Rise or Fall Coming Soon

 Card Games, Gaming News  Comments Off on Rise or Fall Coming Soon
Mar 302012
 

Rise or Fall

$ 24.95 SRP


 

Jocks, cheerleaders, geeks, punks, goths… What’s your favorite clique from teen movies? In Rise or Fall, play as one of eight groups and try to get the most popularity points by stealing them from your opponents. To do this, secretly choose the card that represents them but watch out for those who defend themselves against your sneak attacks and above all, make sure not to get caught by the principal! Contents: 8 screens 72 cards (9 cards per player) 49 popularity points 1 trash bin Rules

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Dark Explorers for Pokemon Coming April 9th

 Card Games, Gaming News  Comments Off on Dark Explorers for Pokemon Coming April 9th
Mar 292012
 

Dark Explorers

 

What’s out there in the darkness, waiting to be discovered Play the Pokémon Trading Card Game: Black and White – Dark Explorers expansion and find them all! In addition to more Pokémon-EX like Tornadus-EX, Raikou-EX, and Groudon-EX, the shadows are filled with other exceptional surprises, like Darkrai-EX and a host of Trainer cards that will knock your opponent’s lights out! When you play Black & White – Dark Explorers, you’ll not only explore the darkness, you’ll rule it!

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Blockers

 Board Games, Gaming News  Comments Off on Blockers
Mar 292012
 

Blockers!

$ 19.99 SRP

A minute to learn, a lifetime of fun! Blockers! is an exciting abstract strategy game that can be enjoyed by the whole family. Strategize! Block! Capture! Win! The goal of Blockers! is to create connected groups of your own tiles on the board, while trying not to capture too many tiles of the same color. A group is any connected set of like-colored tiles on the board. Diagonal connections don’t count. A tile that isn’t next to any tiles of the same color also counts as a group. At the end of the game, you’ll count the number of groups you have on the board, and the number of tiles you have of the color that you captured the most, and whoever has the fewest of these two things combined wins.

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Digiprove sealCopyright secured by Digiprove © 2012
Mar 272012
 

Well, here it is, the last episode from our second session in the Silvervine campaign.  I appologize for the lack of humor and action.  I did have a fight ready to go, but it was just too much fun following what the players were doing.  So consider this a “behind the scenes look” at shared world-building.  In this episode, the “heroes” hire some employees for their newly acquired tavern, and we discuss possible future plot hooks.  I do hope you are entertained and enlightened and disturbed.

SV Session 2.3

It seems a little chaotic, but that is how I like to run a game; and I find such a technique highly successful too.  It avoids the dreaded “GM Railroad” and gives the players more control.  Essentially, I create several plot hooks, and see which ones the players nibble on.  With each plot hook I brainstorm several possible outcomes that the PC’s are likely to take, and then I create even more options from there.  That might sound like a lot of extra work, but it isn’t.  Whatever plot hook or adventures the PC’s don’t take now can still be used later – sometimes as-is, sometimes just slightly “re-skinned” or modified.

For example, in this episode, the players have several choices:

  1. Explore the Sewer – a classic dungeon-crawl, Silvervine style (this might tie into Squirmy’s and/or Professor Mora’s character-arc)
  2. Bounty Hunt – from the bulletin board at the other tavern (this one ties into Bonsai’s character-arc)
  3. Monster Hunt – also from the bulletin board, this is more about exploring the world and creatures of Cyrus
  4. Mechanist Machinations – also from the bulletin board; a favor-within-a-favor adventure
  5. Sob Stories – they hear tales of woe from customers and try and help (think Knight Rider or Person of Interest)
  6. Will’s Mentor – dragon elves are supposed to have mentors, Will lost contact with his long ago . . .
  7. Political Shake-Up – Why was Professor Mora “fired”?

As you can probably tell, some of the above are more fleshed-out than others.  And for each one there is at least two outcomes based on success or failure.  Some even have multiple middle-ground possibilities.  The key is to think “What thingS are likely to happen?” rather than “What do I think would be cool?”  The “S” on “things” is intentionally highlighted.  Consider multiple possibilities; consider the interests of each player and the potential development of each character.  Some adventures are likely to favor or spotlight one character over the others.  This is fine, so long as each player has his/her turn as the campaign progresses.

Also, we haven’t yet gotten together for our third session.  So next week I might just do a podcast on the Silvervine system itself so that those not familiar with the system can follow along with the mechanical jargon.  So stay tuned and keep rolling!

Oh, and my favorite line of this episode:

Ryan/GM: “Do you even have an alignment?”

Mike/Squirmy: “Me and my can.”

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Revising Standard Post Dark Ascension the Success of Zombies

 Magic The Gathering, Wizards of the Coast  Comments Off on Revising Standard Post Dark Ascension the Success of Zombies
Mar 272012
 

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.

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May Releases from Paizo

 Gaming News, Paizo Publishing, Pathfinder, RPG's  Comments Off on May Releases from Paizo
Mar 272012
 

Buff Deck

$ 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!

 

 

 

 

Giants Revisited

$ 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

 

 

Raiders of the Fever Sea

$ 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.

 

No Response from Deepmar

$ 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?

 

 

City of the Fallen Sky

$ 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…

 

 

Flip-Mat: Town Square

$ 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?

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Fantasy Flight Expands Descent

 Board Games, Fantasy Flight Games, Gaming News  Comments Off on Fantasy Flight Expands Descent
Mar 262012
 

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.

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Halls of Undermountain Coming soon for Dungeons and Dragons 4th Ed

 D&D, Gaming News, Wizards of the Coast  Comments Off on Halls of Undermountain Coming soon for Dungeons and Dragons 4th Ed
Mar 262012
 


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.

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Mar 262012
 

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.

Box cover of the first Heavy Gear computer game

Box cover of the first Heavy Gear computer game (Photo credit: Wikipedia)

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

 

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Coming soon from Rogue Games

 Gaming News, Rogue Games, RPG's  Comments Off on Coming soon from Rogue Games
Mar 262012
 

Colonial Gothic: The Templars

$ 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!

 

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