Articles Reviews F:AT's Continuing Coverage of "A Touch of Evil", part 11
 

F:AT's Continuing Coverage of "A Touch of Evil", part 11 F:AT's Continuing Coverage of "A Touch of Evil", part 11 Hot


BAT BOY SPOTTED AT LOCAL SUPERMARKET!
At one time, it was suggested that the F:AT editorial staff was on the payroll to support/promote "Dragon Dice."


If we keep this up, I'm pretty sure that those evil whispers are going to start up again.


The fact that I'm wearing a solid gold medallion engraved "All our love, Sincerely, Jason Hill" is of little consequence, please move along.



So anyway, word on the streets is that "A Touch of Evil" is a pretty darned good game, an "Arkham lite", and has come out just in time to celebrate the Halloween holidays.  This was one of the few titles on my ever-shrinking want list; I really dug "Last Night on Earth" and I think for a small company that Flying Frog has really come out of the gates swinging in terms of game design and component quality.  Good horror games are not exactly in abundance, so when you find some gems you really have to stop and take notice (like Matt did in his column yesterday.)

Anyway, a friend of mine had gotten a big order together and AToE arrived just in time for me to chunk it on his order.  I was similarly impressed with the production quality this time; while there are far fewer figures in this one, the ones that are there are of the same extremely high quality.  Seriously, they are easily as nice as anything of a similar scale that Fantasy Flight Games has done.  And to make up for the smaller number of figures as compared to Last Night on Earth, there are tons more tokens and chits, and a LOT more cards; I think the card count is around 250 or more.  They're the same sort of high-glossy 'stick to one another' style cards that they used last time, so be careful popping them out of the package.  I used the "cracking" technique where you take a section of the cards and sort of bend them a bit, where they'll crack like knuckles and come apart much more easily.

The board is much smaller than you'd expect, being less than half the size of similar boards and positively dwarfed by Arkham Horror's behemoth of a board.  The scale of the board is 'larger' than LNOE as it covers the town as well as some of the surrounding locations, so movement is much less "literal" on this map.  Some have said they don't dig the map art as it looks like an old-time map on a piece of parchment, but I thought it worked pretty well.

It also comes with a soundtrack CD.  You probably already know how you feel about this one way or another, so let's move on.  I will add that I think it's a nice touch on their part to include it, though I haven't listened to this one yet much at all.


Anyway, after pawing through all the components, my brother and I were ready to knock out a game of 2-player co-op.  We selected the villain randomly and got "The Spectral Horseman."  We then also picked heroes randomly and mine was the busty Katarina while his was the dude with the glass eye.  Then, we were off.

Rather than do a play-by-play (since I could never do this the same justice as Mr. Bistro's excellent "Battlestar Galactica" session report), I'm just going to break down how the game plays.  Essentially you spend the game buffing up, finding out which Town Elders are trustworthy to take into the final battle, and earn enough "Investigation" to buy stuff.  You can buff up by hanging out in town getting Event cards, spending Investigation tokens on Town Items, or going to the named locations on the board to see what you can find.

Each named location at the corners of the board has their own location deck.  When you investigate those locations, the top card is flipped and you carry out the instructions.  Most of the time they take the form of "skill checks" where you dice off against one of your stats and earn investigation based on the difficulty of the roll and the number of successes.  Other times you'll find yourself locked in combat with some creature, and defeating that monster will also earn you investigation.  What you'll really want is to find items that will increase your fighting skills or your other stats, those such items are much more rare.

Every turn after the players have all gone the top card of the "Mystery" deck will be flipped.  If you've played Shadows Over Camelot, this is pretty much the same as the whole "Progression of Evil" thing, where the game system is playing the part of the villain.  These often take the form of the villain attacking, or random minions being placed on the board, or "stays in play" style events that hamper the efforts of the heroes.

There's a Shadow Track that is a pseudo-timer on the game.  It doesn't move downward by turn, but only when some element in the game moves it.  If it ever moves off the lowest end of the track, the heroes have all failed and the villain is triumphant.  This track ties in to the last part of the game--the cost of "Lair" cards.  You have to purchase a Lair card in order to enter the FINAL SHOWDOWN with the main villain.  The Lair deck is simply a stack of random locations, with another cost printed on them and possibly some special text.  To enter the final battle, you move to the printed location, spend the cost on the card, and you're then locked in battle with the final villain.  In the co-op game, all other players can pay the listed cost to teleport to the final battle location and lend a hand.


We really got nailed from the start with an event that stayed in play and continually pushed the shadow track downward, though it did give us 2 free investigation per turn.  "The Hour is Late" I believe was the name of it.  So we were on a clock right from the beginning.  We both had rotten luck finding stuff at the corner locations, mostly running into more creatures or skill tests to earn more investigation.

Meanwhile, my brother was often on the receiving end of the Spectral Horseman's ride; once the Horseman rolled five hits at once against him, sending him back to town for a visit to the doctor.  Yes, "death" in this game is more of just a setback; unlike Last Night on Earth, you don't choose a new Hero upon death but rather take the old RPG route of 'waking up' in town after a defeat, minus some investigation or possibly items.  This isn't really too hot thematically, but especially in the competitive game I could see someone being totally hosed if death were permanent.

Anyway, time was ticking, the villain was growing stronger, and we weren't finding jack at any of the outer locations.  Eventually I took Katarina back to town, bought two pistols and a horse and decided to go John Woo style.  My brother then snapped up a Lair card, and we were pretty much only a few turns from GAME OVER so we went for it.  We knew which two town elders we could take with us, but two of them were evil and had already joined the villain.
 
(Humorously, one of them was discovered to be evil--Lord Hanbrook--after my brother had been to the manor and taken part in a "meeting of the elders" or some such.  The investigation he earned from that was spent to look at Lord Hanbrook's secret, and poof--Lord Hanbrook went screaming and cackling into the night to join up with his evil master.  That must've been the most awkward ending to one of their town meetings ever.)


Anyway, my brother couldn't fight worth jack but was able to hang in there and do a few points of damage here and there before he was finally cut down.  Katarina was, on the other hand, a villain-killing machine;  her ability to hit on 4, 5, or 6 (as opposed to just 5 or 6) meant I was racking up the hits.  The Horseman was doing damage as well, but I had a card that increased my wounds by 1 and a couple of events that helped stave off damage.  I was finally able to put down the Horseman and had only one wound of my own left, the closest margin it could've possibly been.  Total playing time, not including setup?  About 90 minutes.


So what did I think?


It's fun, no doubts there.  I would like to see more variety in the location decks, as it really does boil down to just those three things--dice off for some investigation, enter a fight, or find an item.  Also, because the scale has been abstracted a bit, the 'game' seems to bare through the mechanics...instead of feeling as though you're "investigating", you feel as though you're moving to the different locations simply because there is a carrying limit for each one.  While the cards have interesting flavor text, all the dice off cards are pretty much the same--"roll skill at x difficulty level, collect investigation for each success."

This was pretty much necessary to keep the game moving quickly, something I can appreciate.  The game never dragged along and we were at the endgame before we knew it.  Part of that had to do with the event that kept the clock ticking, but we were apparently just buff enough to end the game exactly when we did, even though we thought we had no shot.  I would've been more comfortable increasing my stats more before the final showdown and might have done so without the timer.


We enjoyed the co-op style of play, though I'd think the cut-off for co-op would be 4.  A lot of the text on your event cards will deal with hindering other players and that part of the text is useless in the co-op game.  I don't know if 2 player competitive would've been that much fun but we'll try that for sure in the future.  I would think with competitive, the more would be the merrier as if someone's down, you wouldn't have just one other player kicking them constantly.


Thumbs up from me, though.  This is a nice, light adventure game with a great horror theme, solid bits, and those goofy live-action pictures on the cards that have quickly become Flying Frog's hallmark.  A good game to bust out for a Halloween party, the rules are light enough that you shouldn't have too much trouble teaching it to your pals.  I can't really rate the game yet as I'd want to play it more times--in different styles as well as against the different villains.  So far, though, so good.
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Comments (39)
  • avatarMichael Barnes

    DAMN YOU KEN BRADFORD, STEALER OF THUNDER AND INCULCATOR OF WOE!

    I was just about to sit down and write the ToE review for this week's Gameshark article and here you go and do this to me.

    HEY WAIT A MINUTE...maybe I should just "pull a Thrower"... ;-)

    Good review...I'll wait to mouth off about the game some more thursday...spread the coverage out a little.

  • avatarKen B.

    Naw man, it'll just be part of "TOUCH OF EVIL WEEK~!"

    Screw Agricola week man, let's give this game the time in the spotlight.

    :D

  • avatarJeff White

    I was able to play a 4 player competitive game Sat night. I'm a big fan of LNoE, and I really needed something to take the sting off FoD's failure with my group.

    This was it.

    Now initially, I wasn't really feeling the game so much. It took us nearly three hours, and being the only person that read the rules I had to field a lot of questions. Two of the four are new to boardgaming in the hobby sense, so this was a step up in complexity for them. Due to these factors the game was a lot of work for me.

    However, when we hit the end game and the narrative it told, I was on the edge of my seat. I was the Drifter and after being knocked out by the horseman due to an event, I was severely weekend (rolled a 6!), but I had a lair card and two elders I could trust. In an attempt to steal a victory, I saddled up with those two and hit the horseman's lair.

    It was then revealed (through an accusation) that one other elder was evil and the card said he was the villian's puppet master. Being vastly underpowered, the Drifter took out the elder before dying. Afterwards, I explained that the Drifter came to Shadowbrook to kill the rot happening within the town and his mission was complete. i justified it as a personal victory for me.

    A few turns later the Courier ("Quit looking at my damn eye!") fought the horsman, and was killed, but left the horsmean with one wound. HOWEVER, we forgot the milita token was on the space, and instead of retro-playing the whole fight we had them come in as the Courier held the horsman in a death embrace. The militia opened fired on both and scored a '5'! The horseman was dead and a statue was built in the couriers honor.

    Great story!

    So the first two hours of the game were a lot of work, but by the end I knew I was playing something more than re-workings of previous games. I've thought a lot about the game since and know that they'll play a lot quicker, so I'm going to give this game my highest recommendation.
    I'm not entirely sure I like it better than LNoE yet as I think there's more downtime between turns, but for an adventure game it's got to be near the top of my list.

  • avatarMichael Barnes

    Be advised everyone- next week we're switching the domain over to www.touchofevil.com...all links in your favorites set to www.boardgamerstalkingaboutcomicbookmovies.com and www.newwankerannounced.com should be switched over.

  • avatarMr. Bistro

    Good review. I really enjoy this game. Yes, I know I've been all sunshine for the games I've talked about recently (if it helps I hated playing Queen's Gambit), but this is a solid title. I don't mind the card limits - they keep players from camping and make exploring all of the surrounding countryside as important as it should be. Also I think character revival fits the movie style of storytelling the game is aiming for. One of the things that makes this game so successful is its speed. You don't have the long drawn-out grind that can come from other adventure games, and it keeps the draw and roll mechanic from feeling too stale. And I absolutely love the inclusion of the elders and their secrets.

    And the competitive version is fun too. It plays faster making it ideal for those times when you have lots of players.

  • avatarMichael Barnes

    Hated QUEEN'S GAMBIT? That's interesting...that's usually a sure bet...it is a little dated, actually, in a weird way. I haven't dragged it out in years though, wonder how it holds up?

  • avatardan daly
    Quote:
    At one time, it was suggested that the F:AT editorial staff was on the payroll to support/promote "Dragon Dice."

    Didn't Dragon Dice go out of print in the 90's? Or is there some new game out there now by the same name? I'm thinking of the TSR collectible dice game. I've still got the dice bag it came with!

  • avatarMr. Bistro

    Secret to winning Queen's Gambit as the good guys: draw the right cards and roll well. Nothing else matters. If you don't, sit through hours (or so it feels) of slow, inevitable defeat.

  • avatarJeff White

    I played DragonDice at the D*C with the games designer (lester someone?) when it first hit. I guess this was '94? '95. It went over really well with the group. We played it quite a bit for about two years. Then it just disappeared. A shame as it was a solid little game.

    We still play DragonSmite when we'd get together at the D*C. Basically everyone picks a symbol on the Dragonslayer die and if your symbol is rolled everyone else punches you. hard. It's the only game you *have* to play. If you don't choose a symbol you'll be assigned one.

  • avatarjhuntin1
    Quote:
    Didn't Dragon Dice go out of print in the 90's? Or is there some new game out there now by the same name? I'm thinking of the TSR collectible dice game. I've still got the dice bag it came with!

    A company called SFR, Inc. bought the rights and inventory to Dragon Dice from TSR a few years ago. They have been coming out with new product occasionally and still sell some of the older sets. You can order from their website, I think (www.sfr-inc.com). I still play Dragon Dice with some friends of mine.

  • Mr Skeletor

    I'm confused with the intro - we have had ATOE coverage? All I recall is a blog post about it by Uba.

    Anyway this gets 2 thumbs up from me, really enjoying this game at the moment. I think both styles (co-op and competitive) work great (co-op may need some minor scaling rules adjustments.) Jason needs to get rid of the "basic rules" shit though, just causes confusion.
    I'm differing from the others in that:
    - I like the CD
    - I love the artwork. Works even better here than in LNOE.
    - I'm finding the game quite challenging. I have a worse win ratio with this then I do with Arkham Horror.

    Great game. The ammount of naritive it packs is incredible, I didn't think you could get a lot of narrative in such a short game but I was proven wrong! This kills Betrayal.

  • avatarKen B.

    It's a joke, Frank. With Uba's blog, Barnes talking about his upcoming review, and the game coming up in threads and other article comments, it just FEELS like we've been talking about it a lot. And for good reason--it's a hot new game.

  • avatarKen B.

    As far as narrative--yeah, it can provide good narrative, but it's the sort of "squint your eyes" narrative where you connect the dots yourself between unrelated card flips...like Talisman. Like it was funny when Lord Hanbrook wigged out immediately after the meeting at his manor, but those were two unrelated game events...so you squint the eyes and put the pieces together yourself.

    There's the overriding narrative of the villain's progression of power and the characters growing stronger in preparation to fight him, that's definitely done well. And the game's overriding theme envelops everything in a storytelling fashion, so it's easier to connect the dots.

  • Mr Skeletor

    Don't agree with the squit your eye comment at all. I think it's there the whole way, even moreso than arkham horror. When I fought the screcrow at the bride I threw my torch at him and unleashed my pistol at his face. Then he fled to the windmill where I gave chace and killed him just as he knocked me out.
    When I fought Cthulu I was chucking dice and stuff.

  • avatarSpace Ghost

    I think the narrative is hard in Arkham because of the overwhelming number of options and everything doesn't link together well all the time. Your narrative wouldn't be as good if you didn't have the torch; however, when you happen on a cool combo like this it does have a great narrative. Arkham can deliver on this as well.

    The last game of ToE we played, the narrative was a little strained in places. I found the hound first off in the woods, which was nice. We were up against the werewolf and had the silver bullets; that was nice too. However, an exploding keg of gunpowder in the manor against the werewolf starting to strain the narrative. All things considered though, the narrative was excellent in the confines of an 1 and 1/2 hours.

  • avatarMattDP
    Quote:
    HEY WAIT A MINUTE...maybe I should just "pull a Thrower"... ;-)

    So this is the part where I stand up, put mu hand on my heart and solemnly swear that what I did was "a bad thing", which I totally regret and the trauma of which has made me a wiser, better person, right?

    Thanks for the heads-up Ken. As a feeble sop to assert F:ATs independence from Flying Frog Games I have to put in that I can't get excited about this one. I don't really know why I'd want "AH lite" when I can just play Arkham Horror and there just seem to be a few too many question marks over the re-playability value of ToE.

    I've never played LNoE, although it's on my wish list. Maybe if I had, and had a better feel for FF designs, I might be a bit more interested.

  • avatarKen B.

    Here, let me put it another way, Frank: in our game, the Horseman was our villain.

    Yet Mystery cards came out such as "Full Moon", and something about "hearing howling in the distance." If the Werewolf had been our villain, man, we'd have been saying, "Holy shit!" But in this case the pieces belonged to another story.

    LNoE did a bit better job with narrative because movement was so literal. It felt like you were getting a play-by-play of the action. Because this is pulled back from that level, your eyes catch some of the abstraction and the 'unrelatedness' of certain things.


    These are, at best, MINOR criticisms, though. A good game is a good game, and we liked this one. If what I said was the worst criticsm I could come up with, then it's still a damn fine game.

  • avatarXerxes

    We played our first game of this last night (5 player co-op) with the Headless Horseman villain, it looked like it would be a walkover at first we were getting loads of cash & could buy pretty much what we wanted, however, we then had a run of cards which beefed up the villain (36 wounds) and accelerated the darkness track so things became a bit more tense. We finally had the showdown in the fields - villain defeated, 3 players KO'd & the remaining two on 1 & 2 wounds respectively.

    Great fun, beer was drunk, silly accents were used & the narrative worked quite well, we're looking forward to playing again, probably a 5 player competitive game.

  • avatarJeff White
    Quote:
    Yet Mystery cards came out such as "Full Moon", and something about "hearing howling in the distance." If the Werewolf had been our villain, man, we'd have been saying, "Holy shit!" But in this case the pieces belonged to another story.

    I don't know, aren't the Bargeist Hounds minions of the Horseman? Could it not be them howling? Seems like a match to me.

    Or maybe pull certain mystery cards out if you think they better match another villain.

  • avatarMrZir

    Up until now I agreed with Matt. I have Arkham and would prefer to play that if able, but I rarely have the time. If this gives a good narrative while playing in a significantly shorter amount of time than Arkham I will definitly add it to my wishlist.

    What I want to know is, how much of a time savings is AToE over AH for an average game comparing like numbers of players?

  • avatarKen B.
    Quote:
    I don't know, aren't the Bargeist Hounds minions of the Horseman? Could it not be them howling? Seems like a match to me.


    True that. Problem was we never had any Barghest hounds come out; once we had the Ghost Soldiers placed in three locations, the rest of the time it was the "Ridin' Horseman!" (That result comes up a lot.) I'd forgotten the Hounds were his, honestly.

    Quote:
    Or maybe pull certain mystery cards out if you think they better match another villain.20


    Aw man, I'm a theme hound but I ain't THAT crazy where I'm going to pull out cards to "purify the theme" or somesuch. I was just giving an example of how the random draws can go *against* the narrative, and even when it seems to flow a lot of times you're connecting the dots yourself.


    I keep meaning to do a big article on narrative themes and tricks of narrative games. That's on my "to do" list.

  • avatarShellhead

    "When I fought Cthulu I was chucking dice and stuff."

    Mr Skeletor, I know the feeling. The one part about Arkham Horror that I really didn't enjoy was the final battle with the GOO. It was an open-information dicefest, utterly lacking in theme or entertainment value. This deficiency has been fixed with the addition of the Epic Battle cards in the Kingsport Horror expansion. They offer uncertainty, a tense narrative and even three customized cards for each Great Old One. I consider them essential to the game.

  • avatarubarose
    Quote:
    As a feeble sop to assert F:ATs independence from Flying Frog Games I have to put in that I can't get excited about this one. I don't really know why I'd want "AH lite" when I can just play Arkham Horror and there just seem to be a few too many question marks over the re-playability value of ToE.

    I'm still feeling the same way as Matt. However, for me it is really just the hair splitting of someone who owns an absurd number of horror themed games. ToE is a good game. I'd recommend it. I just own others that I like better and I have people that will play the other ones with me.

    I feel the same way about ToE as I felt about Runebound before I added a couple of expansions. It kind of got tedious and repetative. I know ToE just came out, but I'm guessing an expansion is already being planned that I hope will add some variety to the Mystery and Location Decks.

  • avatarThe King in Yellow

    What a perfect game for this time of year. Can you imagine if production delays had pushed the release date to say, Easter?
    But being a theme fiend, this game is working really well for me. Hell, I'm using painted miniatures, model trees, and hay-stacks all over the board. I'm just a small fog machine away from being one of those gamers that other gamers shake their heads about.
    My only gripe is that I would like a little more depth and variety, especially since I know they will be adding exactly that whenever they release their expansion for the game.

  • avatarJeff White
    Quote:
    But being a theme fiend, this game is working really well for me. Hell, I'm using painted miniatures, model trees, and hay-stacks all over the board. I'm just a small fog machine away from being one of those gamers that other gamers shake their heads about.

    I hear ya. What are you using for haystacks and have you gone with leafless trees? Post some pictures, man!

    (Trick out your LNoE game too?)

  • avatarmoofrank

    Barnes: Queen's Gambit is ever so slightly buggy, and oddly balanced.

    The battlefield part doesn't really matter all that much.
    Probably the most important part is the Jedi battle and the Anakin timer.

    There is also the possibility that the Anakin timer doesn't work so well and creates 4 hour games. I've seen a couple of games go into a weird cycle where no one has quite enough troops to hold the Throne room, and it takes FOREVER for reinforcements from the battlefield to make it to the third floor of the tower.

    So close to greatness, however.

  • avatarKen B.
    Quote:
    Barnes: Queen's Gambit is ever so slightly buggy, and oddly balanced.

    Madness. MADNESS! I don't even know you people anymore.

  • avatarMr. Bistro

    A Trade Federation player need only dump as many of those obstacle cards in Anakin's path as possible and kill the Jedi. Once the Jedi are dead he can start bringing in droids from the battlefield.

  • avatarKen B.

    Yeah, but card draws might not support that. On top of this, if the TF completely neglects the battlefield, the Gungans can earn bonus cards, leading to larger turns and more Palace droid killing. If a force can get up to the Throne Room and hole up there, it is hard to dislodge them.

    Plus the Light Side always focuses on hammering Maul anyway. He usually kills one but dies to the other.


    Pulling the strategy you've outlined usually results in a Jedi and a handful of the Queen's finest holed up in the throne room, Anakin rolling every turn to make it through the non-replenishing stack of starships, and droids sloooooowwwwlllly marching up the palace. Odds are good that the group holed up in the throne room can hold off the slowly trickling droid army long enough for Anakin to finally nail those rolls.


    You just can't neglect any part of the game. Even the battlefield. The TF is silly not to "bank" actions for a future turn by squashing the Gungans every so often. It's fun, it's easy, and orange goo makes for delicious sandwiches.

  • avatarThe King in Yellow

    "I hear ya. What are you using for haystacks and have you gone with leafless trees? Post some pictures, man!

    (Trick out your LNoE game too?"

    It so happens that I've been gradually adding on to a Halloween diorama that I put up every year, so I have a ton of stuff tailor-made for A Touch of Evil. Miniatures: Blue Moon's "Things That Go Bump in the Night" is so tailor-made for this game that you would think that there were some back-door dealings going on.
    Haystacks and the like were ordered from a model rail-road company (a German one, I think). They require some time and effort to prepare, though.
    Trees came from the same company and/or Hobby Lobby. I have some brilliant fall foliage ones and many bare ones that I purchased and refrained from attaching the accompanying clumps of leaves.

    I don't actually plan on getting a fog machine, but I might break down once all the Halloween crap starts to get marked down after the holidays.

    Haven't done anything with LNoE yet - things just happened to fall in place for AToE.

  • avatarMr. Bistro

    Yeah I was simplifying it, but it doesn't change the fact the Republic player can only win if he gets lucky drawing the right cards and getting lucky rolls for Anakin. You could play really well and still lose horribly because of freaking Anakin. A luck element is one thing, but hinging victory conditions on two types of complete luck is another. Add on top of that the fact that the TF player can hinder Anakin, but the Repub player can never help him, just makes him feel like a broken turn track marker.

  • avatarKen B.

    If the game has a weak spot, it's definitely Anakin, I agree with you there. But it's still one of the greatest Star Wars games ever created (even though that's a backhanded compliment) so the fact that it's a fun game with nice mechanics married to that theme that propels it to greatness.

    I've always considered it a sister game to War of the Ring, even though War of the Ring is stronger in a mechanical sense both of them dovetail with their themes perfectly, overcoming the few deficiencies in their actual gameplay.

  • Mr Skeletor


    True that. Problem was we never had any Barghest hounds come out;

    Well, that's cause they were off houling in the distance, isn't it.
    I know what you're getting at Ken but I don't agree. Every game of this sort is going to strain the narrative in a few places but frankly this does it less than anything else of the kind I can think of. I guess LNOE is more solid in it's narrative but lets be honest, in that style of game it's pretty easy to do that.

    I think the trick with TOE was the fact that each villain gets its own minion chart IN ADDITION to having their own set of special rules. This allows things like the horseman to appear all over the board throughout the game, whereas the vampire tends to pretty much hide in his lair. Or the vampire directing his legions of minions all over the board as opposed to the scarecrow who is more of a loner with bugger all minions but plenty of event effects.

    I was 50/50 on this game pre-release but I'm fucking loving it, possibly game of the year for me. It just gets so much so right.

  • avatarStephen Avery

    Three games so far and I'm positive that the game *Rocks*. Best of all, its ripe for expansions- Expanmsions that really matter and change the games atmosphere. New Villians with minions and new and different events. If this game is managed well, it could be big with long legs.

    Steve"my prediction"Avery

  • avatarKen B.

    Well, my brother and I were talking about this riding home from work today. We were talking about the tighntess of narrative. He asked me what a game was that *did* have strong, solid cohesive narrative.

    "Runebound," I said.

    And why?

    "Because there's a main villain, and you have to challenge encounters, and get allies, and buy items...ah, shit."


    Carry on.

  • Mr Skeletor

    Actually, Runebound kind of fucks up it's own narrative when you use the expansions. You descide to go on an adventure where you are fighting the Avatars of Kelnov and opps, I draw a card from the base game which starts talking about Margath. Didn't I kill him 10 years ago (in game time)? The rules even try to gloss over this fact by saying that dopplegangers have appeared all over the world or some shit.

  • avatarMr. Bistro

    I bought the mini-expansion The Madness at GenCon it adds a few cards to each deck other than the Secrets and Town Items. The only real cards of note are The Madness (which makes your movement become random), and the Dueling Pistol and Dueling Crossbow which offer the school teacher some extra weapons she can actually use. I can't wait for a big expansion to this - there is so much they could, and based on FFP's track record, will do. Forget add-in cards. I want to see alternate decks which change the game.

  • avatarStephen Avery

    Runebound was the first thing that popped into my mind as well. Like anything that 'evolves' things slowly get fucked up over time. Runebound finally got smart and started publishing new decks (and some new rule sets) that replace the starter.

    This very same problem is why CCGs and CMGs die off. They have to evolve to keep selling new product. Most CCG/CMG start with a solid game but toward the end of their life cycle they've got through so much add ons and ruleset changes that they're too clunky to play anymore.

    Steve"CMG junky"Avery

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