Have to admit, I have been thinking it's been Wednesday all day. Unfortunately, the week's not going by quite that fast. It's still only Tuesday. In order to help speed things along so that we can actually get to Wednesday and beyond, let's tune in to some gaming podcasts. This week on the dial we have:
Not so much in-depth as cursory
In a high tower, an Alchemist prepares potions, using vials filled with otherworldly fluids. In a sacred grove, a Druid grinds herbs for a mystical ritual. In the catacombs, a Necromancer summons a bone dragon... Welcome to the world of Res Arcana! In it, Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, conquer places of power, and achieve victory! Designed by Tom Lehmann and richly illustrated by Julien Delval, Res Arcana offers a unique gaming experience!
Its been an odd few weeks. Lockdown may be drawing to an end but we still can't meet up to play games so our exploration of all things tabletop gaming is even more reflective and full of random nonsense than usual. We talk about using an airbrush to paint your miniatures, look at books based on our favourite board games, talk about Dungeons and Dragons (D&D) again and answer questions from the mail bag.
We've been in lockdown for a year! We chat about what we've been playing, and Matt shares some exciting news about an oft-mentioned Kickstarter...
The Episode after the Award Show is always a tough one. We have to do work and not leave it to others. But we are pros and we put in the effort.
Many great games in this episode but the two we spend the most time on is The Initiative and Excavation Earth.
The Initiative is a coop legacy game that has simple mechanics and relies on the players to work closely together to solve the clue before the “time” runs out. There isn’t a clock to worry about, but the draw deck is the timer and adds a push your luck element to the game. Puzzles are not Escape Room hard, but challenging enough to give the players a sense of accomplishment when solved.
Excavation Earth takes simple mechanics and forces the players to really think ahead on their turn for the entire round. On your turn, if you get out of sequence or someone messes up your plan, you need a good Plan B as well. This may not be the game for people who like a bit more freedom during their turn or you don’t like to pivot once a plan is put in motion