Wednesday, September 21, 2011

Eclipse Phase RPG

Eclipse Phase Role Playing Game



I've started to run a group of players through Eclipse Phase.  Part of this was to try and play a new game, new setting, and a new rules mechanic.  I've had a chance to run the core book and to gather a group of experienced and novice players to really get a good feel of the game.  I'm hoping to cover some about the game, a little about the rules, and more about how the players took to the system, both players who are experienced and new to role playing games.

The Game:










 Eclipse Phase is produced by Posthuman Studios and has been published by both Posthuman and with Catalyst Games. The game was designed as a paper and pencil role playing game.  The game is a science fiction based game which is heavily influenced by horror and conspiracy. 

The Setting:

In the not so distant future humanity has been transformed into a Transhuman state.  There are more then humans though. Animals have been uplifted to a much higher intelligence level.You can be an uplifted Dolphin, Gorilla, or even a parrot.  In the future the TITANs, Seed AI, have been infected with a virus and turned on Transhumanity. Most of Earth is now inhospitable to live on, so Transhumanity has moved to the stars, or more planets.

The Rules:

The game only involves the use of 2 dice, both of which are D10s.  Most of the time you are rolling as a D100, but some times a single D10 is needed.  There are also a much high amount of "Role" playing instead of "Roll" playing. The game allows for a tremendous amount of interaction between the players and the Game Master.

The Players:

GM: Sean "Striderlotr" Banks
1. Dave Steltenkamp
2. Stan Tyler
3. Sara Tyler
4. Stasi "Dengirl" King
5. Brittani "dndprincessaria" MacFadden
6. Amanda Cowen

As we get a few more games under our belts, we will post some comments about how the game actually plays out especially with combat and skill challenges.  Check back to see what everyone thought of the game!
 
Sean "Striderlotr" Banks

Tuesday, September 20, 2011

Ninja Legend of the Scorpion Clan Review

Another new game that I had a chance to play was Ninja-Legend of the Scorpion Clan. It is an intriguing game of an almost spy vs. spy nature, and is made by the same people who created Legend of the 5 Rings. The object of the game is for the Ninja and her accomplice, the Traitor to complete their 2 secret missions while the Guards attempt to stop them.  It truly is a very strategic multiplayer game, and a good way to spend an hour or so.  Thank you to all the hard workers at the AEG booth at Gen Con, who made sure that their retailers would have a chance to try out their new games before release!
This game is different than anything I have ever personally played, and the reasons for that are numerous. First of all, Ninja is probably one of the few games that plays well as not only a 2 or 4 player, but equally well (if not better!) as a 3 player.  Secondly, the fact that each player is responsible for their own actions but can still confer with other "allied" members is something not often seen in boardgames these days. Finally, the idea of each player requiring an individual (included) map to mark locations of either enemies or objectives is a very distinct feature, which I feel AEG has most definitely hit the spot on. But perhaps I should show you instead...

OPENING THE BOX

When you first open Ninja's box, the first items you see are the board and the 4 maps.  Underneath those is the 16-page rulebook, and finally the 27 miniatures, 4 decks, 6 mission objective cards, and 4 player privacy screens.  All of this is stored in a standard plastic box, although the outer cardboard box is sturdier than other comparable games. When you open the board for the first time, you'll see it is a tile-like foldout board, similar to Memoir '44 or Battle Cry.  Along the side is a descending group of 20 circles, which shows the turns of the game.  Underneath that is the Turn Order box, a handy reference for what each turn consists of.  Last is the 4 Alert Levels, which go from None to High.  You'll also notice that while the board is a beautifully rendered "blueprint" of a noble castle and gardens, there are faint blue and yellow dividing lines crossing its surface.


These are important for the maps which each player needs to fully enjoy the game.  Each player, whether Guard, Ninja or Traitor has a paper map on which to draw (about 25 map sheets per pad).  These are used to figure out where objectives are hidden, where the secret tunnel is, and which areas still need to be searched. Of course, it would not do to have a Guard see what the Traitor has marked off, even (ahem) accidentally...so the player screens are a must as well!
The plastic miniatures are also fairly well-crafted and are different colors for easy referencing, especially as the colors match up with the player screens. 


There are 20 tan and brown guards (10 with spears, 10 with swords), 1 red Traitor, 1 black Ninja and 3 yellow Drunk Guards.  There are also 2 silver Lanterns, 1 for placing on the current Turn Circle and current Alert Level.  

NOTE: Whereas the Guard cards have a tan Lion symbol on them and use corresponding tan/brown miniatures, the deck colors for the Traitor and Ninja are altered.  Thus, the Traitor miniature is red but uses the black Scorpion deck, and the Ninja miniature is black but uses the red Scorpion deck.  I don't know if this was intentional, but thought it should be pointed out!


PLAYING THE GAME
Now that everything has been explained, let's discuss game play.  As noted before, this can be a 2, 3 or 4 player game.  If it is 2 player, 1 person controls the Guards and 1 person controls the Traitor and Ninja. For 3 player, 1 person controls the Guards, and the Traitor and Ninja are split. The Guards are split as well, if you play with 4 people. 

First, set up your board and draw your cards.  Ninja takes 8 of the 12 cards available, Traitor takes 7 of the 10, and Guards take 24 of the 36 for their hands.  However, the remaining 12 Guard cards are kept out as a Draw deck.  No cards are to be shared with enemy players, and each deck has cards that are specific to the character using them.  For example, only Guards can play Listen cards, only the Traitor can use Potent Sake cards, and only the Ninja can play Shuriken cards.

Then, 8 individual Guards are posted as sentries, while the remaining Guards are grouped into patrols of 2.  Due to the wording of the cards, it is very advantageous to mix patrols (aka have 1 sword Guard and 1 spear Guard  per patrol).  The Traitor and Ninja miniatures are NOT placed on the board, and won't be for most of the game, but keep them nearby for when the Guards do find them. 

The Guard player takes her map and marks off the locations of 8 sleeping guards as well as 2 Traps, 2 Hidden Sentries, and the locations of the 6 Mission Goals (A thru F) that the Traitor and Ninja will be trying to find. They must ALWAYS be placed in their own zone. The Ninja and Traitor mark off their starting positions according to the rules, as well as the entrance and exit of the Secret Tunnel.  Place 1 Lantern on the lowest Alert Level, and 1 on the first Turn Circle. Now you are completely set up!

The game gets more complicated as it progresses, and players attempt to stay 1 step ahead of each other, but the Turn Orders always remain the same;

1. Alert Phase- Guard player draws cards corresponding to the current level of alert. The alert level then drops by 1, and the Guard plays any of the drawn cards she wants.

2. Guards Card Phase- Guard player uses cards for special effects.

3. Guards Patrol Phase- All patrols that are able to be moved or changed are moved.

4. Intruders Phase- The Ninja and Traitor make their secret moves, play whichever cards they can, and searches for their Mission Goals.

Although there are many different cards to be played, strategies to use and decisions to make every time the game is played, the Phases must be completed in order.  You cannot move onto the next Phase until the previous one is finished, no matter what.  So, even though your friend is going to spring a Trap on your Ninja or Kenjutsu your Guard, at least you'll know they have to wait their turn...

And there you have it, another wonderful game by our friends at AEG!  Ninja-Legend of the Scorpion Clan is a great game for more experienced players.  On a gamer learning scale (1=extremely new to gaming, 10=gaming professional) I would rate Ninja as a solid 7.  While not the most difficult of boardgames to learn, it does have several nuances that make it an inappropriate "first" for those who are new to board or card games. 

Like most of the games I review, we do have a copy of Ninja in our game library, so if you're in the Poughkeepsie area stop by and play!

Stasi "Dengirl" King

Monday, September 19, 2011

Mordenkain's Magnificent Emporium

Alright you old time "I started playing D&D with the boxed set..." fans out there, the coolest magic item collection has arrived.  Mordenkain dug deep into the vaults at Castle Greyhawk or where ever he keeps his really good stuff to give us 4E stats on some of my personal favorite magic items from all the old editions.  Here are just a few of the items listed in MME:



Armor; Mostly new stuff but we get Plate Mail of Etherealness and Robe of the Archmage

Weapons; Flame Tongue, Frost Brand, Giantslayer, Greater Dancing, Greater Luckblade, Maul of the Titans, Mighty Dwarven Thrower and more

Implements;  Candle of Invocation, Necklace of Prayer Beads plus others
ROD OF ABSORPTION!!
Greater Staff of POWER! (Now, if they just did the Staff of the Magi I could happily convert my 3.5 Epic Level evoker to Paragon)

Wands; Fire, Frost, Lighting and yes, the best wand ever, the Wand of WONDER

AND SO MUCH MORE....including Cursed Items

All right, I could keep going but the best thing I can say is that this book brings to current 4E D&D a lot of my personal favorites and best loved magic items from many of the past editions.  MME also adds some feats, new weapons and armor, a section on henchmen and hirelings, and a random magic item generation table for all the items in the book.  I felt like I was back in AD&D 2E for a while!

Mordenkain's Magnificent Emporium is only available, at least right now, in hobby and gaming stores so if we aren't your Friendly Local Gaming Store, drop by yours.  Of course, we can always get you a copy!

Dave

International Talk Like a Pirate Day 9/19/11

Arrrr mateys! It be International Talk Like a Pirate Day today! To be celebrating such a fine day, I have some of thee worst pirate jokes yea have ever heard. So if yea be a land-lobber then read on and be prepared to shiver yea timbers.

Q: Where does a pirate go on vacation?
A: Arrrr-kansas

Q: How much did the pirate pay for corn?
A: a buck an ear (buccaneer)

Q: Why couldn't the pirate go to the movie?
A: It was rated Arrr

Q: Why was it rated R?
A: It showed to much booty.

A guy walks into a bar and sees a pirate sitting at the bar with a peg leg, hook, and an eye patch.  The guy thinks, this pirate would be cool to talk to.  So he walks up and sits at the bar.
Guy: So are you a real pirate?
Pirate: Arrr, I be.
Guy: How did you get a peg leg?
Pirate: I was working the mast in a heavy storm and the rigging wrapped around me leg and ripped it off.
Guy: WOW! So how did you get the hook?
Pirate: I was swimming through the wreckage of me ship and a shark bite me hand clean off.
Guy: AMAZING! So how did you end up with the eye patch?
Pirate: A bird flew over head and crapped in me eye.
Guy: Really... after the other stories...
Pirate: Well it was the first day with me new hook!

Q: Why didn't the pirate take a shower before walking the plank?
A: He knew he'd wash-up on shore later.

Q: What does a pirate say when he is playing Santa?
A: Ho, Ho, Ho, and a bottle of Rum!

Q: Why did it take the pirate so long to learn the alphabet?
A: He spent years at C!

Q: Where did the one legged pirate go for breakfast?
A: IHop

Q: Why are pirates called pirates?
A: They just Arrrr

So if thar be any of yea scurvy dogs out there liken a good or bad joke, have at thee!

Sean "Striderlotr" Banks

Saturday, September 17, 2011

Summoner Wars Master Set Review

This past Gen Con had a plethora of awesome games, both for purchase and demos! One game that our store actually had the opportunity to purchase early was the Summoner Wars Master Set by Plaid Hat Games.  Not only were the demo runners helpful and pleasant, but the owner allowed us to buy 4 new copies for our store 2 weeks before release.  Kudos to all of them for helping out hobby stores!  The Master Set received an incredible amount of attention by both new and experienced Summoner Wars players, so I thought it might be time to write a review. 


First, let me tell you a little about the previous editions of Summoner Wars. Prior to the Master Set being  released, there were 2 Starter Sets available, which were great for 2-player battles.  They also had Faction Decks and Reinforcement Packs, some of which are pictured below.

All of these decks and packs are fully compatible with the Master Set, and there are even extra slots in its packaging to fit them!  Conversely, any player would be able to set aside the more special, customizable cards for easy use, or another pre-made deck if that was preferred.

OPENING THE BOX

When we first open the box, we see the 21-page rulebook, the 2 sides of the board, a bag of 5 dice, punchable tokens, and 6 separate decks.  All of these are individually shrink-wrapped, sorted according to Faction, and are ready to play right out of the box. Notice the extra empty slots for more decks, both of your creation and future expansions of Plaid Hat Games.  Now that's what I call planning for your company!

PLAYING THE GAME

First, each player must choose a deck, whether pre-made or customized.  The two sides of the board should be lined up like so...

...and the decks should be placed in the proper spaces.  As you can see, there are 3 card sections for each player; Draw Pile, Magic Pile and Discard. Each player picks their Deck, find their Reference Card, and begins the Starting Setup show on the Reference Card.  The remaining cards are shuffled and placed on the Draw Pile.  Roll a die to determine who goes first, and you're ready to go!

TURN SEQUENCE

As board and card games go, Summoner Wars has a few more steps than average.  They are;

1. Draw
2. Summon
3. Play Event Cards
4. Movement
5. Attack
6. Build Magic

After all steps are completed, it's your opponents turn.  Can't remember all of it?  Don't worry, everything you need to know is in the easy-to-understand rulebook, including game terminology, victory conditions, lists of expansions, how to set-up the game for 3-4 players, and helpful tips on creating a more customized deck. 

All in all, the Summoner Wars Master Set is the perfect starting place for gaming newcomers or enthusiasts.  It has many decks already available, a very clearly written rulebook, easy to use cards and simple rules.  On a gamer learning scale (1=extremely new to gaming, 10=gaming professional), I would mark Summoner Wars as a 3.

 But that's just my opinion...why not pick it up and play for yourself? We have a copy ready to go in our Dragon's Den Library, so if you're in the area stop by for a quick game or demo!

Stasi "Dengirl" King