Reviews – TGN – Tabletop Gaming News https://www.tabletopgamingnews.com News for Tabletop, Boardgames, Miniatures, RPGs and Card Games! Tue, 15 Oct 2024 12:11:02 +0000 en-US hourly 1 https://www.tabletopgamingnews.com/wp-content/uploads/2023/02/cropped-Tabletop-Gaming-News-Logo-32x32.png Reviews – TGN – Tabletop Gaming News https://www.tabletopgamingnews.com 32 32 Achtung! Cthulhu 2d20: Operation Oberon Review https://www.tabletopgamingnews.com/achtung-cthulhu-2d20-operation-oberon-review/?utm_source=rss&utm_medium=rss&utm_campaign=achtung-cthulhu-2d20-operation-oberon-review Wed, 09 Oct 2024 18:23:24 +0000 https://www.tabletopgamingnews.com/?p=19712 Triad Trouble in the “Paris of the East”

Publisher: Modiphius Entertainment

At a glance

  • The setting is richly detailed, capturing Shanghai in January 1943 under Imperial Japanese control.
  • Blends espionage, mythos horror, and political intrigue
  • Strong focus on infiltration, investigation, and high-stakes action, keeping players engaged throughout.
  • The balance of rich historical detail, mythos horror, and action creates a memorable experience.

Achtung! Cthulhu 2d20: Operation Oberon takes players to the bustling streets of Shanghai in January 1943. With Imperial Japanese forces controlling the city and the sinister Black Sun faction seeking occult treasures, this 26-page adventure captures an enticing blend of espionage, mythos horror, and political intrigue.

Introduction to the Mission

Players assume the roles of agents of Section M, tasked with investigating Operation Oberon—a covert smuggling scheme through which the Germans are systematically plundering occult treasures from across Southeast Asia. The mission starts in Shanghai’s infamous Wagnerian nightclub, located in the notorious Badlands. Agents must infiltrate and uncover connections between the Black Sun and the Feilong Triad, who control the nightclub. The mission is not a simple smash-and-grab—espionage, deception, and negotiation are key tools at the players’ disposal.

Atmosphere and Setting

From the elegant, smoky atmosphere of the Wagnerian to underground locations dedicated to dark secrets, Operation Oberon offers a series of intriguing settings and scenarios. Players will find themselves immersed in the midst of Shanghai’s high society, rubbing shoulders with powerful criminals, Japanese officers, and Nazi agents. The historical accuracy combined with mythos horror elements adds depth to the setting, making it immersive and unpredictable.

The Badlands of Shanghai, known for its lawlessness and chaotic mix of crime and political intrigue, provides a rich backdrop for the mission. The tension builds as the agents navigate a complex web of hidden alliances and dangerous foes. The vivid detail of locations like the Wagnerian gives Game Masters plenty to work with, allowing players to explore Shanghai’s elite and its criminal underworld.

The scenario features excellent maps, immersive descriptions of historical locations, and enough occult elements to keep players on edge. Shanghai is brought to life through detailed environments, from the opulent Wagnerian nightclub to the gritty alleys of the Badlands. The maps are a valuable resource, allowing players to visualize the complex urban environment they must navigate.

The historical context of Shanghai under Japanese occupation is interwoven with the story, providing a sense of authenticity and urgency. The tension between occupying forces, local triads, and international spies adds layers of intrigue to the narrative. The occult elements, from dark rituals to monstrous entities, are well-integrated, ensuring the mythos presence is always felt without overshadowing the espionage aspects of the story.

The Story

Operation Oberon takes players on a thrilling journey through Shanghai as they gather crucial intelligence, evade enemies, and face a climactic confrontation. The adventure begins with agents infiltrating the Wagnerian nightclub, a hub for Shanghai’s criminal elite and a front for Black Sun’s activities. Players need to blend in at a high-profile party where they have the opportunity to gather information, make allies, or hinder enemy plans. Espionage, careful observation, and clever use of social skills are emphasized, with players needing to balance subtlety with the ever-present threat of exposure.

The adventure then shifts gears into a thrilling chase through Shanghai’s maze-like streets. After uncovering leads, the agents must act quickly to intercept smuggled goods and disrupt the Oberon operation. Players face various challenges, including turf conflicts and unexpected roadblocks, as they navigate chaotic streets and evade the forces intent on stopping them. The chase scenes are dynamic, with multiple obstacles and surprises that keep players on their toes. The blend of close calls, evasive maneuvers, and improvised tactics gives players a sense of urgency and danger, with the environment of Shanghai coming alive through detailed encounters.

The final part of the adventure features a tense confrontation at a secret location where agents must put everything they’ve learned to the test. Whether players prefer sneaking, sabotaging, or taking direct action, the climax offers intense challenges as they work to disrupt the enemy’s plans. The presence of formidable foes and supernatural threats adds a layer of danger, ensuring the climax is both challenging and cinematic. Agents must rely on their skills, allies, and quick thinking to succeed in their mission, making the ending both satisfying and thrilling.

For Game Masters

The adventure skillfully balances espionage, action, and the mythos horror that Achtung! Cthulhu is known for. The players’ choices are crucial, and there is enough flexibility for Game Masters to adapt the story based on how events unfold. While there is a strong emphasis on deception and subterfuge, combat is inevitable—especially when dealing with fanatical cultists, Black Sun operatives, and otherworldly horrors.

Game Masters are provided with detailed descriptions of each location, character motivations, and potential player actions, making it easy to adapt to unexpected player choices. The flexibility of the adventure allows GMs to either dial up the tension with additional enemies or provide alternate routes for players who prefer stealth and negotiation over direct confrontation. The inclusion of optional encounters, such as faction conflicts or dangerous rituals, gives GMs the ability to tailor the pacing and intensity of the session.

Conclusion

Achtung! Cthulhu 2d20: Operation Oberon is a great addition for groups that enjoy stories filled with espionage, complicated factions, and mythos-inspired terror. The combination of historical setting, mythos horror, and player-driven choices makes for a gripping and memorable adventure.

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2024 Player’s Handbook Review: A Beautiful but Underwhelming Celebration of D&D’s 50th Anniversary https://www.tabletopgamingnews.com/2024-players-handbook-review/?utm_source=rss&utm_medium=rss&utm_campaign=2024-players-handbook-review Thu, 03 Oct 2024 18:11:40 +0000 https://www.tabletopgamingnews.com/?p=19349 While the 2024 Player’s Handbook boasts stunning visuals and updated mechanics, it struggles to justify its necessity for newcomers and longtime players alike.

Publisher: Wizards of the Coast

Fantasy characters battle a large, menacing dragon on the cover of the "Dungeons & Dragons Player's Handbook," celebrating D&D's 50th Anniversary. The dynamic scene features magic spells and weapons against a dramatic, fiery backdrop, perfectly capturing the adventure within.

At a glance

  • Beginner-Friendly Design: Clearer structure and explanations make it more accessible for new players.
  • Expanded Customization: 12 classes, 48 subclasses, 75 feats, and 389 spells offer plenty of character-building options.
  • Weapon Mastery System: Adds tactical depth to martial classes.
  • Balance Concerns: Some combinations and feats can still create overpowered characters and exploits.
  • Crafting System Disappoints: It’s not even a system.
  • Beautiful Artwork: Vibrant, polished illustrations throughout, but the worldbuilding still feels a bit bland.
  • Backward Compatibility Issues: Not as seamless with previous editions as advertised, creating challenges for ongoing campaigns.
  • Great Value for New Players: At $30 digital or $50 physical, it’s affordable—but much of the content will be available for free in Creative Commons.

The long-anticipated 2024 Dungeons & Dragons Player’s Handbook is finally here, clocking in at nearly 400 pages and packed with content for both new and returning players. It’s a beautifully illustrated hardcover that promises to expand on the familiar 5e framework, but the question is: does it offer enough to justify its price?

At first glance, the handbook feels like a decent attempt to refine what made 5th Edition so successful, but many of the issues might leave long-time players wondering if the heart of the game has been lost in the process.

Presentation and Accessibility

The first thing that stands out about the 2024 Player’s Handbook is its beginner-friendly design. The book starts with a detailed explanation of what the game is, how it’s played, and the basics of a D&D session. From combat to social interaction to exploration, new players will appreciate the clarity provided.

The restructured flow of information, beginning with general gameplay before character creation, is a welcome change. Chapter One walks readers through what they can expect from a D&D session, what dice they’ll need, and what a typical game looks like. By the time players arrive at character creation in chapter two, they’ve got a solid understanding of the basics, making the process of rolling up a character feel smooth.

However, while the presentation is clearer overall, some sections suffer from confusing wording. Certain areas, like character creation, still have vague explanations that could leave new players scratching their heads.

Players who enjoy fine-tuning their characters will find endless ways to build unique heroes. But for casual players, the sheer amount of content may feel more like homework than fun.

The first part of the handbook—roughly the first 30 pages—lays out the core mechanics of D&D in a way that will be instantly familiar to veteran players. However, it’s the next 300+ pages that cater specifically to players who enjoy making character builds. This section is essentially a “game within a game,” where the focus shifts to exploring an overwhelming array of character options. With 12 classes, 48 subclasses, 10 species, 16 backgrounds, 75 feats, and more, players who enjoy fine-tuning their characters will find endless ways to build unique heroes. But for casual players, the sheer amount of content may feel more like homework than fun.

Character Creation

Character creation in the 2024 edition is more straightforward than ever before, but it’s not without its hiccups. The new background system, where backgrounds provide your ability score bonuses and a starting feat, is an interesting change.

The system simplifies character creation by offering ability score increases and a starting feat directly tied to your background. This change is meant to provide more flexibility, allowing players to separate species from stat boosts. While this flexibility is great for those who want to focus on role-playing rather than optimizing, it does come at a cost.

What’s missing are the flavorful, unique features that make backgrounds feel personal and immersive. The backgrounds feel more mechanical, serving as a way to power up characters rather than deepen the story. In a game about storytelling, this loss of flavor is a noticeable step backward.

While character creation is easy to follow, the process of leveling up could benefit from being presented in a more streamlined and user-friendly way. Though the rules are clear, they aren’t always laid out in the most accessible format, which can slow down the process for both new and experienced players. It seems likely that Wizards of the Coast hasn’t fully optimized this aspect, perhaps to push players towards D&D Beyond, where the platform’s automation makes leveling up much more intuitive and seamless. For those sticking to physical books, the experience can feel unnecessarily fragmented in comparison.

Stronger Classes, Streamlined Abilities, and Weapon Mastery

One of the major changes of the 2024 Player’s Handbook is the significant improvements made to the D&D classes. Classes feel more powerful, and key abilities have become easier to use and recharge more frequently.

Weapon Mastery, a new system that adds tactical depth to martial classes, allows fighters and other weapon-focused classes to manipulate the battlefield more effectively by inflicting conditions, creating advantages, and even guaranteeing damage on missed attacks.

Another change is the overhaul of the action economy. Many abilities that used to take a full action are now bonus actions or even free actions. This lets players make the most of their turns, focusing on the most crucial moves in combat. Weapon Mastery, a new system that adds tactical depth to martial classes, allows fighters and other weapon-focused classes to manipulate the battlefield more effectively by inflicting conditions, creating advantages, and even guaranteeing damage on missed attacks.

Balance Issues

Despite claims of balance from WOTC, the 2024 Player’s Handbook introduces a range of powerful new combinations and exploits that challenge the idea of a well-balanced system. Some spells, feats, and mechanics have been reworked, but rather than addressing all balance concerns, new opportunities for overpowered builds have emerged. For instance, the spell Conjure Elementals has been reworked to create a 15-foot radius that inflicts extra damage, but its scaling at higher levels leads to an extraordinary output of damage. A 6th-level Conjure Elementals spell, combined with other spells like Scorching Ray, can unleash an astonishing amount of damage in a single round.

Similarly, the Grappler feat allows for some extreme tactics. With certain combinations, such as using Spike Growth and wild shaping into a bear, players can drag enemies across hazardous terrain repeatedly, stacking massive amounts of damage. These combinations, while fun and creative, can quickly spiral into game-breaking territory, especially when optimized with other feats and abilities.

Spirit Guardians in the hands of a hasted character can result in devastating damage output across multiple enemies in a single round.

While the game promotes teamwork and creative play, certain feats and class features, like the revamped War Caster and Spirit Guardians, push the boundaries of balance. For example, War Caster now allows players to cast powerful spells on allies using a reaction, significantly boosting the action economy in ways that can outpace enemy challenges. Similarly, Spirit Guardians in the hands of a hasted character can result in devastating damage output across multiple enemies in a single round.

These combos, while entertaining, raise concerns about whether the new ruleset has fully addressed balance, especially at higher levels where action economy and stacking damage effects can make encounters feel trivial. While balancing mechanics to maintain fun and challenge is always a tightrope walk, the potential for exploits in the 2024 Player’s Handbook is undeniable and may require careful consideration by both players and dungeon masters.

Personally, I don’t mind an unbalanced game. Perfect balance is an unrealistic goal and often breaks immersion. Older editions and RPGs were never truly balanced—after all, a fighter and a spellcaster wouldn’t have the same power in the “real world,” and the difference in their abilities added depth to the game. Every class had its strengths and weaknesses, excelling in specific situations, which made the game dynamic and interesting. Today’s obsession with balance feels more like a symptom of power gaming, where players expect their characters to excel at everything.

The issue with the 2024 edition isn’t simply that it’s unbalanced—it’s that the game now leans so heavily into making characters feel all-powerful. When adventurers are so strong they rarely face real danger or death, the imbalance becomes more noticeable and frustrating. It’s harder to overlook when every class seems to excel at everything, and players no longer feel like normal adventurers navigating a dangerous world. Instead, they feel like superheroes, which diminishes the sense of adventure and challenge. That shift, where characters are overpowered and death feels like a rarity, makes the lack of balance feel like a much bigger problem.

Feats and Equipment: Stronger but More Homogeneous

The feats section has received some updates, and while most of the classic feats return, they now often include ability score increases, which can make them more appealing, but it also means feats feel less unique and more standardized, lacking the variety that 5e players have enjoyed.

The equipment and crafting system in the 2024 Player’s Handbook leaves much to be desired for players seeking depth in customization and resource management. While the Weapon Mastery system offers a few tweaks, giving martial weapons some unique properties, it’s not revolutionary and is already freely available on D&D Beyond.

There’s no interaction with materials, no skill checks, and no complications—just a straightforward, uninspiring transaction.

Crafting, on the other hand, is a major disappointment. The rules for creating items are overly simplified: you pay gold, wait a few days, and the item is yours. There’s no interaction with materials, no skill checks, and no potential for complications—just a straightforward, uninspiring transaction.

Additionally, the book introduces Spellcasting Services and Hirelings as part of the equipment chapter. The idea of hiring spellcasters or mercenaries for gold is interesting but poorly executed. For spellcasting, there’s no real detail on how it could impact your campaign beyond paying for basic services, and mercenaries can be hired for two gold pieces a day, but the rules give no stat blocks or guidance on what the hirelings can actually do. It’s another instance where a potentially exciting system has been left underdeveloped, offering little more than a superficial nod toward something that could have been much more impactful.

Art and Design

Everyone looks like a superhero rather than an adventurer. The characters, all smiles, and glowing eyes, seem untouched by the harsh realities of the world they’re supposed to inhabit.

The art and design of the 2024 Player’s Handbook are undeniably stunning, with Tyler Jacobson’s cover featuring a gold dragon—a nod to D&D’s 50th anniversary—immediately catching the eye. Throughout the book, the artwork is vibrant and polished, capturing the larger-than-life, heroic spirit the game aims to evoke. However, just as the power creep has made characters feel more like untouchable superheroes, the art reflects this shift strongly as well. There’s a brightness and almost “Fortnite-like” quality to the illustrations that makes the world feel less like a dangerous, medieval fantasy setting and more like a cheerful, risk-free playground.

Everyone looks like a superhero rather than an adventurer. The characters, all smiles, and glowing eyes, seem untouched by the harsh realities of the world they’re supposed to inhabit. In modern D&D everyone has a punchable face, but looks like they’ve never been punched in the face. There’s no grit, no dirt, and certainly no fear or hardship—whether it’s the band of orcs grinning in one illustration or adventurers looking like they’re on a vacation rather than a perilous journey. If you’re living in a world where everything wants to kill you—undead crawling out of the ground, dragons torching entire towns, and bandits ambushing you at every corner—this cheerful tone feels out of place.

A minor issue worth noting is that not all the artwork in the book is original to the book, with some pieces being reused from previous D&D products, such as the illustration borrowed from the Adventures in the Forgotten Realms Magic: The Gathering set seen below. While this isn’t a major flaw, for a release of this scale and from a company the size of Wizards of the Coast, it’s surprising they didn’t invest in entirely new artwork for the occasion.

Lack of Identity

The 2024 Player’s Handbook also has a clear lack of identity. The new edition seems to stray far from the roots of previous versions, leaving many long-time players unsure of who this version is really meant for.

Fans of earlier editions, particularly those who appreciated the grittier, more complex nature of 3.5, the stylized feel of 4e, or the classic fantasy feel of 5e might find little to connect with in this updated rulebook. The visual shift from darker, more serious artwork to a neon-colored, almost cartoonish style has only amplified this disconnect.

D&D is slowly losing its sense of identity. While many other RPGs maintain a distinct and consistent style, D&D seems to face an identity crisis with each new edition.

While the changes may appeal to new and younger players, the drastic departure from the aesthetic and tone of earlier editions leaves veteran players questioning whether this new version was made with them in mind. It feels as though Wizards of the Coast is trying to appeal to a broader, perhaps more casual audience, but in doing so, they may have alienated the core base that has sustained the game for years.

Backward Compatibility Issues

While marketed as an update to 5e, it seems more like the 2024 Player’s Handbook is a mix between that and a new edition, changing and adding just enough to make switching from 5e to 5.5e troublesome. It introduces many small but impactful changes, akin to the shift between 3rd Edition and 3.5.

One of the key promises made by Wizards of the Coast for the 2024 Player’s Handbook was backward compatibility with all previous 5e content. However, while the new edition doesn’t completely overhaul the system, it’s clear that this compatibility claim isn’t as seamless as it sounds. The changes in the 2024 rulebook, especially the various buffs to classes and abilities, make characters noticeably more powerful than their 2014 counterparts. These power boosts, while exciting for certain players, could upset the balance of previously released campaigns and adventures, which were designed with the original 5e rules in mind.

The issue is further complicated by the fact that DMs are left in a tough spot. While seasoned Dungeon Masters might be able to make necessary adjustments on the fly, balancing the older adventures for more powerful parties will require extra effort. Moreover, with the Dungeon Master’s Guide and Monster Manual delayed until 2025, DMs lack the updated tools they need to effectively challenge these new, stronger characters. Even when the 2025 Monster Manual arrives, it’s unclear whether the tweaks will fully address these balance issues or if DMs will still be left struggling to maintain the intended difficulty of their campaigns.

In practice, this backward compatibility isn’t as plug-and-play as advertised. While some elements of older 5e material can fit into the new framework with minimal tweaks, more substantial changes like revamped class abilities and spells will create challenges, especially in ongoing campaigns. The promise of backward compatibility sounds reassuring, but it seems that integrating the new rules with the old content will take more effort than many players and DMs may have anticipated.

Day One Errata and Issues

Perhaps one of the most frustrating aspects of the 2024 Player’s Handbook rollout is the overwhelming sense that it feels like an “open beta” rather than a polished, final product. Players who purchased the physical book are already noticing discrepancies between the printed rules and the digital updates being pushed to D&D Beyond. This is especially concerning for those who prefer physical copies, as it makes their newly purchased book feel outdated almost immediately. Additionally, the need for errata and fixes so soon after release reinforces the idea that this edition was rushed to market, possibly to meet deadlines tied to D&D’s 50th anniversary, rather than being fully ready. The staggered release of essential core books like the Dungeon Master’s Guide and Monster Manual further exacerbates this feeling, as many players are left with the sense that they are playing an incomplete version of the game, waiting for crucial updates and fixes.

The release of the 2024 Player’s Handbook has quickly revealed a host of discrepancies between the printed physical copies and the digital version available on D&D Beyond. Almost immediately, players began noticing a variety of errors and inconsistencies, ranging from minor typographical mistakes to rules that didn’t seem to function as intended. For instance, specific spells, character traits, and even core mechanics were found to be different between the printed book and the online platform. In response, updates to D&D Beyond have quietly corrected some of these issues, but the physical copies remain outdated as soon as they hit the shelves.

These early issues have resulted in some “day one errata,” where fixes and clarifications are being implemented almost immediately after release. However, the lack of an official errata document or clear communication from Wizards of the Coast compounds the problem.

Moreover, D&D Beyond itself is experiencing technical issues. Users have reported bugs when trying to integrate 2024 content with older material, such as spell preparations and class features not working properly. The Issues and Support thread for the 2024 Player’s Handbook on D&D Beyond is currently 69 pages long with players reporting all sorts of issues.

Is It Worth the Purchase?

In the end, the 2024 Player’s Handbook feels like a product that was rushed to meet the deadline for Dungeons & Dragons’ 50th anniversary.

If you’re a player who loves deep character customization and wants the latest options right away, this book delivers in that regard. The updated layout makes navigating the vast array of rules much easier, and the new glossary is a welcome addition for quick reference. But it’s important to ask yourself if you’re really going to use all these new options. While 75 feats and dozens of subclasses sound exciting on paper, most players don’t reach the high levels where these options come into play. The majority of campaigns don’t even use a fraction of the content in the Player’s Handbook, making it more of a theoretical exercise for many players.

For Dungeon Masters, there’s even less reason to rush into this purchase. The bulk of the changes in the 2024 edition are geared toward players, not GMs. You won’t need to memorize every new feat or spell—those are for the players to dive into.

Ultimately, if you’re looking to expand your D&D experience with intricate character builds, this handbook will provide plenty of material to keep you busy. When considering the value of the 2024 Player’s Handbook, it’s a bit of a mixed bag. On the one hand, the book offers a huge amount of content—12 classes, 48 subclasses, 389 spells, and a wealth of feats, equipment, and background options. At $30 for the digital version and $50 for the physical copy, it’s a relatively affordable entry into Dungeons & Dragons. However, much of the material will soon be available for free under Creative Commons.

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Magi-Knights Awakening Review – A Fusion of ’90s Anime and 5E Fantasy https://www.tabletopgamingnews.com/magi-knights-awakening-review-a-fusion-of-90s-anime-and-5e-fantasy/?utm_source=rss&utm_medium=rss&utm_campaign=magi-knights-awakening-review-a-fusion-of-90s-anime-and-5e-fantasy https://www.tabletopgamingnews.com/magi-knights-awakening-review-a-fusion-of-90s-anime-and-5e-fantasy/#respond Wed, 18 Sep 2024 12:22:10 +0000 https://www.tabletopgamingnews.com/?p=17425 In the bustling city of Lapis, where the ordinary meets the extraordinary, heroes are not born—they are awakened.

Publisher: Magi-Knights Project LLC

Release Date: 2023

At a glance

  • A 5e-compatible tabletop RPG blending magical girl and sentai genres in a modern-day fantasy setting.
  • Players live dual lives as students by day and powerful Magi-Knights by night, defending Lapis City from the Invading Evil.
  • Balance character development between daily school life and epic battles against supernatural foes.
  • Extensive character creation options including Magic Styles, Elemental Affinities, and Soul Armaments for unique builds.
  • Vibrant anime-inspired artwork and clear, user-friendly layout enhance the immersive experience.

“Magi-Knights Awakening” invites players to step into a world where high school students by day transform into magical warriors by night, balancing the pressures of teenage life with the weighty responsibility of saving the world.

Inspired by beloved ’90s TV shows like Sailor Moon, Power Rangers, and Dragon Ball Z, this tabletop RPG is a nostalgic yet fresh take on the magical girl and sentai genres.

From Student to Hero

The setting of Lapis City and its surrounding locales offers an intriguing backdrop. At its core, “Magi-Knights Awakening” is about duality—the balance between being a normal student and a heroic Magi-Knight. The world is rich in lore, from the enigmatic Heralds that grant the power of the Magi-Knights to the Invading Evil they must face. The game also explores themes of trauma, friendship, and sacrifice, adding depth to the storytelling

At its heart, the game is built on the familiar mechanics of 5e, making it approachable for players already familiar with Dungeons & Dragons. However, “Magi-Knights Awakening” introduces several unique systems, including the transformation mechanic where characters switch between their student and Magi-Knight personas, each with its own set of abilities. The combat is dynamic, with a focus on teamwork and synergy between the Magi-Knights, and the use of special abilities like Heroic Conviction and the ability to reveal Outsiders adds tactical layers​.

The game also shines in its customization options. Character creation is detailed, with players choosing their Student Type, Magic Style, Elemental Affinity, and Soul Armaments. This ensures that no two Magi-Knights are the same, and players can craft a character that reflects their preferred playstyle.

The gameplay is divided into distinct phases, such as School Phase and Patrol Phase, encouraging players to balance their everyday lives with their responsibilities as Magi-Knights. This structure is perfect for episodic storytelling, with each session feeling like an episode of an anime, complete with cliffhangers, big reveals, and emotional moments. The game also introduces a reputation system that tracks how characters are viewed by others, which can affect their progression and abilities

Art and Design

The book is visually impressive, boasting vibrant artwork from a variety of artists, adding an anime-inspired flair that perfectly complements the game’s themes. The layout is user-friendly, with clear headings, tables, and examples to guide both new and experienced players through character creation and gameplay mechanics​

Final Thoughts

“Magi-Knights Awakening” is a heartfelt and imaginative RPG that will appeal to fans of magical girl anime, sentai shows, and team-based roleplaying. It successfully merges the familiar framework of 5e with new, exciting systems, making it a fresh and engaging experience for both players and Game Masters. With its beautifully crafted world and mechanics that encourage both tactical combat and emotional storytelling, this is a game that is sure to resonate with its target audience.

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Frontiers of Eberron: Quickstone Review: Giddy Up for an Adventure in the Western Frontier https://www.tabletopgamingnews.com/frontiers-of-eberron-quickstone-review-giddy-up-for-an-adventure-in-the-wild-frontier/?utm_source=rss&utm_medium=rss&utm_campaign=frontiers-of-eberron-quickstone-review-giddy-up-for-an-adventure-in-the-wild-frontier https://www.tabletopgamingnews.com/frontiers-of-eberron-quickstone-review-giddy-up-for-an-adventure-in-the-wild-frontier/#respond Tue, 17 Sep 2024 20:03:10 +0000 https://www.tabletopgamingnews.com/?p=18351 Frontiers of Eberron: Quickstone by Keith Baker and Imogen Gingell is a new book available on DMs Guild and Roll20 that takes adventurers on a journey through the wild west of Eberron.

Creators: Keith Baker, Imogen Gingell

Publisher: Visionary Production and Design

At a glance

  • Explore the Western Frontier, a contested region between Breland and Droaam, where law is scarce and adventure abounds.
  • Quickstone, is a frontier town on the edge of Breland.
  • Six new subclasses, along with six new species.
  • Engage in magical duels with new rules for wandslinging combat.
  • “Heart of Stone” takes players from levels 1 to 5 as they uncover the secrets of a cult threatening the Western Frontier
  • Discover 15 new feats, dragonmarks, magic items, and legendary artifacts.
  • Fully compatible with the 2024 D&D rules, including options for integrating the latest mechanics and backgrounds.

Frontiers of Eberron: Quickstone is an expansive 257-page supplement for Dungeons & Dragons set in Eberron, offering both players and Dungeon Masters a rich exploration of the untamed Western Frontier.

Spearheaded by Eberron’s creator Keith Baker and co-writer Imogen Gingell, this book delves deep into the contested region between Breland and the rising nation of Droaam, where danger and opportunity collide in every encounter. The supplement brings new player options, adventures, and a western-themed setting updated for the 2024 rules of D&D, providing a comprehensive toolkit for anyone wanting to explore a new frontier setting.

A Journey to the Edge of the Map

From the outset, Baker explains that the goal with Quickstone was to create a setting where adventurers could truly affect the world around them—a place where the actions of a small group could help a town thrive or send it into chaos. Instead of the sprawling cities of Sharn or Stormreach, this book focuses on the Western Frontier, a contested land full of untapped potential and ancient dangers. It’s a setting inspired by classic Western tales, but with a twist:

I knew I wanted to tell a tale that draws on classic western tropes, where you could play a warforged sheriff, a small-town preacher, a retired Sentinel Marshal with skeletons in his past. But I loved that this is a place where the Ranger could be a worg and where the Bard might be a harpy—where the classic fantasy elements of Breland mingle with the monstrous denizens of Droaam.

Set in the lawless Western Frontier, Frontiers of Eberron: Quickstone introduces players to a region rife with conflict, mystery, and adventure. The town of Quickstone, located between Breland and Droaam, serves as the centerpiece of this setting. The lore paints a vivid picture of the harshness of the frontier, with dangerous lands, ancient ruins, and ongoing political tensions between Breland and Droaam shaping the stories.

New Subclasses, Species, and Player Options

In Frontiers of Eberron: Quickstone, six new subclasses are introduced, each offering distinctive options that reflect the challenges and opportunities of the Western Frontier. These subclasses are designed to enhance both combat and role-playing experiences, adding depth to the setting.

The Path of the Demonshard Barbarian allows characters to harness the power of fiendish shards, granting them dangerous, supernatural abilities. The College of Wands Bard brings a focus on arcane duels, blending spellcasting with performance, making these bards masters of magical combat. The Commerce Domain Cleric connects divine power with wealth and trade, allowing clerics to influence outcomes both on and off the battlefield through divine bargaining.

The Bloodhound Ranger specializes in tracking down enemies with unparalleled precision, ideal for bounty hunters and law enforcement figures in the frontier. The Nemesis Sorcerer excels in magical duels and precision spellcasting, offering powerful abilities to counter spells and outmaneuver foes. Lastly, the Stone Sovereign Warlock draws power from the earth itself, forging pacts with elemental or otherworldly beings to control stone and petrification.

The Frontiers of Eberron: Quickstone supplement introduces seven new species, each offering unique cultural and mechanical traits tailored to the Western Frontier. Players can choose from species such as Gargoyles, Gnolls, Harpies, Medusas, Tieflings, Warforged, and Worgs. These species offer a mix of humanoid and monstrous options, reflecting the population of the region.

From the Gargoyle’s ability to remain motionless as a stone statue to the Worg’s keen senses and pack-oriented abilities, each species is designed to fit into the rugged setting.

Fifteen new feats tailored for adventurers on the Western Frontier are also included in the book. These feats enhance a variety of playstyles, offering benefits such as improved combat abilities through the Wandslinger Fighting Style, as well as unique options tied to the setting, like Stone Eyes for Medusas, which amplifies their petrifying abilities.

The Frontiers of Eberron: Quickstone features a variety of magic items, each connected to the cultures and history of the Western Frontier. From the durable weapons of the ancient Dhakaani, forged with byeshk metal, to the arcane-crafted tools of the Venomous Demesne.

The Heart of the Frontier: Quickstone

The titular town of Quickstone acts as the primary hub for adventures. It’s depicted in vivid detail, with various districts, notable NPCs, and factions vying for control. This region is not just a simple backdrop; it breathes life into the campaign, making the adventurer’s actions feel truly impactful on the community. Whether they help it prosper or plunge it into chaos, the player’s decisions matter here.

Heart of Stone: The Adventure

The adventure Heart of Stone, written by Imogen Gingell, is a perfect introduction to the Western Frontier. This adventure, which takes players from level 1 to 5, is designed to immerse them in the setting’s themes. The story revolves around an insidious cult spreading across the region, threatening the stability of Quickstone and the surrounding frontier. With a mix of combat, exploration, and intrigue, Heart of Stone provides Dungeon Masters with a well-paced narrative that introduces the key factions, dangers, and mysteries of the Western Frontier.

Art and Design

The visual presentation of Quickstone and the Western Frontier is exceptional, with beautiful illustrations and clear, intuitive layouts. The artwork, created by a talented team of artists, perfectly captures the blend of high fantasy and Western themes. The detailed maps, particularly of Quickstone itself, provide Dungeon Masters with everything they need to bring the setting to life at their table.

Each section of the book is well-organized, making it easy to reference during play.

Final Thoughts

Frontiers of Eberron: Quickstone offers a compelling addition to Eberron, blending rich lore with classic adventuring elements. The Western Frontier setting, with its mix of intrigue, danger, and ancient threats, provides a unique backdrop that’s distinct from more traditional D&D campaigns.

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Nemesis Review: A Journey into the Abyss of Space and Trust https://www.tabletopgamingnews.com/nemesis-review/?utm_source=rss&utm_medium=rss&utm_campaign=nemesis-review https://www.tabletopgamingnews.com/nemesis-review/#respond Thu, 21 Sep 2023 11:24:26 +0000 https://www.tabletopgamingnews.com/?p=14047 Nemesis, designed by Adam Kwapiński and published by Awaken Realms, is a semi-cooperative survival horror board game that thrusts players into a nail-biting journey through an abandoned spaceship.

This game offers a cinematic experience, capturing the tension and dread often associated with sci-fi horror classics like “Alien.” But is it worth adding to your collection? Let’s find out.

Gameplay Mechanics

In Nemesis, players assume the roles of crew members with varying objectives, which may or may not align with each other. The primary mission: survive. But along the way, you’ll need to explore the ship, fend off deadly intruders, and make some gut-wrenching choices. The game employs card-driven mechanics, action points, and dice rolls, perfectly balancing strategy with the unpredictability of a suspenseful horror movie.

The real star of the show is the intricate miniatures, which not only add an aesthetically pleasing visual aspect but also serve to intensify the atmospheric gameplay.

The game shines in its replayability factor. With multiple characters to choose from and objectives that change each game, no two playthroughs are the same. Additionally, the modular board setup ensures a fresh experience each time, making Nemesis a game you’ll want to revisit often.

Complexity & Learning Curve

Nemesis isn’t a simple pick-up-and-play board game. Newcomers to the genre might find its rules and mechanics a bit overwhelming at first. But if you’re willing to invest the time to get over the initial learning curve, the game becomes deeply rewarding.

Social Interaction

The semi-cooperative nature of Nemesis adds a layer of social dynamics that make for intriguing player interactions. The game requires communication and, sometimes, deceit, as players negotiate and strategize to achieve their own, often conflicting, objectives.

Final Thoughts

Nemesis is an adrenaline-fueled journey that successfully captures the essence of survival horror in board game form. Its high-quality components, thematic consistency, and layers of strategic depth make it a must-have for fans of the genre. However, its complexity may not appeal to casual gamers or those new to board games.

Nemesis offers a tense, engaging experience that will satisfy the appetite of board game enthusiasts and horror aficionados alike. If you’re looking for a board game that can offer chills and thrills with just the right amount of strategy, Nemesis might just be your next favorite game.

If you’re a fan of survival horror and board games, Nemesis should undoubtedly be on your radar. It provides a unique, immersive experience that few other games in the genre can match.

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Soaring Through the Skies of Strategy: A Wingspan Board Game Review https://www.tabletopgamingnews.com/wingspan-review/?utm_source=rss&utm_medium=rss&utm_campaign=wingspan-review https://www.tabletopgamingnews.com/wingspan-review/#respond Wed, 20 Sep 2023 10:00:21 +0000 https://www.tabletopgamingnews.com/?p=14006 Wingspan is a strategically crafted board game designed by Elizabeth Hargrave and released by Stonemaier Games. The game plunges you into the world of birdwatching, creating an ornithological journey that merges intricate gameplay with beautifully illustrated cards, each featuring a different bird species. With a unique blend of engine-building mechanics and educational elements, Wingspan offers a delightful experience that caters to both casual and hardcore gamers.

Components

The first thing you’ll notice about Wingspan is its stunning visual aesthetic. The game components include a variety of eggs, food tokens, and cards, all of which are crafted with meticulous attention to detail. The bird cards come with lifelike illustrations and fascinating tidbits about each species, adding an educational layer to the gaming experience. The game board itself is well-designed, providing a clear and organized layout for gameplay.

Gameplay

At its core, Wingspan is an engine-building game where players attract birds to their wildlife preserves by meeting specific conditions outlined on the bird cards. As your aviary grows, so do your options for future plays, enabling you to gather more food, lay more eggs, and ultimately accrue more points. While the basic rules are relatively straightforward, the variety of bird powers and interactions add layers of complexity that will keep strategy enthusiasts engaged.

Players take turns performing one of four actions: playing a bird, gaining food, laying eggs, or drawing cards. Each action has the potential to activate a chain reaction of other actions, making every choice a pivotal one. The game lasts for four rounds, and each round has a specific goal, adding another layer of strategic decision-making to your play.

Educational Aspect

One of the hidden gems in Wingspan is its educational value. Each bird card features not only the mechanics of how that bird affects your board but also factual information about the bird’s habitat, diet, and characteristics. It’s a subtle but effective way of learning about different species of birds and their role in ecosystems.

Replayability

Wingspan shines in its replayability. With over 170 unique bird cards and a dynamic setup that changes each round, no two games are the same. This ensures that Wingspan remains fresh and engaging, even after multiple playthroughs.

Conclusion

Wingspan is a marvelous creation that successfully combines rich gameplay, stunning visuals, and an educational journey through the world of birds. Whether you’re a board game veteran or a casual player, Wingspan has something to offer. It’s a delightful game that you’ll likely find yourself returning to, time and again. A must-add to any board game collection.

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TGN Review: Huntress Limited Edition Dice Set From Skullsplitter Dice https://www.tabletopgamingnews.com/tgn-review-huntress-limited-edition-dice-set-from-skullsplitter-dice/?utm_source=rss&utm_medium=rss&utm_campaign=tgn-review-huntress-limited-edition-dice-set-from-skullsplitter-dice https://www.tabletopgamingnews.com/tgn-review-huntress-limited-edition-dice-set-from-skullsplitter-dice/#respond Sun, 20 Jan 2019 15:49:00 +0000 https://tabletopgamingnewscom.bigscoots-staging.com/?p=1406 Hey everyone. Been a bit since I did a review. Had a lot of stuff going on, and didn’t really have much chance.

But, you know what would be able to get me back into the swing of things? Dice. #NoSuchThingAsTooManyDice

These little gems are one of my favorite things, and so when Skullsplitter Dice asked if I’d like to review one of their sets, and not only that, their first-ever limited edition set, I was like, “(censored) YEAH!!” So, they sent me some dice. I rolled them around a bit, and I’m here to let you know about it.

It’s time for another TGN Review. This time, it’s the Huntress Limited Edition Dice from Skullsplitter Dice.

First off, I want to talk about the aesthetic of Skullsplitter and their company face, since you can’t really get into their products without talking about that. They are a group of vikings. Simple as that. The e-mails that I had back and forth with them always felt like epic Nordic sagas. Like, I wasn’t just talking with “some guy from a dice company.” I was talking with a seasoned warrior of many voyages across the seas. It’s certainly unique, and it adds a little bit more to talking with them that’s kinda groovy. It shows they care and they’re having fun with it. So, even before I had dice in-hand, I knew that Skullsplitter was passionate about their product, simply via the way they present themselves to the public. So that’s cool.

That’s the bag that awaited me when I opened up my package. It’s a fairly nice die bag, obviously with the Skullsplitter Logo right across it. You know right away who got you your dice. Pretty nice material, too.

Being a limited edition set, obviously there’s only so many of these to go around. The bag has a little tag attached that’ll let you know what number set you have. It’s a little bit extra, and not exactly important information, but I know collectors eat that kind of stuff up, wanting to collect certain numbers they like. It gives just that extra touch that the real hardcore dice-collectors (people I’ve realized recently are all over everywhere and exceedingly passionate about their hobby) something to try and look for.

The die bag, by the way, is pretty darn big. You can see it here next to the dice that came in it. You can fit them, and a whole many more sets inside. This isn’t just a die bag for these dice, but can be used for your regular set you use for game.

Inside the felt die bag is a plastic bag that actually contains the dice. So they’re not just ratting around in the fabric during shipping. Helps make sure there’s not chips or breaks, and keeps the bag from tumbling oddly, I’m sure, and ending up with odd wrinkles and whatnot.

Before we get to the dice proper, there’s a couple other items in the plastic bag. There’s a business card for Skullsplitter, as well as an adventure card that will take you to a Facebook Messenger page where you can go on a little adventure. Rather unique. I don’t think I’ve seen that sort of thing before with a set of dice. Finally, there’s a Skullsplitter sticker, so you can emblazon the item of your choice with their logo. Hey, it is a pretty cool logo.

“Nobody cares about that, just get to the dice!” I hear you say. And heeeeeeeere they are. A nice mixing of a somewhat softer red and a pearescent white, with gold numbers etched onto them. Rolling them around, they have a good feel and bounce. They seem to be rather quality dice. My set didn’t have any chips or obviously poorly-painted numbers. Also, you’ll notice the dice count. You get 11 dice in the set. I’ve seen more and more companies go this route lately, and I like it. You get your standard 7-polyhedral set (d4, d6, d8, d%, d12, d20), but then you get an extra d20 and three extra d6. Since a lot of people out there are playing 2d20 and Dungeons & Dragons, having matching d20s is just nice, along with the extra d6s for casting your Fireball spells.

The one thing that I honestly really love about the set is that the 20 on the d20 is a Skullsplitter logo. Sorry my camera didn’t really like focusing on it too much. That was the best shot I could get. But it looks better in-person. The reason I like this is: you can get bags from all over. And a little tag with a number written on it is one way to tell you’ve got dice you can’t get anywhere else, but that embossed icon is what, to me, really says that “you can’t get these dice elsewhere.” I can’t tell you how many times I’ve seen a Kickstarter for “new” dice that I can reach into my die bag and go, “Oh, you mean like these that I’ve had for years?” But even if I had somewhat-similar colors (honestly, I don’t have a red/white swirl with yellow numbers), that embossed icon would still set these dice apart from anyone else’s. That, above all else, is what I love to see on dice. It’s something unique (even if a couple companies do something similiar, this logo is still unique to this set of dice), and I love seeing it.

If I did have one complaint about the dice, is that they can be a little hard to read. Here, you can see the dice from a couple feet away. Some can be read, like the 2 on the d8 and the 5 on the d6 just above it, as well as the 10 on the d12, but some of the others… you kinda got to squint at. That close d20? Can’t really see what it says from here. Now, you can lean closer and take a look, but that can be an issue sometimes during game. A die needs to do 2 things, as far as I’m concerned, in order to be a useful die. 1) it needs to be a moderately-fair random number generator. They don’t need to be casino-quality, but I don’t want the same 2 numbers popping up all the time. 2) they need to be able to be read. If you can’t see what you rolled, it’s not much matter that you rolled it. These pass the first test and squeak by on the second. Some dice faces are just a lot harder to read than others.

For anyone that’s a seasoned die-collector, you’ve maybe tried re-inking your dice. I’m thinking about trying these out with black numbers. I feel that would provide better contrast with the light read and pearly-white.

Now, of course, aesthetics are going to matter more to some people than others. So you might like the red/white/gold and think that changing it is sacrelege, and that’s fine. Or maybe your eyesight’s better than mine and you can read all those numbers perfectly. That’s cool, too. Or, obviously, if your die-tray is right in your hand when you roll your dice, that’s not an issue, either. I like to roll out onto a table, so my dice can end up a foot or two from me when I need to read them. At close range, these dice are perfectly legible, just the color combination means they’re slightly harder to see as you get away from them.

Overall, while I wasn’t necessarily impressed with the specific colors of these dice, I was very happy with the product, in-general. Swap out the red for blue or purple, for example, and I’d’ve loved the dice. It’s just my opinion on the colors I want for my dice  and die bag, and not a particular ding against the company, overall. If this is the quality and extras you get from Skullsplittler, I would definitely keep an eye out on their site for dice sets that catch your eye and give them a purchase when they show up.

And if you do love these Huntress dice, you can still pick them up on Skullsplitter’s website here: https://www.skullsplitterdice.com/products/huntress-red-and-white-swirl-color-with-gold-numbers-limited-edition-set-of-7-polyhedral-role-playing-game-dice

Thanks for checking in, and we’ll see you next review.

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TGN Review: Iconic Blue 2 Dice Set From Kraken Dice https://www.tabletopgamingnews.com/tgn-review-iconic-blue-2-dice-set-from-kraken-dice/?utm_source=rss&utm_medium=rss&utm_campaign=tgn-review-iconic-blue-2-dice-set-from-kraken-dice https://www.tabletopgamingnews.com/tgn-review-iconic-blue-2-dice-set-from-kraken-dice/#respond Wed, 01 Aug 2018 13:28:00 +0000 https://tabletopgamingnewscom.bigscoots-staging.com/?p=2871 #NoSuchThingAsTooManyDice
That’s my honest belief. I mean… I guess if you’re not able to feed or clothe yourself, but you’re buying more dice, that might be too many, but until you reach that point, you can never have enough. A couple months back, people were talking about a website that’ll show you exactly how much money you’d spent on Steam over the years. They were lamenting the thousands of dollars they’d spent. I don’t have a Steam account… but I do have bags and bags and bags of dice. One company I’ve been following a lot lately has been Kraken Dice (I’m sure you’ve all probably noticed). Well, waaaaaay back, I got their Iconic Blue 1 set, one of their first limited edition sets. Well, I just got my Iconic Blue 2 set. And since I did a review of IB1, let’s do a review of IB2.

So, it’s time for another TGN Review. This time, it’s Iconic Blue 2 from Kraken Dice.

When it comes to dice, I have two requirements:
1. They are a moderately fair random number generator.
2. They are easy to read.

In terms of 1, these dice work just fine. Rolled the dice a bunch of times and no one number or side seemed to be coming out more than others. Sure, you roll something like a 2 and an 8, but then a 19 comes up and it’s like, “ah, there we go.” Same with the other dice in the set. These dice also seem to have a really good “bounce” to them. I did just a general “toss” of the dice out onto my table, and man, some of the dice went all the way across the table. I might recommend a die box for these fellas. So, overall, they get a pass.

In terms of 2, … Eeeeeeeeh. So, as I said, these are the second version of the Iconic Blue set. The first ones had gold numbers on the teal dice face. IB2 went for silver. Which, I will admit, might look better aesthetically, overall (the gold can be a bit … “garish” maybe with the gold), but they aren’t as easy to read, in my opinion. Now, I don’t want to say that they are hard to read. They can be read just fine, but IB1 was a bit easier, since the colors on it contrasted more.

IB1 also had acrylic tokens on the bags that told you exactly what number die set you had. IB2 has a little charm that you get with pretty much every Kraken Dice set. So… I mean… I hate to say it, but I think IB1 was the better set. I don’t think it’s a fail at all, but it’s just, “well, this set had the bells and whistles, while this one is just fine.” It’s like having a really great movie, and then a sequel that’s still good, but doesn’t quite live up to the original. Bit of a sophomore slump in the Iconic Blue line. There’s been no mention of Iconic Blue 3, but that will be interesting to see.

Iconic Blue 2 was a limited edition set. More are coming soon. But in the meantime, you can check out Kraken Dice‘s website and check out all their great offerings.

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TGN Review: Kraken Dice Iconic Blue Set https://www.tabletopgamingnews.com/tgn-review-kraken-dice-iconic-blue-set/?utm_source=rss&utm_medium=rss&utm_campaign=tgn-review-kraken-dice-iconic-blue-set https://www.tabletopgamingnews.com/tgn-review-kraken-dice-iconic-blue-set/#respond Fri, 02 Mar 2018 13:46:00 +0000 https://tabletopgamingnewscom.bigscoots-staging.com/?p=2879 I don’t collect a lot of things. My board game collection is actually rather small. I only play 2 minis games, and the amount of each is relatively tiny. But when it comes to dice? … Well, I have a saying, “No such thing as too many dice.” I love these little jewels. I’ve got all types and am always looking out for new places to get them. In the past couple months, I’ve come across Kraken Dice. In that short time, they’ve quickly become my favorite dice company. My most recent purchase just showed up, and so I figured I’d tell you about them and about why I love this company so much.

So grab your Crown Royal bag, it’s time for another TGN Review. This time, it’s the Iconic Blue dice set from Kraken Dice.

I’ll get to the specifics of Kraken Dice as a company in a bit, but first, I want to just tell you about the dice. Here, you can see the whole set. In terms of size and durability and feel and such, they’re what you would expect from someone like Chessex. They have a good feel. They roll well. I love the swirled/smokey pattern inside the dice. And the teal/seafoam color is nice.

I have two criteria when it comes to me saying a die is good or not. The first is that it needs to be a decent random-number generator. I don’t need them to necessarily be super-machine-precision, Casino-quality. But as long as you don’t always tend to roll one or a small group of numbers, that’s good for me. A bunch of throws of these dice show that yes, they are decent random-number generators. So that quality is met.

The second is that the dice have to be readable. If you can’t see what you rolled, then it’s sort of pointless. In this view, I intentionally got a picture of what it’d look like if you tossed the dice out onto the table. The gold lettering on the teal shows up well. That far-off D10 is a bit tough to read, but it’s still legible with just a bit of a lean forward. So, again, these dice pass. I’ve seen so many dice that have bad coloring or overly-intricate patterns. Kraken Dice has decided to keep these very simple, and I think it works well.

So, that’s the dice, themselves. But many companies have similar dice. So why do I sing the praises of Kraken Dice so much? It’s the details.

First, their packaging. As you can see, they have a little wrap and sticker they put around the dice in the box. They also have crinkly paper that they use for fill. Instead of just some foam peanuts or something, they actually make the fill match the dice. It feels like you’re really opening a present, instead of just an order of dice.

Next, the dice bag. This set came with black die bag that has a laser-etched acrylic tag on it, showing the name of the set, and even the number from the set. This set was an LE set (more on that in a bit), so there were only 800 sets. I know that I have set 478 out of that 800. No, it doesn’t change the dice at all, but again, it’s the little touches.

Following that up with the little touches are the stickers. When you order from Kraken Dice, they throw in stickers. It’s a really little thing, and I don’t know of many other dice companies that do something like that. And yeah, the cynic would be all, “that’s just advertising for them.” Hey, I don’t mind tossing a cool sticker on my laptop or tacking one to my cubicle backboard as a way to show my love of the company. They deserve it.

After that, we have the set count. Most dice sets are 7 dice. This set has 11. Kraken Dice gives you 4d6 and 2d20. Apparently, the owner’s wife was playing D&D and was thinking about Advantage/Disadvantage, and asked, “So… why don’t you put 2d20 in each set?” And so, they did. And it’s awesome. Usually, you’d have to buy 2 sets to get the extra d20, or hope that the dice are sold individually. Here, you get your extra dice right in the set.

The d20s also have the Kraken symbol on the 20, instead of just the 20. This lets me know that these dice are actually unique to Kraken Dice. It’s a little thing, but I’ve seen so many dice sets that a company says are “just theirs” but then I see them on another site as well. I’m not going to find that Kraken on dice from another company.

Kraken Dice also really cares about quality control. These dice are looked over very carefully by the people there and any defect will invalidate the die from being sold. When this set was coming out, they said that they had some issues with various sets and had to set some aside as not being good enough. However, the customers wanted the dice, anyway, after pictures showing these defects were posted. Many people thought they were rather minor, and would still gladly take a set. Kraken put these up a “B-sets” and had a slightly reduced price on them.

Finally, I love the company because of their responsiveness to customers. They are very active on their Facebook page, answering questions and replying to customer comments. I mentioned that this dice set was limited-edition. Well, the set I got was from the 2nd wave of releases. The first sold out in 5min. This second set also sold out in about that time (despite having limits on how many you could order each time). In my furor to get my set ordered, I had a typo in my delivery address. But I sent in a customer service request and got a rather prompt reply that the issue would be fixed. Obviously, it was, since I now have my dice.

So, yeah, you can get dice from dozens, if not hundreds of companies out there. But I, for one, will be going back to Kraken Dice for my purchases. They obviously take the time and effort to make dice sets that people want, with their customer first in their mind, and add in cool extras to your purchases. You can check out their website here.

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TGN Review: Divinity Derby by Ares Games https://www.tabletopgamingnews.com/tgn-review-divinity-derby-by-ares-games/?utm_source=rss&utm_medium=rss&utm_campaign=tgn-review-divinity-derby-by-ares-games https://www.tabletopgamingnews.com/tgn-review-divinity-derby-by-ares-games/#respond Tue, 20 Feb 2018 13:48:00 +0000 https://tabletopgamingnewscom.bigscoots-staging.com/?p=2886 Zeus has called together various gods and they’re having themselves a party. The ambrosia starts kicking in, and soon, they’re arguing over what mythical creatures would win in a flying race. Well, being divine in nature, the gods are able to figure this out directly by setting up a track and calling these creatures to fly for their amusement. Of course, no race is quite exciting enough without a little betting going on. That’s the story behind Divinity Derby, a new racing board game from Ares Games. They’ve sent me a copy to check out and let you know about how it works.

So get your $2 bet ready, it’s time for another TGN Review. This time, it’s Divinity Derby.

I want to note that I was sent the retailer version of the game. Some of you might’ve gotten the Kickstarter variant. So your edition might vary slightly from mine in terms of components.

Pre-race Setup

In the game, players take on the role of deities, seated around the track, ready to watch a set of races between mythological creatures. The setup begins with each player choosing a deity to represent and taking the corresponding bet cards, as well Power of the Gods cards (though those are only used in the advanced game), and the matching token. The board is set in the middle of the table so everyone can see it. The card holders are placed between each player, so that the two players can see what cards are on it. Shuffle together the Movement cards and deal out a certain number (depending on the amount of players) to each card holder. This means that players will get to see only a certain portion of the Movement cards available, and only see half the cards that their opponent can see. The Creature tokens are placed on the board in their appropriate spot. You will only use a certain amount of them, also based on the number of players in the game. Take the four Zeus’ Judgement cards and put them on the board corresponding to the first race. Place the appropriate base marker on the bottom of the different Creatures and place them all on the starting space on the board. Determine the first player by deciding who last saw a flying creature, and you’re all set to go.

Looking Over the Race Form

So, starting out, we should talk about the components for the game. There’s the game board, a punch-board of tokens, a big stack of cards, the card holders, and the Creature miniatures. The board is a fairly standard game board. Bright colors, which is nice. The punch-boards all punched cleanly. No tearing on the paper when taking the various tokens off. Always happy to see that. The cards are “mini-card” size (think of something like Zombicide equipment cards or upgrade cards for X-Wing) and have a good feel to them and a good “snap” when flicked. The card holders are plastic and not too flexible. So, hopefully, they shouldn’t break. They’re not very wide, so cards will be overlapping a bit, but with how the information is printed on the cards, that’s not a problem. Last are the Creature miniatures. They feel like PVC and there are definitely some mold lines on them. One note is that they’re very two dimensional. Almost all the Creatures have their wings flat together, held straight out from their back. These, I feel, is a bit of a weak point in terms of production. While not a real “miniatures board game” really, the figures are there to give some 3D to what could very easily be done via tokens (you even get Creature tokens to use in the game. One set could simply have a different color ring and be used on the board). So, a bit of a letdown there.

Place your bets! Place your bets!

Players will score points in the game by successfully guessing what Creatures will finish in what places during three races. This is done by using the Bet cards that they have. Starting with the first player, everyone will take one of their Bet cards, which lists certain Places (or Disqualified) on it. The different places means a player think that a certain Creature will end the race in that spot. Using the information available via the Movement cards visible to them, the first player will take one of their Bet cards and place it, face down, on the table. They’ll then take one of the Creature tokens and place it on the back of the card. This means that they think that Creature will end in one of the places on the card’s front. Every player makes a first bet that way and then does it again. A player can only bet on each Creature once (so, for example, you can’t play two cards and have them both be for the dragon). Once everyone’s placed their 2nd bet, the race is ready to begin.

Aaaaand, they’re off!

The first player will be take one card from the card holder from their left and one from their right (you can’t take both from the same card holder). These Movement cards will then be used to move the Creatures on the board. The top number on the card is the Fast Movement number. The other is the Slow Movement number. Each card is used for a specific Creature, as shown on the card (so, no moving the Pegasus with the Phoenix’s card). From there, it’s simply moving the Creature a number of spaces equal to the number on the card. Obviously, Fast Movement cards are faster than Slow Movement. Many of those are 0. It should be noted that, starting out, every Creature’s deck is identical. Where it gets interesting is that you’re not guaranteed to use every Movement card for a particular creature each race. When a Movement card is played, it is discarded.

There’s also the Dirty Tricks cards. These cards have a Bonus Movement number on them, along with both Fast and Slow Movement numbers. You don’t have to use the Bonus Movement if you don’t want (you can just play the card regularly). However, you can add to the Creature’s Fast Movement value by using it (Dirty Tricks cards must be used first on a turn. So you can’t play two Dirty Tricks cards on the same turn. At least, not as Dirty Tricks). However, the gods aren’t fond of cheaters. Instead of being discarded, Dirty Tricks cards (only when used for their Dirty Tricks bonus) go onto the Zeus’ Judgement deck, started at the beginning of the race.

Come on, Tinfoil! Deity needs a new pair of shoes!

Halfway through the race, once the first Creature has made it past the mid-race line (which is different depending on the number of players), a 3rd round of betting takes place. First, the First Player token moves to the player to the left of the one that just moved the Creature across the mid-race line (a small matter, but worth pointing out, as it can easily be forgotten). Then, the bets are placed. This works exactly like the first two, with players selecting one of their Bet cards and placing it, face down, in front of them with a Creature token on it.

It’s down to the wire!

Once the last bets are placed, play goes back to the movement style. Players will use the now-dwindling cards on the card holders to continue moving Creatures. As they pass the finish line, they will be placed in the ranking section. If players run out of cards before a Creature makes it across, they’ll be placed in the ranking in proportion to how they are still on the board.

And the winner is…

You might think that it’s “The first one over the finish line wins,” but it’s not. You still have that Zeus’ Judgement to deal with. This deck is shuffled, including all the cards that had been used as Dirty Tricks. Then, two cards are drawn. If they’re Zeus’ Protection cards, nothing happens. But, if they’re a Creature card, that Creature is disqualified and moved to the end of the ranking. Once that’s done, the actual final ranking can be determined. Simply slide up the remaining Creatures if any spaces are created by the disqualified Creatures leaving.

Collect your winnings.

Now that players know the final ranking of the Creatures, the Bet cards are revealed. Bets that were correct are placed under a player’s God token. If they were wrong, that card is placed in the Zeus’ Judgement space (where the Dirty Tricks cards had been for that race). Each Bet card has a Victory Point total on it. A player’s total Victory Points is the total on all the Bet cards under their God token.

Getting ready for the next heat.

Divinity Derby is played over 3 races. For the 2nd race, the Movement cards are collected, shuffled, and distributed as before. Players place Bets like before, but they must pick from their remaining Bet cards. The Zeus’ Judgement cards are placed on the 2nd race space. Other than that, the race works exactly the same.

For the 3rd race, there’s some small changes. No Zeus’ Protection cards are used. So if Dirty Tricks are played, someone’s getting DQ’ed. But other than that, the race works the same as the previous two.

Count the final winnings

After the 3rd race is completed and Bets are checked, the player with the highest Victory Point total is the winner.

Switching Things Up

The game includes several variants that you can use, if you choose. For example, there’s those Power of the Gods cards I’d mentioned before. Each one of those has its own special trigger and special power it does when played. They’re all unique, and each god has its own sort of “theme” for how they play. These also work in conjunction with the Fate tokens. They are placed out onto the board at the start of the race and each has a special Power of the Gods card associated with it. So, when a Creature lands on the corresponding space, a player can play their special card then.

Another alternate rule is that Zeus can slowly get sober as the races go on. For the 2nd and 3rd race, instead of using the Zeus’ Protection cards as usual, players use only the ones left over from the previous race. So, since the game starts with 4, if 1 had been drawn in the first race, there would only be 3 left for the 2nd.

Race Commentary

As a fan of bluffing and hidden information games, I am a fan of several of the mechanics in Divinity Derby. I like the idea of sharing some information with your opponents, in the form of the shared card holders, but only sharing so much. And, obviously, there’s whatever you put down in Bet cards at the start. Sure, you’re trying to get a certain Creature across the line, but using so many Dirty Tricks, are you trying to actually get them disqualified or just in the winner’s circle? You won’t know until the end.

With all the hidden information, it can be rough to form a winning strategy, though. You sort of have to rely a bit on your opponents to help your Creatures along. Good thing most of the Bet cards have a pretty wide number of places a Creature can end up to still get you points. The power of the Gods cards also help, as with so many races going on per game, it can feel a bit “samey” unless there’s a touch more thrown in, even with all the bluffing. One thing that happens apparently a lot is that you’ll run out of Movement cards before any Creature has crossed the finish line. We had entire games where nobody actually took the checkered flag. We simply ran out of cards and nobody was there yet. So we just had to use the farthest-along Creature as the winner. We double-checked the rulebook to make sure we were using the right number of Movement cards (since it varies by player count). It just really seemed odd that no Creatures would actually finish the race.

If you want to get your own arena and see which of these creatures is the fastest, can pick up your copy of Divinity Derby from your LGS today.

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