Ring Side Report-Board Game Review of Call to Adventure

Product-Call to Adventure

Producer– Brotherwise Games

Price– $30.00 here https://www.amazon.com/Brotherwise-Games-BGM018-Call-Adventure/dp/B07JN6XY6Z/ref=sr_1_1?crid=2N3XFUONODGO9&dchild=1&keywords=call+to+adventure+board+game&qid=1593728170&sprefix=call+to+adventure%2Caps%2C173&sr=8-1

Set-up/Play/Clean-up– 30 to 45 minutes (2-4 players)

Type- American

Depth-Light

TL; DR-Set Collection Your Own Adventure!  95%

Basics- Who will you be?  Call to Adventure is a character building game of set collection and dice rolling.  Each character at the start of the game will be given three cards: a background, a motivation, and a destiny.  The background and motivation cards have rune symbols representing traits that your character will use to attempt to adventure, as well as powers that your character can use each turn.  Each turn your character must choose either an adventure or trait from the tableau.  Traits are cards you just take, but adventures are events you must choose to encounter.  Each adventure has two traits associated with it.  You see if you have any matching traits on the cards you currently have, you add one of those trait’s runes to your “dice pool” (which is actually a rune pool) for each symbol your character has.  Then you choose on the adventure card if you will attempt the encounter on the bottom or the top section.  Each one has a different story AND different rewards/challenges.  You then take the three basic runes that either give one success, no success, or draw a hero/antihero (one time use card) as well as the runes you gathered before based on your current cards, and you may spend experience to add dark runes to the pool.  These either add one success or two success and make you more evil!  You then cast the runes (instead of rolling dice), and you count your successes.  If you succeed you gain the card and place it under your current one to show the challenge you overcame.  If you fail, you lose the card, but gain an experience.  Play continues until one player has three cards under their background, motivation, and destiny.  All other players get to finish the round and have one additional round to catch up and then you add all victory points from any cards you played and sets of icons you collected, and the player with the most destiny points is the winner!

Mechanics-This game sneaks up on you as you might only have nine turns if you are lucky!  It’s very quick, and it’s easy to forget that you are collecting sets of icons and points.  But, man is it fun!  It’s quick enough to not wear out its welcome, but it’s also deep enough that you will have to think a bit.  Experience is a great way to fix the luck of the dice issue, but dice/runes can absolutely ruin your fun here.  But even then, you will still not have a bad time as it’s not a long game and some traits are won by losing.  Overall, it’s a dice rolling and set collection game.  4.5/5

Theme- This is a solid story game.  When you are done, you will be amazed how well the story of your character emerges.  I FEEL like I am this person playing a year long campaign forging this hero in an RPG.  If you are a story gamer like me, YOU WILL LOVE THIS!  5/5

Instructions–  The rules here are good, but you will end up on BGG.  There are some corner cases where I have to check exactly what the game rules mean.  Even without board game geek, you can figure out enough to settle on house rules to get you playing.  The rules are written well enough that you will get running fast enough to play in about 10 minutes.  These are solid rules, but a few flaws keep them from being the gold standard. 4.5/5

Execution–  This is a fantastically executed game!  Check out all the pieces here: https://youtu.be/n0OI0_nS1e8   YOU CAST RUNES!  It feels like every druid fortune telling scene in a viking movie.  That right there is amazing.  The cards are excellent.  Everytime I teach this game players want to stare at the cards as the details are amazing and tell a story themselves.  The box is amazing.  It has great compartments to keep things organized.  Honestly, more games need to be built like this game!   5/5

Summary–  This is a game you will either LOVE or HATE.  If you want a 12 hour euro game where each move is planned six moves ahead, then this is not the game for you!  If you, like me, played eight games of RPGs at the BGG virtual con AND have two play by post games going at the same time, then I have a board game for you and for you to woo your RPG friends into.  It’s light enough to be a blast to play quickly, but deep enough for you to find a story to dig into with enough mechanics that you can enjoy your choices.  Like all dice games, you can be wrecked by the dice, and I would like a bit more in the rules to elaborate.  But, this game is a blast to play and one that any RPG gamer and board gamer needs in their collection. 95%

Daily Punch 7-2-20 Helm of the Survivor wondrous item for DnD 5e

helm of the survivor

Helm of the Survivor

Wondrous item, rare

This helmet is made from bashed together metal plates from the scraps of other helmets of those who were the last to survive a battle. While wearing this helm, you gain a +1 bonus to AC and increase your maximum hit points by one hit point per level. In addition, while wearing this helmet, you will always be the last one to survive the battle. If you would be killed, you teleport to the last safe bed you slept in and are at one hit point waking up the next morning . If the last safe place you slept is not safe, the magic of the helm will continue to find the previous place until it finds a place where you are safe to wake up.

Thoughts?

Ring Side Report-RPG Review of Ghoul Island Act 1: Voyage to Farzeen

Product– Ghoul Island Act 1: Voyage to Farzeen

System-DnD 5e

Producer– Petersen Games

Price– $15.00  here  https://www.drivethrurpg.com/product/308667/Ghoul-Island-Act-1-Voyage-to-Farzeen?affiliate_id=658618

TL; DR-Solid book that tells you what it is.  95%

Basics– What horrors lurk under Farzeen?  This is the first part of an epic heroic fantasy campaign from Sandy Petersen.  This adventure starts off with mutiny aboard a ship, involves the crew being battered by horrible dreams, losing the crew, finding the city of Farzeen, and eventually finding the crew after they flee to a temple below the island.  Along the way the players meet monstrous deep ones, less monstrous ghouls, and an ancient evil long forgotten below this island.

Mechanics or Crunch-This is a solid adventure.  The math checks out as  it’s just applying the basic 5e rules for the crunch.  It uses Sandy Petersen’s dread rules, so you will need the Cthulhu Mythos book for that.  Overall, a solidly put together adventure full of fun fights and exploration for low level characters.  5/5

Theme or Fluff-This part is where expectations have to be set early.  I honestly think the best way to play Call of Cthulhu is a one shot.  People in a normal world, thrown into a crazy situation, damaged beyond repair, then left to deal with the horror for the rest of their lives.  That’s good cosmic horror.  This isn’t that, and the book is VERY up front with that.  This is heroic fantasy with horror thrown in.  This adventure isn’t written to be 20 levels of just sheer cosmic horror.  You get to be awesome stomping a deep one.  Also, some of the main characters are ghouls.  Some players are going to miss this, but Lovecraft ghouls are not DnD ghouls.  They are more dog men really.  It’s things like that that will require your players and you to adjust expectations.  Nothing is bad, but you have to read this and see exactly what the author intends.  4.5/5

Execution–  PDF?  YEP!  Hyperlinked?  no…That’s honestly my only gripe here.  The layout is good.  Text size is good.  Art is well done.   There is even a separate book that is the Farzeen Gazetteer that gives you background on the town and island.  That’s an amazing value for 15 bucks considering this is a full length adventure and a whole small book on the island itself!  Just hyperlink and this would be one of the best products this year.   4.75/5

Summary-Sandy Petersen’s team put out another top notch product here.  It has solid crunch for the adventure.  The story is good, but you HAVE to read what it is and what it is not.  I also love the pieces of this thing.  My gripes are small-I always want PDFs with hyperlinks now, and I went in expecting only cosmic horror all day long.  If you can get past those small issues, then you have an incredible start to what is shaping up to be an amazing campaign with the resources you need to make a fun, in depth game for your players.  95%

Daily Punch 6-30-20 Potion of Escalating Assault for DnD 5e

Been playing the witcher lately, and this is a potion that comes comes in pretty handy.

Potion of Escalating Assault

Potion, uncommon

When you drink this potion, you feel the anger build in you.

For the next hour, when you enter a fight, after each melee hit, increase your melee damage by 1, up to double your proficiency bonus. The bonus to melee damage is reduced to zero if you miss an attack or do not make an attack in turn.

Thoughts?