Tag Archives: Games

Pathfinder Adventure Card Game Kicks Off Season of the Righteous

Pathfinder Adventure Card Game (PACG) Wrath of the RighteousPaizo Inc. this week has released Pathfinder Adventure Card Game (PACG): Wrath of the Righteous, the newest base set for the wildly popular, cooperative card game.

In Wrath of the Righteous, the hellish Worldwound opens, unleashing a horde of demons from the post-apocalyptic Abyss. Players will battle the malevolent minions of the demon lord Deskari, and along the way, will become mythic heroes that rival the greatest legends the world of Golarion has ever know.

The PACG: Wrath of the Righteous Base Set includes:

  • More than 500 cards, featuring a new set of boons for your characters to collect, new monsters, and barriers of a decidedly abysmal nature
  • 7 character classes, including the all new arcanist, cavalier, inquisitor, and summoner
  • The Worldwound Incursion Adventure Deck, a 110-card deck that begins the Wrath of the Righteous Adventure Path
  • A complete set of 6 polyhedral dice, including the first d20 in the PACG

As with all PACG Base Sets, gameplay can be supplemented with additional decks, such as the Character Add-On Deck, and monthly Adventure Decks (sold separately).

With the launch of the new Base Set comes the kick-off of The Season of the Righteous, Season One of the Pathfinder Society Adventure Card Guild Organized Play Program. New features for this season of organized play include:

  • Allowing characters to use promo cards from WizKids’ Pathfinder Battles: Iconic Heroes miniatures line as part of the player’s class deck
  • New advancement system for ease in table-mustering at small- and medium-sized events
  • A brand new PFSACG Guide to Organized Play

Pathfinder Adventure Card Game: Wrath of the Righteous is available now.

 

 

 

 

This post contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy does purchase items from this site. Making purchases through these links helps support the site.

Corvus Belli Removes the Classified Deck from the Market

286000 Classified DeckCorvus Belli has announced that the cards from their new product 286000 Classified Deck (case of 10 decks) ENG don’t reach the quality standards of Corvus Belli, so they are removing them from the market and substituting them with a higher quality new version.

The game company is sending to all the customers the same number of decks they have received.

It is very important that stores don’t sell any deck that you still have in stock, and that you inform of the situation to all customers that purchased this product.

All the decks received should be destroyed, and they are not allowed to be sold.

They hope that the new version will be ready in 4 weeks.

Gen Con 2015: Mayfair Games’ Five Year Mission: Don’t Miss Your Second Chance to Meet a Legend

mayfair-games-logoIt isn’t every day, or even every Gen Con you get a chance to meet a legend. At Gen Con 2013, fans got the chance to play Star Trek Catan with Wil Wheaton for charity. Now at Gen Con 2015, Star Trek fans will again get to meet one of their idols, Marina Sirtis. We’ll be holding another Warp Speed tournament, this time playing Five Year Mission, Mayfair Games’ latest cooperative Star Trek game. And once again, we’ll be benefiting the official Gen Con charity, the Julian Center.

Five Year Mission is the amazing, cooperative dice game that allows a team of players to take the roles of crew from the U.S.S. Enterprise, seen in the original Star Trek, or the crew of the U.S.S. Enterprise-D, seen in Star Trek: The Next Generation.

So don’t miss your second chance to meet a legend and do a good deed at the Gen Con 2015 Warp Speed Charity Tournament.

The Warp Speed Charity Tournament will be held Saturday, August 1st at the Georgia Street Pavilion. Don’t miss your chance to register for the Warp Speed Charity Tournament using event code: BGM1582089.

Game Review: Legendary Villains

legendaryLegendary Villains, the standalone semi-expansion to Upper Deck’s Legendary lineup adds in components which will perhaps look a bit different for gaming fans even if comic fans are not surprised by putting the villain in the spotlight.  In recent years the role of the villain as protagonist has been a popular enough one in comics, with the likes of Magneto, Deathstroke and Sinestro each getting their own series.  While this is a popular enough theme in comics, it doesn’t necessarily compute the same with my gaming fans.  Many gaming fans like games because of the challenges which are posed, be that a need for cunning or dexterity, but rarely do gamers end up playing the role of the bad guy in games.  In fact certain games such as “The Doom That Came to Atlantic City” are not as well liked specifically because players are forced into contests of destruction as opposed to heroism.

That being the case, this is a strange enough concept as applied to a table top board game, but it is equally true that the medium of board games has to be shaken up every now and then with something new to the mix in order to keep the games relevant and challenging enough.  The question though is whether this is that game, and the answer is … not really.  This game acts as primarily as game of opposites from the original Legendary base game with villains swapping places with heroes and vice versa.  Although it is nice to see some characters that have been bypassed so far by the Legendary universe (for instance Wasp), they also show up only as enemies to the main characters, who are the villains.  The choice of the characters is reminiscent of the original version, with a wide enough spectrum of choice – Bullseye, Dr. Octopus, Electro, Enchantress, Green Goblin, Juggernaut, Kingpin, Kraven, Loki, Magneto, Mysterio, Mystique, Sabretooth, Ultron and Venom.  The commander cards are a bit more more limited in scope – Dr. Strange, Nick Fury, Odin and Professor X.  As whole the game comes off as being pretty much of a copycat, except for those that want to play as villains which might be a thing for comic fans, but probably less so for the strict gamers.

While the game might struggle in terms of its applicability to non-comic fans and in its lack of originality, it also deserves some mention in its use as an expansion for the base game.  As this is essentially an opposite version of the original, the game text is easily changed for interplay with the original by negating the game text (for instance bystanders are captured/freed.)  While this does add a bit to the overall dynamic for the series, it also doesn’t do so by much.  Whereby the expansions thus far have added to the game play by pushing the series forward in certain directions in terms of story telling, this does not do so as much.  While there are instances in comics of heroes banding together with villains against a common threat, it also doesn’t happen all that often.  Also due to the individuals chosen for the games, if choosing randomly from the entire selection it would be possible to play character versus characters, for instance either Kingpin or Professor X as both character and main villain/commander.  One way in which this expansion does expand the game is by the use of even more specialized bystander cards, though these don’t really justify the cost of the entire game as an expansion only.

As a game this is a bit of a letdown, though still enjoyable, especially that the theme is a bit off mark.  As an expansion it has similar problems, providing some fun new options but also missing the mark where it might have helped more.  This thus stands as a passable game, but the bigger letdown of the series thus far.

Score: 7.4

Game Review: Legendary Paint The Town Red Expansion

legendaryThe “Paint the Town Red” expansion for Legendary is the third expansion in the series, and the second in a row with a stronger thematic concept.  Although the second expansion came right out and declared itself the Fantastic Four expansion, this is definitely the Spider-Man expansion even though it doesn’t really identify itself as such except for the box art.  As an overall analysis of this game series reveals, it is the street level characters that are the bigger push in terms of popularity, but it is also these characters, their villains and these villains’ schemes which make for a much easier game play experience.  The Dark City expansion helped a bit to counter this trend of the street level scenarios being that much easier to play, but this expansion goes much closer to the original trend.  As opposed to the grand schemes of certain villains, this expansion plays out a lot more like a Spider-Man comic, fun at times but never in any real danger that the characters (or in this case the players) are in much danger.

The focus here is all Spider-Man, meaning that anyone expecting more variety will be disappointed.  Instead this sticks close to the Spider-Man story lines with Black Cat, Moon Knight, Scarlet Spider, Symbiote Spider-Man and Spider-Woman.  The schemes are equally related, focusing on Carnage and Mysterio and various spider-related problems, although one does strive for a bit more by trying to take on the Clone Saga.  As with the Fantastic Four expansion, this does little to expand any of the more disappointing mechanics of the game, as the S.H.I.E.L.D. draw pile and the bystanders are once again left untouched.  This is an expansion on the same scale as the Fantastic Four expansion, incorporating in fewer cards while also adding to the refinement of the game play experience.

At this point the “street vs. skies” divide in this game might almost be moot anyway.  At the very least the base game is required to play Paint the Town Red, but by incorporating in the other expansions the imbalance between the two character types is less evident.  While heavy hitters like the Fantastic Four might have no trouble in a street level scenario, at least in this way one can face Black Cat against Galactus and see what happens.  That is the fun of these expansions, is that their price is not outlandish, and that they therefore help to build the game easily and inexpensively, even if the individual expansion offers little else new, the sum ends up being greater the parts.

Score: 8.2 

Game Review: Legendary Fantastic Four Expansion

legendaryThe Fantastic Four expansion for the Legendary Marvel Deck Building game is the first one with a strong thematic outlook.  The base game and Dark City have focused more so on an overall approach to the Marvel universe, including various characters from various inspirations.  This expansion narrows that field of view considerably by looking at Marvel’s number one family.  This is a smaller expansion, and bodes well for Marvel’s approach moving forward, to focus on smaller corners of its universe while allowing fans to pick out the pieces that interest them the most.  In this case even most non-fans are likely to be interested because of the potential of the characters involved, the core of the team plus their main hanger-on – Mr. Fantastic, Invisible Woman, Human Torch, the Thing and Silver Surfer.

As a game that has been defined by either the street level scenarios and villains being rather easy to beat versus the power scenarios and villains being harder to beat, this game definitely is more in the second category.  In fact some of the scenarios and combinations are downright impossible to beat (required over five run-throughs to defeat) as the challenges are that much stronger.  Interestingly this fits thematically with the group as well, as the team itself, although powerful in a sense, has gone up against some ridiculously powerful opponents and managed to walk away victorious.

As this is a smaller expansion it does not do much to help some of the previous problem with the game.  While Dark City helped expand on the concept of the bystanders, there just isn’t enough room in this small boox to add more to the bystander deck.  Instead there are the five heroes, two new masterminds, their schemes, two villain groups and nothing else.  As opposed to Dark City which was mostly a full game without the board (though it still required the base game to play) this feels like much more of a true expansion, especially as it is smaller in scale and priced to sell as such.  The combination of theme and in-game mechanics make this the best of the series so far, dependent on the main game, but refining it to be much better with its inclusion.

Score: 8.8 

Game Review: Legendary Dark City Expansion

darkcityThe Dark City Expansion for in Upper Deck’s Legendary games is perhaps an unexpected one for the franchise.  The base game introduced a number of different characters and scenarios, but it did not really go too far in either direction in terms of the scope of the game.  Comic book characters are roughly divided into two different camps, the street level and the planet busters.  Most of the “street level” masterminds and schemes from the first game proves easy enough to beat, while the few more powerful schemes proved to be more challenging.  This led to more experienced gamers mostly focusing only on the bigger and badder schemes as opposed to the smaller scale ones.  Despite this set of mechanics, for the first expansion the series seemingly decided to go smaller and to focus on the street as opposed to the skies.

It is likely due in part to fan service that the theme behind this expansion was released second, only after the base game.  After all the street level contains a lot of the more popular characters that fans would want to play, even if the track record is that it makes for a worse game play experience.  Although there are some more obscure characters such as Cable, Domino and Forge, there are also fan favorites including Angel, Bishop, Blade, Elektra, Ghost Rider, Iron Fist, Iceman, Jean Grey, Professor X, The Punisher, Daredevil and already the second implementation of Wolverine.

The expansion is designed to be more street level, but it also does better to address the fact that the street level encounters in the base game were a bit too easy.  Instead here there are more complicated scenarios, some of which incorporate in some famous story arcs from the comics.  It is also worth mentioning that the bystanders are expanded upon here.  While it might be nice to see some added variety in the starting decks or in the S.H.I.E.L.D. deck (of which there are 2 and 1 different kinds of cards respectively), at least the otherwise bland bystander deck is expanded upon with news reporter, paramedic and radiation scientist.  While it is somewhat unlikely to run into too many radiation scientists on the street, this at least adds a new dynamic to these cards which no one much seems to care about, as the specific type of bystander can now have different effects.  For instance rescuing the news reporter allows the player to immediately draw another card, which could have a big effect (or no effect) on the passage of a particular hand and could theoretically turn one’s luck around.

In the end this is not kind as good as the original, but more due to a lack of strong central theme.  As opposed to other expansions which help to refine a player’s interests in the game, this one could have just as easily served as another half to the base game.  There is little to distinguish this expansion aside from the individual characters included.  Certainly some gamers that are also fans of comics are going to want to pick up this expansion solely for the ability to play as their favorite characters, but equally this expansion does little to refine the game, only to make it bigger.  It is still a fun expansion, only that perhaps more could have been done.

Score: 8.2

Game Review: Legendary A Marvel Deck Building Game

legendaryLegendary is Upper Deck’s adaptation of the Marvel universe in a deck building game.  Deck building games have been riding a good wave now for a few years.  Although it is not the first game to do so, the mechanics of the game borrows from others such as Dominion which helped establish the format as something specifically different from customizable card games.  As opposed to games such as Magic where the person with the best deck walking in has a huge advantage, the customizable card game evens the deck for every one as they start, in that no one has any real advantage going into starting the game other than being a better in game strategist.  This takes a different approach once again when applied to Legendary as it is a cooperative game.  While some players might be able to better strategize or maybe just to pull better cards by chance, it doesn’t really matter except as it pertains to the final point count, which those who are super competitive can still use to determine the winner after the scenario is complete.

Right off the top this is going to be a problem for those that do not like cooperative games, but even for those that do, the mechanics of the game are fun, especially so for fans of comics.  A deck is used to populate the HQ, and hero cards are purchased from the HQ as they are available for the price listed.  As is common with this format of game, the cards give one of two base benefits as well as in game text that can modify that further.  The two base benefits are purchasing power and attack power.  Purchasing power is used to buy new cards as they cycle through the HQ, while attack power is used to combat the villains that cycle through the game.  The use of the villains is interesting as well which leads to the overall dynamic of the game.  The villains rotate through once per turn, with the odd exception of a few special cases for the villains deck, some of which will give the players a chance to catch their breath, others which will throw all other plans out the window.  The villains themselves are part of the criminal enterprise of the mastermind, and his scheme which involves some kind of mayhem.

On the whole it is a pretty fun game, although there are a few drawbacks.  The artwork on the cards for the characters is pretty good, but there are a limited number of characters.  Each character has fourteen cards of which there are a few duplicates in each set of fourteen, there are only one of each card worth 7 or 8, but numerous for the lesser values.  While the combination of the characters can be fun, it is also worth noting than only five heroes make up the deck.  This stands in contrast to the DC comics building game which includes a vast selection of characters that might show up in a particular hand, in this case it is going to be one of the five of Thor, Emma Frost, Nick Fury, Black Widow, Captain America, Wolverine, Deadpool, Storm, Gambit, Hawkeye, Spider-Man, Hulk or Iron Man.  The characters are at least chosen before hand, which allows the players to get to play as some of their favorites, even the deck never gets very wild.  Another key problem is the masterminds and their schemes.  Some of these are fairly sedate, something like the Red Skull and a bank robbery, while others get pretty complicated.  While this is a good approach to new gamers, it is a bit of problem for more experienced gamers.  The introductory scenario is so easy that it might turn some off from the game, in that it might appear to be all about the flash of the superhero cards and not as much about the substance.  It is not the case, although it does take some time to find a combination of mastermind and scheme which are downright impossible to beat (though there are a few of these.)  Evidently some aspects like the bystanders need to be developed further as it is a fairly generic aspect of the game.

Despite a few drawbacks, the overall aspect of game play and fun is there.  This might piggy back a bit on the popularity of the comics in order to provide a fun experience, but the game works well enough on its own that even those that are not familiar with the comics will find something to draw them in.  Of course it also helps that table talk is allowed thus the individual players are not acting alone but rather can strategize together as to how to take out the bad guys.  It is a pretty fun game, and sets up the potential for further releases on the same platform which will expand the universe within the game.

Score: 8.5

 

 

Beastly Terrors, Intrigue, and Evil Adventures Announced for the Pathfinder RPG

Pathfinder Ultimate IntrigueAs PaizoCon, the annual celebration of all things Pathfinder, comes to a close, Paizo Inc., publisher of the award-winning Pathfinder Roleplaying Game, confirms today the news that Bestiary 5, Pathfinder Adventure Path: Hell’s Vengeance, and Ultimate Intrigue are in development for the Pathfinder Roleplaying Game.

This Memorial Day weekend, nearly 1000 Pathfinder fans converged on Seattle for four days of gaming, seminars, special events, meet & greets with the Pathfinder design team, and to get exclusive previews of the new Pathfinder products in development for the coming year. Attendees of PaizoCon were the first to hear of the new Adventure Path for the Pathfinder RPG, Hell’s Vengeance. Hell’s Vengeance casts players in the role of villains in service to the devil-binding Empire of Cheliax, as they attempt to put down a surge of rebellions that threaten to topple the nation.

The Pathfinder Adventure Path is Paizo’s monthly, 6-volume story arc for the Pathfinder Roleplaying Game. Each 96-page volume contains an in-depth AP scenario, stats for new monsters, and several support articles to give Game Masters additional material to expand their campaign. Hell’s Vengeance kicks off in February 2016 and runs through July, with several tie-in products and accessories throughout 2016.

The forthcoming Pathfinder RPG: Bestiary 5 was also announced at PaizoCon. Inside Bestiary 5 lurk hundreds of new monsters ready for use in the Pathfinder Roleplaying Game. From the death-dealing grim reaper, menacing deep ones, and the ground-shaking wood colossus, to allies such as whimsical leshi, inscrutable esoteric dragons, and the powerful aerial servant, players will face-off against creatures that threaten body and soul. Pathfinder RPG: Bestiary 5, scheduled for release in November 2015, is the fifth hardcover volume of monsters for use with the Pathfinder RPG, and includes:

  • More than 300 different monsters
  • Creatures that can warp the minds of their victims, including the caller in darkness, thought eater, and the bizarre brain mole
  • Two new types of creatures from the Great Beyond: the mysterious manasaputra, and the truly vile sahkil, alongside new types of angels, demodands, and devils
  • New familiars, animal companions, and other allies
  • New templates to get more life out of classic monsters
  • Appendices to help find the right monster, including lists by Challenge Rating, monster type, and habitat
  • Expanded universal monster rules to simplify combat
  • Challenges for every adventure and every level of play
  • And much, much more

The Pathfinder RPG is built on a history of wildly popular open playtests, and this year fans can contribute to the development of Pathfinder Roleplaying Game: Ultimate Intrigue, the new Pathfinder hardcover that delves into the shadows, where charm, grace, innuendo, and insult may be more powerful than a sharp sword or spell. The Ultimate Intrigue Open Playtest will launch in mid-June, and details will be released on the Paizo blog soon.

Trambahn out this Summer 2015 from Mayfair Games

1076_43_DAh, Munich at the end of the 19th century: the new tramway is successful and needs expansion. New routes are introduced, stations are built, and existing routes with high demand are reinforced with additional trains.

In the end though, there can be only one tramway company.  Who will manage to defeat their competitor?

Trambahn features easy rules, quick play, multi-functional cards and historic images. The game is out this summer courtesy of Mayfair Games.

Trambahn contains:

  • 142 Cards
  • 1 Scoresheet
  • 3 rule book EN FR IT.

MFG3508 Trambahn™ $21.00
Ages 8+
For 2 Players
Playing Time 30  minutes
UPC 0-29877-03508-3-02100
Case Pack 6
Designer: Helmut Ohley
Artist: Klemens Franz
Made in Germany
Dimensions 201 x 201 x 47 mm

« Older Entries