Nätti korttipeli, jossa on 80 korttia: 10 puulajia, jokaisesta kahdeksan korttia numeroituna ykkösestä kasiin. Jokaisella vuorolla nostetaan kaksi korttia joko yhteisen nostopakan päältä, tai sitten jonkun pelaajan poistopakasta, jossa kortit ovat kuvapuoli ylöspäin. Yksi kortti isketään pöytään, toinen omaan poistopinoon. Kädessä on lopuksi kahdeksan korttia.
Pöydällä olevista korteista pyritään muodostamaan pelaajakohtainen verkosto, jossa ortogonaalisesti voi jäljittää puiden polkuja kasvavassa numerojärjestyksessä. Samanlajisen puun pienin ja suurin kortti määrittävät sen lajin polun. Jokaisesta polulla olevasta kortista saa pisteen – tuplapisteet, jos polulla kaikki ovat samaa lajia. +1 piste, mikäli polku alkaa ykkösestä, +2 mikäli se loppuu kahdeksikkoon.
Pelaajien korteilla on jumalat eli pitäisikö siitä päätellä, että eri kultistit palvovat omia jumaliaan ja yrittävät saada toisiaan päiviltä. Vallataan temppeleitä, manataan pöytään hienosti figutettuja hirviöitä (jättikärme, skarabee, sfinksi, jne.).
Keyforge is a card game that came out at the end of 2018. It is designed by Richard Garfield and published by Fantasy Flight Games. The core idea of the game is to gather enough resources (aember) to get three points (keys) to win the game. The gimmick of the game is that it only comes in pre-built decks that are all unique and cannot be altered. I tried out Keyforge a couple of weeks ago and in summary I kind of liked it but it clearly is not for me.
Spoiler alert: I think it is one of the best games I have played.
Just to fill up this space next to the ArkhamLCG box cover before the “more”-line I’m adding the fact that this product is not a new game and it is not similar to the older Call of Cthulhu LCG by FFG. I condemned this game to be just a newer edition of that and I was so wrong in this.
Old School Renaissance is a wonderful trend. I don’t know it too well myself, but every time I take a peek or venture a little deeper into the jungle, I find endless adventures, ideas, hacks, additions, and other stuff that all seems very cool. That, of course, means that it can be really difficult to spot the stuff that’s the best for you.
I’ve looked into a lot of games. Many of them promise room for imagination and a return to a rules-light approach, but to me, they don’t live up to the promise. Still, I have kept looking. To find a treasure. A real treasure: a game that would encapsulate OSR ideas and energy but whose design felt modern enough.
With David Black‘s The Black Hack, I may have found what I was looking for.
As Lauri said in his review, I have never played or read any edition of Warhammer Fantasy Roleplay or WFRP. My own experiences in RPGs are mostly horror and then American indie games during the last 10 years. My tastes have been drifting as of late, though, which is why I was eager to set my eyes upon a relaunch of a British classic.
Disclaimer: Cubicle 7 was kind enough to send us a pdf for review.
Warhammer Fantasy Roleplay 4th edition was published by Cubicle 7 quite recently. They were kind enough to send us a pdf to review and we will be reviewing this game in two parts. This first part is written by Lauri who has been there since (almost) the beginning. And the second part is the newcomers view written by Ville who has not played any edition of WFRP (published later).
Disclaimer: We haven’t actually played this fourth edition yet so all of my opinions are based on my earlier knowledge and reading the book so they must be taken with a hint of salt.
As said in the intro I have played WFRP a very long time. I started in the 90’s with the Enemy Within campaign (as player) and have GM’ed every edition since. My most active era of Warhammer was in 2002-2010 when I ran several campaign, wrote for Liber Fanatica and created the Daily Empire as a base for all fan material. So my approach for this game couldn’t be farther from Ville’s view which should create an interesting contrast to our views.
I have tried to stay away from Free-to-Play games for quite a long time, but I’ve also been interested in how they work. So, for science (meaning there was nothing scientific about this), I decided to just try out such a game.
Once again, we sat down with Lauri and played some games with the decks as is. I found these much better than the last ones (Mind vs. Might), which just weren’t in any way interesting to play, but let’s look at them a little deeper before judging them.
So, why are they fighting exactly? I mean, Goblins live in the mountains and merfolk live in the sea. They might not really like each other, but I don’t think they have much of a reason to fight in general, because of their different habitats. The merfolk seem to be the aggressors here, because they have nine different ways to change lands into Islands. I guess they need more room for… some reason.