologies and even alien races.

It is a game of Modern Warfare game.  It covers just about everything you want in Sci-fi, Vtol’s,off and on board artillery, reinforcements,and airstrikes.  It uses a pointless system for army construction.  That is to say that a marine is not x points.  Instead all troops are assigned a experience type ranging from green to elite.  Each troop type has a different die value for its skills.    Most of your troops in a game are green so it balances nicely.

The game mechanics are a little different.  As I mentioned before the experience of the troop determines the die value, Green troops use d6 while the best troops use a d12.  When making a skill check you would roll the appropriate die.  This is an opposed roll.  You may roll 5d6 against 3d12.   What is important about the system is that a success of 4 plus can be trumped by a higher opposed roll.  I have played the game and I like the system.

Tomorrow’s War is a great Sci-fi game for clubs. You can take it anywhere in the world and teach someone how to play, it is that easy. Without a point system it lacks the structure needed for tournaments.

What I would like to see in a future print run is a quick reference sheet.

 

I should note that the Fog of War cards are available at your retailer.

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Mistborn Review

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Jul 212012
 
Crafty Games Logo

Crafty Games Logo (Photo credit: Wikipedia)

Mistborn is an RPG set in the fantasy steampunk setting created by Brandon Sanderson. Before getting too in depth with the review I must give Brandon two thumbs up on his involvement in the process of creating the game. He not only authors the introduction story, he makes comments throughout the book.

 

The book itself is large, 500 pages. It is really three books in one. It is well organized and follows a sensible direction for teaching you how to play the game. I did find myself wishing there was more art. The book opens with a short story. The short story does an excellent job of immersing you into this game world. Sharing with you some of the basic concepts, like how this world is different, and allomancy. Allomancy is “metal magic” or one’s ability to weave, control or manipulate the powers and effects a metal obtains.

The world of Mistborn is a world trapped in an industrial revolution. The government is a fascist one that basically makes you conform or die. A few people (your character maybe) take on roles of thieves and bandits. By skirting the law they are easily seen as rebels, and heroes.

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Scavengers Review

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Jul 092012
 

Scavengers is a board game that was an Origins Nominee this year. Each player has four recipes they need to scavenge the ingredients for. The first to do so wins the game. Where players compete to win, or scavenge, food at camps. They do this by using a hand of cards that contains “camp” effects, and scavengers. The two scavengers that come to my mind are Coyote and Raccoon. Each animal has a strength that is used to determine who wins the camp. This is done by adding each players strength and comparing them to other players totals at the same camp. The board consists of only three camps.

 

When I opened up the game I really though that it was going to be superficial. Then I read the rules. I was to say the least frustrated. It isn’t the rules fault. It is mine. There is a lot to take in visually when learning how to play scavengers. I suggest having one person moderate the first game while others play. About the game itself, I really thought it was going to be simpler than it is. The game is truly a tactical and strategy game. What do I mean by that? It is tactical because each round brings new challenges to each player for recipe fulfillment. And it is strategic because you have long term planning in the works from the start of your first turn.

 

All in all Scavengers is an excellent game that has earned a spot in my convention box. In other words I like it enough it is going to travel with me, and I am hard to please.

 

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Jun 262012
 

I have already done a review of Force on Force based off of the demonstration game I played at Origins Game Fair.   This will be a little more in depth than that review.   You can read that here.

Most of you probably already know that Force on Force is a modern warfare skirmish game published by Osprey Publishing for Ambush Alley Games.  It is an independent miniatures game without a miniatures line.  The book has several recommendations where you can purchase models .  I originally thought that not having a minis line would be detrimental, but the rules are set up so you can freely play any modern forces from 1960 to present.  The other unique part about not having a line of minis is there is no set scale.  You get to determine the size of your battlefield based off of what you own.

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Jun 112012
 

Force on Force is a modern day skirmish game that has no standard line for its models.  In other words it is just a set of rules.  I had tha opportunity to play a quick game at Origins Game fair and I thought I would  share what I learned before I do the book review.  This is not in any way a complete game review and it is important you know that because you can only get so much out of a demo.

I was a little leery of the fact that there is not a miniatures line to go with the game.  After playing the game I am really starting to like the fact that you can proxy your models for your force.  It does two thing for me.  It saves money, and it makes it easy to play any force I want.  Those are important to me.

Force on Force is a simple game to pick up that allows you to apply tactics.  Which is a seemingly unique quality in a skirmish game in our current trending.  It was nice to play a game that wasn’t dependent on simple tricks and gimmicks to win a battle, or a game that requires the player to go first in order to win.  that isn’t the feel I received from playing the demo at all.

The rules are a little different though, well the dice mechanic is.  The system is set up so that different levels of units use different dice.   For example, using a popular motif for labeling units, core troop would use a d6 for their skill rolls while elite troops would be assigned a d8.    The basic concept is the bigger the die the better the troop.  On the flipside though the smaller the die the more likely you are to roll any given number.  For example, you have a 25% chance of rolling a 1,2,3, or a 4 on a d4.  The dice and type of unit are cross referenced  on charts to determine effects.  The other thing that I thought was cool wounded models have a chance of standing back up on their next turn.

If I was to base my opinion of Force on Force entirely on the demo it is certainly worth trying.  I did pick up a copy of the rules to review.  I hope to have it read by the end of next week and a book review written shortly after.

 

 

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Matt’s Review of Wil Wheaton’s TableTop

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Apr 102012
 

It has been just over a week since Wil Wheaton aired the first episode of TableTop on Geek and Sundry.

 

 

I have spent a lot of my time since I watched it the first time being busy with many things, all the while my thought have been turning, thinking about what and how I want to say it.  Let us see if I can do this in 100 words.

 

When I found out about TableTop I was pretty excited.  My mind ran wild with crazy scenes of Celeberties using, plastic chainsaws, and rubber duckies.  I really couldn’t wait to see the first episode.  Then it came.  I watched it and I was happy with it and I am looking forward to the next episode of Tabletop.

In the first  episode they (Wil, Grant Imahara, Sean Plott, and Jenna Busch) played a game called Small World by Days of Wonder.  It is a Risk style game of conquering in a fantasy setting.  The show starts with a game demo, and then moves to introducing the celebrities.   Which at first I really didn’t like, now I am torn.  After Wil’s demo of Small World I was ready to see the game played.  But no he went to introductions.  Which is equally important, and after some considerable thought it makes sense that the demo is first.  The only other gripe have is that there was no primer for the episode to air on the 20th.

I really liked the way Wil approaches the game and the show.  It isn’t about him or Geek and Sundry, it is about demonstrating how to have fun.  fun with a group of gamers that have different levels of skill.  I rally liked the game demo at the beginning of the show and the between round updates were appreciated.  But my favorite part was the trophy.  Not so much the trophy, but the engraving process.  You will have to watch the show to see it, you just won’t appreciate my words.

TableTop has captured a unique perspective of gamers, that allows gamers to see iconic figures be seen doing reallife things and having fun.  Cheers to a job done.

 

 

 

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Apr 062012
 

Why, o why must the internets conspire against me?!

Okay, the lamenting may be a bit much.  In truth, the fault is mine.  I deleted a very important e-mail from Matt, resulting in a series of miscommunications between he and I, and therefore this post is getting up rather late.  My most sincere and humble appologies.  Nonetheless, here it is, a quick overview of the mechanics of the Silvervine Games system.

 

Silvervine Primer


This should give you the background information as you follow along with the campaign audio podcasts.

Also, here are the important links once again:

Silvervine Games Quick Character Creation Guide: http://www.silvervinegames.com/uploads/Svg/SVGquickccguide.pdf

Silvervine Games Fillable PDF Character Sheet: http://www.silvervinegames.com/uploads/Svg/svgcyrussheet-031310forms.pdf

Silvervine main website: http://www.silvervinegames.com/

 

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