Showing posts with label Product Review. Show all posts
Showing posts with label Product Review. Show all posts

Tuesday, September 22, 2015

Edge of The Empire - Dice head Review

“Hokey religions and ancient weapons are no match for a good blaster at your side kid…”

When you think “Star Wars” most people think about, Luke Skywalker, Darth Vader, Yoda, Obi Wan Kenobi… You know, the guys who have lightsabers and gtheir mastery of the force could, in theory, kill anyone with a mere thought.

However, there’s also Han Solo, Chewie, Lando Calrissian, The Millenium Falcon, Bobba Fett, the scum of the galaxy, the Hutts, the Black Sun syndicate, Mos Eisley, Ryloth, the lower levels of Coruscant. The dark gritty side of the Star Wars Galaxy is just as big as the more flashy force-wielding side of it, and there are so many ways in which one could run an RPG adventure in a setting like that.

So a long time ago, in a Galaxy far far away (In the 2000s), Wizards of the Coast owned the license for all Star Wars Collectible card and roleplaying games. Their license expired in 2010, and they declined to renew it. In comes Fantasy Flight games, doing what they do best, and pick up the Star Wars License from Lucasfilm Ltd. 2 years, a card game and a miniature game later, Fantasy Flight releases the first Game in the three part series of games that would comprise the Fantasy Flight Star Wars roleplaying game, Star Wars: Edge of the Empire. Since then, another two games have been released, “Age of rebellion”, and “Force and Destiny”, to complete the “Trilogy” of Star Wars roleplaying games.
These three games, although separate from each other, are designed to be able to play using the rules from all 3 books. Today, we’ll be looking at the first and, for now, my favorite one:



CONTENTS:
I have the Beginners’ game and the Core Rulebook for Edge of the Empire [EoTE]. The Beginner’s guide includes a set of Roleplaying dice (I’ll talk more about those later) 4 character folios, a quick introductory adventure, a summarized rulebook and some adventure supplements like a two-sided map, and some placeholders for your characters and the other NPCs

The Core Rulebook has a much more complete and detailed version of the rules of the game. It gives you a brief overview on what it means to play on the Edge of the Empire, and the tone and feel of the adventures played with this system. It has a very extensive character creation chapter, then a chapter about the equipment, the ships you will be using, and other very important aspects of running the game, such as a description of the most prominent worlds on the outer rim of the Galaxy.

In addition to that, there is a whole chapter dedicated to the different factions of the Galaxy, such as the Hutt cartel, the Black Sun Syndicate, and obviously the Empire and the Rebel alliance. Since you're playing people who are the thugs, smugglers, hot-shot pilots and bounty hunters of the galaxy, it's pretty cool to see all of the oportunities you might have by working for or against any of these factions.

The last chapters of the book include a chapter on the Force Exile, a class that has a minor connection to the force and somehow survived the great Jedi purge. And a short adventure with everything you need to run it as a GM.

GAMEPLAY

Edge of the Empire, just like all of the other Star Wars RPGs by Fantasy Flight, is a heavily narrative game. It uses "Narrative dice" to let you know whether you succeed or not in doing an action, and whether doing said action gave you an advantage or disadvantage in play.


When you decide you want to do an action you start by assembling your dice pool. Let's assume you're making a computers check in order to slice (*Hack* in Star Wars lingo) the security system and open a door. Your character is very Intelligent (her intellect is 3) and has invested some exp in her computers skill. First you take three positive green ability dice to go with her intellect score (3), then you replace two of those with the 2 yellow dice since she has 2 ranks in Computers. These are your positive dice.

Now let's say that the security system is average, not too easy, but not too hard to crack. This would be a medium difficulty roll, so we add 2 setback dice (the purple ones). We end up with something like this:



Basically, you roll the dice, and compare how many success and advantage symbols you have, versus how many failure and disadvantage symbols you have, these cancel each other out, and if in the end you have more success symbols left, that means you succeeded!

Now, the GM could say in this case, that you succeed opening the door, and you did it in such a way that prevents the security system from raising the alarm (that's how you count the advantage symbol). However, it is also possible to succeed with disadvantage though, in which case you would open the door and raise the alarm, giving you less time to move in and do what you need to do.

This is the core mechanic of the game, it makes everything move very smoothly and give the GM a lot of opportunities to add twists and turns to the game's narrative.



Final Thoughts:


I LOVE the Star Wars Universe. Ever since I started playing tabletop RPGs I've wanted to give a Star Wars RPG a try. I was aware of the existence of the Star Wars d20 books, but once I found out they were already out of print, the number of books and supplements was absurdly high, and most important of all, I didn't have a the money to buy all of that :). 

Fantasy Flight has done a great job translating the feel of a Star Wars story into the basic rules of the game. I feel like the game plays very smoothly, even though learning the rules of the game may take a bit of reading. Also if you've never seen the movies, or are not familiar with the terminology, then it might be a bit difficult to get into the mood of the game. However, if you like Sci-fi settings and Space battles, and laser pistols and big starships, then you will have a good time regardless.

All in all, I think this game is really good. As a Dungeon Master you get TONS of tools to build great stories in the Star Wars Galaxy. You want your characters to go hunting for bounties and compete against the likes of Boba Fett? Make deals with Jabba the Hutt? Explore the lower levels of Coruscant? Steal valuable information from the Empire? mess up the communications array of the Rebel Alliance? 

You can, and it'll be a blast. But don't take it from me, here's what some friends who got to play with me as a GM have to say about Edge of the Empire.

"Ever wanted to shoot first? this is your game"
Samuel the Wookie - 2015

"From the start of the game you immerse yourself in familiar places of the Star Wars Universe, the adventure gets you hooked right from the beginning. The force guides you to complete your objectives and overcome challenges. I recommend it for everyone, even non-star Wars fans"
Ludwig the smuggler - 2015

"The setting is very easy to explain, I liked the starter set with the character folios. It's a very complete game. Although, if you don't know anything about Star Wars you might need a bit of help from your friends who are familiar with the terminologies. But this doesn't stop you from having fun!"
Krystle, the Medical Droid - 2015

And well, this one from my friend Fernando is so well written I'm just going to put it here in Spanish, and hope I don't butcher it when I translate it into English.

"Muy pocos juegos tratan de enfatizar, realmente, el aspecto de roleplay de los juegos de rol. Ignorando conceptos pre establecidos por juegos como D&D o pathfinder, Edge of the Empire y sus sucesores de enfocan de lleno en los mismos con un juego altamente narrativo, dispuesto para los narradores aventureros que mas que preparar una historia en su mente le permiten a sus jugadores decidir de que manera seguirá la narrativa. Los dados y sus símbolos tomaran un rato en aprenderse, pero una vez todo es explicado se nota una poderosa elegancia y sencillez que deja a muchos otros "juegos de rol" en vergüenza. Con esta generación de juegos de rol con énfasis en narrativas mas aya de donde las espadas golpean las escamas de los enemigos, no esta de mas decir que la fuerza esta al borde del imperio."

Now, in english:

"Very few games try to really emphasize the roleplaying aspect in a roleplaying game. Ignoring concepts pre-established by games like D&D or Pathfinder, Edge of the Empire and its successors focus fully on roleplaying with a highly narrative-centric game that gives adventurous narrators the opportunity to not just prepare a story in their minds, but also let their players decide how the narrative will progress. The dice and their symbols will take a while to get used to, but once everything has been explained you will see a very powerful elegance and simplicity in the gameplay, which leaves other "Roleplaying" games in shame. With this new generation of roleplaying games, which emphasize narrative beyond swords hitting the scales of our enemies, it's not too much to say that the force, is on the edge of the empire."

Fernando - Bounty Hunter


Beautiful, isn't it?


Thanks for reading!


Wednesday, August 19, 2015

Age of War by Fantasy Flight - DICE HEAD REVIEW

Every now and then you come across a game that is fun, simple and easy to learn. Today we look at Age of War, a fast paced conquest card and dice game released in early 2014 by Fantasy Flight games, designed by Reiner Knizia (Lord of the Rings board game, Samurai, Beowulf: The Legend).

A few weeks ago I got together with some friends to play Eldritch Horror (stand by for a review of that one as soon as I get my hands on a copy of the game) and since most of the group still hadn't arrived yet, we decided to play a round of Age of War.




The game is pretty simple. You are a daimyo (Japanese general) and your goal is to conquer castles and unify the warring clans of feudal Japan. You do this by waging war against other players ( up to 6 others) who wish to do the same. Basically, you are all generals trying to conquer Japan and bring honor to your house, your family, and your cow.

MOST HONORABLE CONTENTS:

The playing field consists of several playing cards that represent each castle. Each card is color coded and has a clan symbol on the back of it. There are yellow cards (4), red cards (2), purple cards (2), black cards (2), grey cards(3) and one green card. Each clan(color) has a different number of castles(cards) assigned to it. 

You conquer each castle by rolling seven dice and assembling your army with your results. Results may vary between infantry (swords), archers (bow and arrow), cavalry (horsemen) and daimyo (red mask). Each castle requires a certain number of each of these symbols in order to be claimed by the player.

Each castle also has a number that shows how many points this castle is worth, along with the name of the castle inspired by an actual real-world Japanese location.

MOST HONORABLE GAMEPLAY:

One player is chosen randomly, the game then continues clockwise. Each player throws the dice to try and complete the requirements to conquer a castle. Once a player has a castle there is the option for other players to take that castle away from him or her by rolling the required dice for that castle plus an extra daimyo dice.

Once a player has all of the castles in a colored set (clan) he flips them over, revealing the total points for that set and claiming that clan as his permanently. This means that the castles in that set can no longer be taken away from that player. This allows for a lof of different strategies in the game, which makes it very fun and entertaining. 

Once all castles have been claimed, the game ends and the points are recounted. Whoever has the most points, wins. If there is a tie, whoever has conquered the most castles wins. If there is STILL a tie after that, the players share their victory and drink sake for the honor of their respective houses, families, and cows.

I AM MOST PLEASED WITH THIS GAME!

The game is quite fun, I recommend playing it while listening to some traditional Japanese ambient music. I also encourage whoever is playing against me to use Samurai trash talk.

Like so:

Me: I see you will attack the Kitanosho Castle... A most daring move.

Opponent: I shall teach your peasants the meaning of force. Do not worry though... I shall allow your Samurai to commit Seppuku to cleanse their families' of the SHAME AND DISHONOR they have brought upon their house.

*rolls dice*

Opponent: GODDAMIT! the archers! EVERY SINGLE TIME!

Me: Ho ho ho ho ho *strokes imaginary fu-man-chu beard*... It appears not only have you failed to seize my castle, but also shed the last bit of dignity your samurai had left. YOU HAVE DISGRACED YOUR PEOPLE AND DISHONORED MY LANDS! NOW! WE SHALL ENGAGE IN COMBAT!

Good times :)

All in all, Age of War is a good solid game that will guarantee a few rounds of fun. It's also pretty cheap at around 12-15 USD. On top of that the game comes in a small 7.5" x 5" inch box so it's ultra light and easy to carry around. It will make a nice addition to your tabletop games collection.

Thanks for reading!


Monday, August 10, 2015

Exploding Kittens - DICE HEAD REVIEW

Do you like cats?
How about explosions?
And lasers? Do you like lasers?
How do you feel about goats?
Are you curious to know what would happen if a Pterodactyl and a Bear had a lovechild?

If you answer positively to any of those questions then 1) we should hang out, and 2) We should play exploding kittens while hanging out.




Exploding Kittens is a card game designed by Elan Lee, Shane Small and Matthew Inman from the comic “The Oatmeal”. This project is the wet dream of anyone who has ever wanted to crowdfund a project. The original goal was to raise 10,000 USD. Within minutes (literally minutes…) they had reached their 10,000 USD goal. Then after 7 days they passed the 106,000 backer mark, breaking the record for the most backers in Kickstarter history. By the end of the Kickstarter campaign they had raised $8,782,571 USD in pledges by 219,382 backers.
That’s a lot of money.


So after much designing, playtesting and sending out surveys to their backers, they finally sent out the first batch of exploding kittens all over the world. I myself received mine last week and have played several times since. So today I bring you my review of the game, focusing on what it has to offer, the gameplay experience, and the feel of the game.

WHAT IT HAS:

My version of the game comes with 
1) The rules of the game
2) A regular exploding kittens deck (2 to 5 players)
3) A box to carry the game

In addition to this I opted to buy an additional deck called the "NSFW deck" which can be played as a standalone deck, or by adding it to the regular deck to allow for more players (and more 'SPLOSIONS!). As you may imagine the "NSFW deck" has more... "adult" illustrations, but if you've ever read any comic on The Oatmeal site, then you know what to expect.

The NSFW deck contains:

1) The rules of the game (including a guide on how to mix it with the regular deck)
2) An NSFW exploding kittens deck (2 to 5 players)
3) A box to carry the game

GAMEPLAY!

The game describes itself as a "Russian roulette". You draw cards until you draw an exploding kitten, which then causes you to explode, losing the game in the process. You win the game by playing cards to either avoid drawing a card, or avoid death by kitty explosion.

The types of cards:

Exploding kittens: The deck starts with a number of exploding kittens equal to one less than the number of players (4 exploding kittens for 5 players, 3 for 4, etc)




Green cards: These are the defuse cards, you use them to defuse the exploding kittens and avoid death by 'splosion. After successfully playing this card (see the red NOPE card) you may re-insert the exploding kitten ANYWHERE in the deck (which lends itself to some pretty nasty strategies).



Blue Cards: lets you skip a turn.

Pink Cards: See the future by looking at the top 3 cards of the deck and returning them in the same order.

Orange cards: Attack cards. Lets you skip a turn and makes the next player take 2 turns.

Brown cards: These cards let you shuffle the deck before you draw a card.

Black cards: Favor cards let you choose another player and have him choose a card from his hand and give it to you.

Red cards: The Nope card. This card negates any other card except for the exploding kitten and defuse cards, and may be played at anytime to stop another player from doing anything. MY FAVORITE TYPE OF CARD BY FAR.


Yes, that card does say "Don a portable cheetah butt"


Cat cards: There are other cards with kitty-related illustrations. These cards do nothing on their own, but if played together (two of a kind, three of a kind, 5 different cards) they let you execute other advanced plays, like picking a card from your opponent's hand, or picking a card from the discard pile.

 Everyone starts the game with 5 cards in their hand: 1 Defuse card, and 4 random cards from the deck. After the cards have been dealt, the remaining defuse cards and the exploding kittens are mixed with the rest of the cards, the deck is placed in the center of the table and the game can begin!

The game starts out at a moderate pace, and since everyone starts with a defuse card, everyone has a fair chance of not getting blow up in the first few rounds. But then as the deck becomes smaller, the impending doom becomes greater and greater. The tension builds up as players start exploding faster and faster, It's tons of fun because even when you blow up and lose you feel like you're having a great time!

GENERAL OVERVIEW

This game is fun. I tried it out at home, then with some friends at a party, and we had a blast. You could see the cards as simple colored cards, but it's way more fun to actually read the descriptions and appreciate the bizarre drawings on them. One of my favorite things is watching a person draw a card, and see how their face goes from a confused look to a snort and a laugh in a few seconds.

Now, about the nope card...

I've mentioned before how much I love the nope card, but you have to experience the thrill that comes with playing one of these by yourself. Imagine it's down to just two of you and your friend draws a card. It's an exploding kitten. He plays it and tries to defuse it via a Catnip sandwich card. But then you slap your nope card on the table with a loud "NOPE!". He smiles  cockily as the pulls out a SECOND defuse card, this time a "Cat therapy" card. He seems to have saved himself from the impending explosion but "NOPE!"... you had a SECOND nope card in your hand! Now he's done, defeated! BOOM!!! there goes the exploding kitten, and the game is yours!

So good... SO GOOD.

The game is very fast so you could play a good 3 or 4 rounds within an hour once everyone's familiarized with the rules and how to play. And learning the rules is really easy and fast. The game states that you'll spend 2 minutes learning to play, and 15 minutes playing it. I'd say this is pretty accurate.

The Illustrations by Matthew Inman are simple yet hilariously comical. One has to wonder how he comes up with stuff like "A Butt tuba spelled backwards is still A butt tuba" and then make an illustration for that. But like I said before, if you are familiar with his comics then this is exactly what you'd expect from him. 

As of right now only the backers of the Kickstarter campaign will receive copies of it, however the Exploding Kittens website has put up a mailing list in case you'd like to be notified when new sets of the game are available for purchase.

Considering all of this, I would definitely recommend picking this game up once it's available for purchase. Take it to a party and play it with your friends, have a few drinks and enjoy the sillyness of this very unique game.

Let me know what other products you would like to see me review next (If any). I'm working on a "Legend of the 5 rings RPG" review, on top of some other things, but I really welcome your feedback regarding this blog and I look forward to reviewing some other games for you, so if you have any favorites that you'd like to recommend to me, then leave a suggestion in the comment section below