Thursday, September 22, 2011

New 52 - Week 3

Another week of comic-y goodness from DC, as The New 52 rolls on. We've still got most of the books in stock from the first 3 weeks (including Justice League and Action Comics).

Let's get into it:

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Catwoman #1: I'm a huge fan of Judd Winick's independent work (Barry Ween, Pedro and Me), but most of his DC work has felt flat. This, however, was a wild sexy ride. If you've been reading the internet, you already know about the... encounter, at the end of the book. This was far more fun than I thought it'd be, to be honest. Then again, I'm biased, Dick Grayson isn't the only one who has a thing for redheads.

(That comment will make far more sense if you read a couple of this week's books... but I'm not telling which.)

Supergirl #1: Supergirl lands to earth, falls through Kansas, burrows through the planet to Russia, gets into a fight and... that's pretty much it. Waitwhat? This book read a little too fast for me. Not enough content, but the art was nice.

DC Universe Presents Deadman #1: Ehhh... i dunno. The art was okay, the writing was okay, the ending was a little abrupt, but I wish they'd stayed more in line with the Brightest Day continuity (as hinted in Hawk & Dove), rather than re-do his origin. Overall, a good #1, but nothing special.

Red Hood & The Outlaws #1: Holy moly, a comic featuring Jason Todd that makes him actually likeable? Scott Lobdell is 2 for 2 on his DCU books so far. The art was good, Starfire was a bit, um, provocative, but this was a solid start.

Blue Beetle #1: Jaime Reyes returns, again, as the Blue Beetle. I really liked the introduction, tying the Scarab in with the Lantern Corps. This was a little light-hearted, compared to the rest of the DCU, it felt more like the early issues of Ultimate Spider-man, which is exactly the tone they should be going for.

Wonder Woman #1: Yeah, okay, now this is a WW book I can get behind. One of the better WW stories I've read in years, frankly. They're dipping their feet into the Greek mythology behind the character, while creating a new villain and adding a new supporting character. Great read.

Legion of Super-heroes #1. le sigh. Okay, I've got to say, the art on this was GORGEOUS. Great detail, lush backgrounds, just incredible stuff. Francis Portella, you created a fan. But the story... man, this would've been a good Legion of Super-heroes #7, but this was NOT a good #1. It felt like a continuation of the previous run, and had characters all over the place; I had no idea who was who, doing what and where. Good comic, bad #1. Really loved the art, though.

Captain Atom #1: Couldn't get through it, the art was too murky. Will try again next week.

Nightwing #1: Hey, another solid book! Great to see Dick back as Nightwing, although it went a wee bit too heavy on the origin story for my liking. This was one of my favorites from the week.

Birds of Prey #1: Not certain what to say about this one. It felt the same as the Deadman book, it didn't do much for me, either way. Black Canary is putting together a new team. The art was serviceable, the writing the same. I don't know, this just didn't jump out at me one way or the other.

Batman #1: But this was AWESOME.Great #1, great Batman story. Capullo's art was pitch-perfect, and the writing was fantastic. this is all I want from a Batman book. Great, great stuff.

Next week: I, Vampire! Superman! Justice League Dark! Voodoo!


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