Many of you have thoroughly enjoyed the Root board game from Magpie Games. But perhaps you've wanted to get even more involved with the world. Go down into it and really explore the space, to become one of the characters. Well, soon, you'll be able to, as there's a Root RPG in the works. And you can get in on the action now on Kickstarter.
From the campaign:
Root: The Tabletop Roleplaying Game is a game of woodland creatures fighting for money, justice, and freedom from powers far greater than them. Based on the Root: A Game of Woodland Might & Right board game and officially licensed by Leder Games, Root: The TTRPG brings the tales of the Woodland to your RPG table!
In Root, you play vagabonds, outcasts from the normal society of the woodlands who have come to live in the spaces between, whether that's in the forests themselves or on the fringes of society. You are competent and skilled—you have to be to survive as vagabonds—and you aren’t tied down to any particular place or faction. You might be a badger arbiter, serving many sides in resolving conflicts and defending their interests. You might be a cat scoundrel, sliding on your mask before you sneak out into the darkness to cause mischief and mayhem. You might be a wolf ranger, at home in the wilds and the untamed places of the woodland.
The campaign's making its way to 20x funded with still 31 days left to go.
A new expansion is coming for Leder Games' Root: A Woodland Game of Might and Right. It's called The Underworld and it'll bring in two new factions to the game (the Crows and the Moles), as well as two unique maps, each with their own special rules. The Kickstarter campaign for the expansion will start in one month's time.
From the announcement:
Introducing Root: The Underworld, a new expansion pack for Root: A Woodland Game of Might and Right. This pack provides two new asymmetric factions to mix and match with current Root content for new player dynamics, as well as two new maps with new map-specific rules.
Root: Underworld is not yet available and will launch on Kickstarter on March 14, 2019.
Two new factions:
The Crows, “The Corvid Conspiracy” – Espionage masters, they will have a smaller presence on the board. They score points by manipulating the other player’s hands.
The Moles, “The Great Underground Duchy” – An ancient kingdom ascending to the surface. The Moles like the Cats, Birds, and Lizards will be about putting large amounts of Warriors on the map, while controlling clearings.
Woo! Saturday! Woo! Even more woo than Friday! Woo! All the woo!
So, being Saturday, it means it's time for a Review Roundup. So, without further ado, let's get to those reviews I know you all so desperately desire.
Today we have: Machina Arcana, Dark Domains, Guild Master, Bad Maps, Root, Pyramid of Pengqueen, Simulation Theory, Maki Stack, Maiden's Quest, Hannibal & Hamilcar, Drop It, and Space Marine Adventures.
Learn to Play:
In this video I will be showing you some of the features of Guild Master and giving you my thoughts and opinions on the game and if it is one you should have a look at.
In this video I will show you some of the different features of Bad Maps and give you my thoughts and opinions on if this is a game you should check out.
Root has you controlling one of four different factions vying for some form of control of the woods. How Root plays is also one of its most highly publicized selling points. Every faction is driven by different motivations and functions in vastly different ways.
Every faction is racing to reach 30 points first but will employ their own unique methods to do so. The Marquise de Cats begin the game in power and are keen on turning the forest into an industrial powerhouse. On their turn they will generate resources and choose from a menu of actions that includes moving armies, recruiting soldiers, and constructing new buildings, which is their main avenue for generating points.
Pyramid of Pengqueen is a hidden movement and deduction game for two to five players. One player is the Pengqueen, trying to prevent the adventurers (other players) from stealing her treasures. The game ends when either one adventurer collects all five of their treasures or the Pengqueen catches the adventurers a certain number of times. That player wins.
Simulation Theory is a board game that seems to think it’s cleverer than it actually is. An RPG inspired take on the matching pairs memory games, Simulation Theory attempts to blend adventure and exploration into a game of virtual realities, where anything is real, and whereas the final game is perfectly functional, the result simply isn’t very exciting.In Simulation Theory you have been thrust into another reality and your goal is simple, get out. To do this you will have to navigate three themed existences; a fantasy world, the sci-fi universe of the arc and a prison. The goal is simple, find one of the two exits from your current reality, either hidden in the treasure deck or guarded by a boss on the main board.
It’s a story as old as the hills: a maiden is kidnapped and hidden away in a tower waiting for rescue from a savior. Sounds familiar and boring. Now imagine instead of sitting around and biding her time, she takes the initiative, breaks down doors, kicks bad guys in the face, and escapes all on her own. This second tale is a story far more interesting and relevant to our more enlightened thinking and is the story that put forward by Maiden’s Quest, the newest card game by WizKids.
Maiden’s Quest is an adventure card game for 1-2 players, which can be increased to 3+ with a second game box. Maiden’s Quest plays best with one player.
Wargames do it in classic ways. Meaning to say that wargames (abstract mostly) represent some of the oldest board game styles and derive their themes from clashes of warriors on the battlefield under the command of epic generals. The components generally don’t need to be fancy, and often the simplest components allow players to focus on strategy over flashy army men (not that those aren’t awesome in their own right).
PHALANX is a publisher aiming to take one of these classics (in terms of theme and age) and spruce it up for a 2018 audience. Hannibal & Hamilcar is a 2 player wargame set in the classic conflict of the Punic Wars. The original game, Hannibal: Rome vs. Carthage is a venerable title from 1996 and while age has not dimmed its allure to wargaming fans, this new edition now includes the Hamilcar expansion and (fancy?) miniatures for generals. Not that it may bother wargamers prepared to settle in for a long fight, but the full experience of the game can take over 3 hours.
Drive Thru Review:
It's not just Saturday... It's long-weekend Saturday. Short of full-on "Vacation Saturday," this is the best kind of Saturday. Just time to do aaaaall the things. What, exactly?... I've not relaly figured that out yet. But I'm sure it'll end up being something... or it'll be nothing, and that's just fine, too. But, before I get to maybe doing something or nothing, I need to get you your reviews I know you so desperately desire.
Today we have: Machina Arcana 2nd Edition, Between Two Castles of Mad King Ludwig, Carthago, Dungeon Draft, Ticket to Ride: First Journey, Agra, Ruthless, Blitz Bowl, Lost Cities: Rivals, Root, Clank! The Mummy's Curse, Thieves Den, and The Edge: Downfall.
Board Game Quest:
The Machina Arcana ~ From Beyond base game mechanics mirror the 1st Edition. There are still four phases that drive the gameplay: Explorer, Spawn, Horror, and Monster Phases (two are retitled from the 1st Edition but still primarily the same actions occur). Instead of going into full detail of the gameplay it would be best to highlight the changes for From Beyond and give the link for those who want a full reference to the official page for draft rules: Machina Arcana ~ From Beyond rules.
Between Two Castles of Mad King Ludwig (Between Two Castles going forward) is a collaboration between Stonemaier Games and Bezier Games that blends two of their games: Between Two Cities and Castles of Mad King Ludwig.
Between Two Castles is a semi-cooperative tile drafting, castle building game for 3-7 players (with a 2 player variant) that takes about an hour to play.
In Carthago: Merchants and Guilds players will attempt to become the most influential trader in the Phoenician city of Carthage. Players use multi-use cards to perform actions, trade goods, and spend money in the guilds to increase both their trading and prestige.
Two overarching philosophies drive role-playing designs. There are hard hitting, fast paced, stats reliant, dice rolling adventures with lots of action, fights and big results. Or the more narrative driven, cinematic churn in which imaginations and complex scenarios rely on stats only to support the players as they tell the story. While providing completely different tastes, both are enjoyable and have their place. Sometimes you want to steep yourselves in a commonly crafted tale and explore rich character development. Other times you just want to bash heads, bulk up and collect loot.
Enter Upper Deck’s Dungeon Draft. The design from Justin Gary, of Ascension fame, delivers a flash fire burn by streamlining both its theme – dungeon crawl – and its core mechanism – card drafting. The goal? Hire heroes and equip them to the max in order to complete quests and take down baddies…all for XP – aka victory points.
The design wants so badly for you to jump into action that it completely eschews back story and the tavern setting prologue, stalwart mainstays of the role-playing genre. Yet this is a card game, after all, so the omissions are refreshing. The former is often so much pointless fluff that insults a gamer’s intelligence. The latter is just simply trite.
Ticket to Ride: First Journey is a set collection/network building game for two to four players. Players are trying to connect cities on the board with their trains to claim destination tickets. The first player to complete six destination tickets wins.
Agra is a heavy euro in the purest and most literal sense of the word. It’s a sort-of worker placement game and is so big and expansive, it makes Jupiter’s Great Red Spot seem more like a pimple on a teenager’s face. Opening the box for the first time, I was genuinely impressed with the sheer amount of stuff in there; I nearly put my back out when I picked up the box, which, as regular readers will know, is a positive test result for a game. Physical injury is a basic requirement for any decent board game. What you’ll also know being the loyal and faithful subjects that you are, is that I also love heavy euros and buying Agra was only a matter of time. That and it was recommended to me by Paul Grogan and to say our tastes align is like saying that Steve likes a bit of Lovecraft.
Ruthless, from Alley Cat Games is very much like a firework. Not the type of firework that goes off randomly at 11:36pm on a Thursday night in March, waking the dog up, and thus you. No, Ruthless is like a firework in that despite the fact you’ve played many other deck builders, this one will make you go “Ooohhh”, like you do when watching fireworks, despite having seen many fireworks go off before.
Drive Thru Review:
One Board Family:
Clank! The Mummy’s Curse is the second expansion for the base game and it introduces some fun additions that fit the Egyptian theme. In this expansion, players are given access to two different locations to explore. One is a pyramid board that has a unique feel due to the diagonal orientation of the board. On the other side you have the Sphinx which is slightly more difficult but has the same set of rules.
theMCGuiRE review takes a look at the brand new The Edge: Dawnfall board game and this thing is MASSIVE! It offers 3 modes of play: a competitive miniatures game, a fully cooperative multi-player campaign game and a solo campaign experience. Each game mode is an awesome and well executed experience and yet again adds to Awaken Realms stock of excellent games!