Ring Side Report- Board Game Review of Machina Arcana

Game– Machina Arcana

Producer- Machina Arcana

Price– $80 here http://machinaarcana.com/store/

Set-up/Play/Clean-up– 45 min per player (1-4 players)

TL; DR– Style over substance. 65%

 

Basics– Can you stop the end?  Machina Arcana takes place in the Cthulhu mythos/steam punk world as brave heroes battle the forces of darkness.  Each turn, each player gets a number of stamina points to spend on different actions that range from one point for moving to three points to activate places on the map.  Players can act in any order each turn.  Then, each player rolls to see if monsters spawn on the map with each player who doesn’t spawn a monster making it easier for monsters to spawn.  Then, one player rolls a horror check.  If the party doesn’t have a horror event, then it becomes easier for a horror check to happen next round.  If the party does have a horror event, then another track that monitors how difficult the monsters are moves forward and a bad event occurs.  Finally, the monsters move around the map attacking players if able.  Play continues like this until players activate map points advancing the plot.  Players continue moving about the map, activating different map points for items/events/plot until the final plot card is resolved and the players win or the last available hero is killed and the players lose (and the world ends).

 

Theme-This game has a lot of theme, but it’s pretty random.  The game makes some great strides in telling a cool story as the different scenarios all have different plots.  I liked to move through the cards and read aloud the story as well as the horror cards, events, and even the characters backgrounds.  What takes away from all that is the randomness of the game.  The best comparison for this game is Arkham Horror, Decent 2nd ed., and Castle Ravenloft.  The monsters that spawn are all random in both Arkham Horror and Castle Ravenloft, with Decent only having on theme monsters for each scenario.  But, those games fix the story problem in several ways with Arkham Horror stating that more than just the big bad guy is moving around, doing stuff and Castle Ravenloft has all the monsters on theme to begin with.  This game has random monsters spawn from all over the Cthulhu rogues gallery, but the theme is off as some of these monsters really wouldn’t work together.  Some even have eaten one another in the mythos!  The boards are random too, but again this is fixed in comparison games as well.  Arkham horror has gates to different lands with random mythos encounters in the gates, Castle Ravenloft stacking the tile deck to make sure a desired tile occurs, and Decent custom building each map.  All of the problems in this game don’t completely make it jarringly difficult to get into the world, but it’s a noticeable problem.  As for a steam punk, the theme of that comes across only on the art.  Again, not bad, but I was expecting more.  3/5

 

Mechanics– Again I’m going to compare to Castle Ravenloft, Decent, and Arkham Horror.  The basics thoughts of all those games combine decently in this game.  You get the exploration of Ravenloft, the movement and attack of Decent, and the mythos/story/events of Arkham Horror.  What I got here was fairly well done.  What are new about this one are the items.  Some items have marks on the sides and bottom.  If you combine these items with other cards with the same marks on the opposite side or top, you can upgrade your equipment.  That’s pretty cool!  The only real big problem is the monsters mechanics.  Monsters all follow some basics rules.  Castle Ravenloft has much better mechanics for giving the monsters autonomy when they attack, move, or do anything else.   4.5/5

 

Instructions-These instructions are not well done.  Arkham Horror, Decent, and Castle Ravenloft all have better instructions in them to get the same points across.  This game attempts to do a semi-quick start, but the quick start doesn’t end quickly and will leave you fairly confused.  There is way too much going on on any page.  The rules are convoluted, and you will end up rereading a passage several times as you try to understand the game.  I barely made it through because I bought the game and I wanted to see how it worked. 2.5/5

 

Execution– Here is another problem area.  Lots of the boards came warped.  My box was dented on the inside.  That’s a pretty petty complaint, but I paid $60 via kickstarter, I expect more.  The art is somewhat detracting as it interferes with readability.  The cardboard is also strange as its thick but too malleable.  The monsters come as cardboard tokens with standees, but to get them in the standees, you have to force them, and they more often than not bend too much and warp.  I now have a wappiejaw Mi-Go and shoggoth standing at strange, sadly Euclidian angles! 3/5

 

Summary-This isn’t a bad game, but it’s not a good game either.  If you want a well-done co-op Cthulhu mythos game, play Arkham Horror or Eldritch Horror.  If you want a well-done co-op dungeon crawl, then play Decent or Castle Ravenloft.  If you have to have both of those together, then this game will do.  It does have steam punk, but it’s not the main push.  Its got faults, but it’s not unplayable by any means.  But odds are, I won’t be playing this one any time soon. 65%

Daily Punch 9-1-14 Magic Domain for DnD Next

If we have magic gods in the Forgotten Realms, then there must be a magic domain for clerics.  Let’s make this happen!

 

 

Magic Domain

Gods of Magic like Mystra control and are the magical weave that binds the world together.  Mortals are sometimes called to protect, maintain, or build the weave and become clerics of this domain.  Sometimes these clerics are tasked with preventing misuses of the arcane as well.  The mortals who pray to the gods of magic are often wizards, sorcerers, and those that dabble in the arcane, or those asking for protection from it.

 

Magic Domain Spells

Cleric Level     Spells

1st      detect magic, Identify

3rd     Magic Missle, Shield

5th     Magic Circle, Dispel Magic

7th     Evard’s Black Tenticals, Dimension Door

9th    Creation, Bigby’s Hand

 

Bonus Skill and Spell

When you choose this domain at 1st level, you gain training in the Arcana skill and gain one cantrip on the wizards spell list.  At 6th level gain a second, and 12th level gain a third.  Unlike a wizard, you cast these and any other arcane spells you know using your wisdom as your spellcasting ability instead of intelligence.

 

Channel Divinity: Enhance magic

Starting at 2nd Level, you can use your channel divinity to enhance the next arcane spell you or another cast.

As an action, you can target you or another creature in 30 feet.  The next arcane spell cast by the target has the save DC increased by half your proficiency bonus or add half your proficiency bonus as a bonus to any attack made with an arcane spell.  The creature must cast a spell within in one minute of you using channel divinity.

Also, as an action, you can enhance an already active spell.  If you do so, the active spell gains a  bonus to its DC equal to your proficiency bonus for the duration of the spell.

A target may only benefit from your use of Enhance Magic once even if you use the ability multiple times.

 

Channel Divinity: Counterspell

Starting at 6th level, you can use your channel divinity to cast counterspell as per the spell with a bonus equal to half your proficiency bonus on the saving throw.

 

Arcane Blessed Strike

When you hit a creature with a divine spell or a creature does not save against one of your divine spells, you may cast an arcane cantrip as a free action against the same target.

 

Arcane Protection

At 17th level, you gain advantage on saving throws against arcane spells.

Daily Punch 8-29-14 Nimble feat for DnD Next

How about some extra for those characters who only wear light armor?

 

Edited version

 

Nimble

You are built for speed, so you are built to get out of the way of an attack!  Gain the following benefits:

  • Gain +1 to dexterity, to a maximum of 20.
  • Add half your proficiency bonus to your AC while you are wearing light or no armor.  This stacks with any other effect that adds to your AC.

 

ORIGINAL

 

Nimble

You are built for speed, so you are built to get out of the way of an attack!  Gain the following benefits:

  • Gain +1 to dexterity, to a maximum of 20.
  • Add your proficiency bonus to your AC while you are wearing light or no armor.  This stacks with any other effect that adds to your AC.

 

Thoughts?