Showing posts with label AEG. Show all posts
Showing posts with label AEG. Show all posts

Wednesday, July 11, 2012

Hands On Impressions: Thunderstone Advance: Towers of Ruin

While I may never fully understand the reason behind AEG's choice to name their newest version of Thunderstone, Advance, I am happy to report that the advances made in this version are great improvements to the game. 

Similar to the recent release of Nightfall: The Coldest War, AEG has updated and improved Thunderstone's starting cards as well as updating the curses.  Each curse now has its own distinct way of removing itself from your deck.  While one curse might require you to discard cards, others might order you to lose gold, or worse yet, venture into the dungeon and risk defeat by lowering your attack value and become unable to equip weapons or use dungeon abilities for the rest of the turn. 

The starting cards are also new and Shiny!  If you recall, the old starting cards included Militia, Torch, Dagger, and Rations.  While the Torch remains, the other cards have received a pleasant update.  Militia are now called Regulars and can be leveled up for one fewer XP than before.  The Daggers have been upgraded to Longspears and provide Regulars with the advantage of drawing a card when equipped.  And the Rations have been replaced by Thunderstone Shards.  These thematic shards provide a nice strength boost to heroes while also providing a boost to XP when you gather your spoils in the dungeon.

Adding to the pile of improvements, Thunderstone Advance includes a larger, more dynamic board which holds not only the dungeon cards, but also provides spaces for the village.  Gone are the days when your party ends up with one spell and all weapons to choose from (or vice versa).  The new board has a set number of slots for weapons, heroes, spells, villagers, and items making it much more balanced when choosing your randomizers.

The board also comes double sided and provides two different levels of play.  One side is the dungeon and the other the wilderness.  In the wilderness, the need for light becomes a one-to-one ratio making it a little easier to navigate and a great place for new players to start.

New to this set is the addition of Familiars.  This little twist allows players to draw one after their first victory in the dungeon.  Once drawn, the familiar stays in front of the player until used.  Then it gets shuffled into the players deck to be drawn again.  When drawn it is placed once again in front of the player to be used when the time is right.  Each familiar has several different abilities that improve with the number of XP that the player has accumulated.  For example, if a player drew the Battle Hawk, then that player can use it with 0 XP to gain 2 gold in the Village, with 3 XP in the Dungeon to gain +1 light, or with 6 XP to gain that light + draw a card and gain physical attack +1 in the Dungeon.  When used, the XP is not discarded, it's checked to see that the player has the required amount. 


Players who pre-ordered the set also received the mini Avatar Expansion.  This adds just a little more Dungeon crawl flavor to the game.  Each player chooses between Wizard, Cleric, Fighter, Thief, and Ranger.  All in all I could take or leave this expansion.  The avatars seem too unbalanced and did not add much to the rest of the game.  I think it might be more fun to play with them by randomly distributing the avatars, but that's just me :)

So that's about it! Lots of great new additions that add a lot to the theme and improve the Dungeon crawl feel.  For me this is by far the best version to date and one that has me thinking I need to move it up in my deck building ranks.  Who knows, this might just move up into second place, right under Nightfall!

If you want the full Impressions from our crew, listen to our Session Impressions for Thunderstone Advance, playing now on an iPod near you!

Sunday, August 21, 2011

Hands on Impressions: Ninja: Legend of the Scorpion Clan

One of the hot new games featured at AEG's booth this year was Ninja: Legend of the Scorpion Clan.  Set in the world of L5R, this is the first in what the company hopes to be a series of lighter L5R board games.  Their hope is to create more titles, pitting different clans against one another.  I was personally excited to try this as I have been interested in L5R culture, but found breaking into the card game challenging to say the least.  With the lack of a good set of rules, it appears that only those who have friends already fluent in the language of L5R can really learn the ins and outs of the popular trading card game.  This new set of board games is perfect for entering the samurai world of L5R. 

I unfortunately did not have the opportunity to sit and play Ninja at Gen Con, but I had obtained a copy for review and I finally got it to the table during a recent Friday game night.  That evening Rob, our in-house expert on all things L5R, and I sat down to see what this game was all about.  Ninja is centered around the Lion and Scorpion Clans (both of which are Rob's preferred Clans).  The board features a map of a castle in the heart of the Lion Clan provinces.  It is a beautiful board, but I wish the walls were a bit more defined.  They tend to blend in with the surroundings making it a little confusing when trying to locate the boundaries.


The game supports 2-4 players.  One or two players can play as the Samurai Guards who stand, alert, around the grounds of the castle.  The other one or two players take on the role of the intruders who move secretly around the board.  One player plays as a Ninja and the other as a Traitor amongst the Lion Clan.  In a two or three player game one player handles both traitors.

The traitors are given different secret objectives that they must complete in order to win the game.  These could be anything from destroy the supplies to kill the honored guests.  Each intruder must navigate across the board, undetected, to locate their goals.  To do this, they chart their moves secretly on a map hidden from view.  While moving and searching around the grounds, the guard player(s) are given clues as to the where-a-bouts of the intruders.  The faster the intruders move, the more easily they are heard and possibly discovered.  Through deduction, and the help of some cards, the guards attempt to locate the intruders and remove the threat. 


The game suggests that play time is around an hour.  Do not expect this for your first game.  Like most games, expect to add at least an extra 1/2 hour, and in the case of our first game it was more like an extra hour.  We found the initial set up to be simple enough, but did have some trouble working out all the rules on our first run through.  We often found ourselves checking in with the rules for clarity and thought that some of the rules could have been clearer.  I do believe the game will run much quicker the next time we play though.  More in the realm of 60-75 minutes.

Despite the extra length of our initial game, I thought the game was enjoyable.  I am a fan of most deduction games and found great pleasure in sneaking around the board as a ninja.  Not so sure Rob was happy about the situation, though.  I lucked out and managed to find my two objectives rather quickly and escaped without a scratch by turn 11. Sorry Rob!  
 



Ninja: Legend of the Scorpion Clan is set to reach your FLGS this October and would be a great holiday gift for anyone who loves deduction games. A beautiful game with solid game play, this is sure to to bring a smile to any Ninja fan!