Ring Side Report-Board Game Review of Bitten

Product-Bitten

Producer– Cat Dragon Games

Price– $14.00 here https://www.amazon.com/Redshift-Games-Bitten-Board-Game/dp/B071Y7MVCY/ref=sr_1_3?ie=UTF8&qid=1532962819&sr=8-3&keywords=Bitten+Card+Game

Set-up/Play/Clean-up– 30 minutes to 1 hour (3-6 players)

Type- American

Depth-Light

TL; DR-Three way monster mash! 92%

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Basics- There can only be one!  In Bitten, players take the roles of Zombies, Vampires, and Werewolves as they attempt to take over a city by working together and against each other.  Each player is handed a lair card. This is a secret role that indicates if you are a vampire, zombie, or werewolf. From here, players are given five cards, and then in turn order, each player will either choose to play a card from their lair or from their hand.  If they choose a card from their lair, the randomly discard a card from the hand of cards they were given. Then, a player chooses to play that card either to a location or to another player’s lair. This leads to the two ways players can win. Each card has one to three symbols indicating zombie, vampire, werewolf.  Locations have a card number on them as well as a possible power. When the number of cards on a location equals the number written on the location, then you count the number of symbols on each card, and the most symbols wins the location (ties are possible). If at the end of any turn, a player has control of three of the five locations, they win!  For lairs, a player may never look at the cards in their lair unless they spend their turn getting a card from their lair. But, after a player plays a card and they have at least three cards in their lair and they have the most symbols of their type in the lair, they alone win! If no one won the round, then players pass their hand to the left, and players continue to draft cards until they pass one card.  If a player only has one card to draft from, then they draw four more, and play continues until one creature has control of the city and the night!

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Mechanics-Overall, the mechanics of this game are really smooth!  It’s a mix of a hidden roll and drafting game that almost always give you something to do.  Have cards of your symbol? Play to locations! Don’t have cards of your symbol? Screw with players’ lairs, but be careful!  There are also other action cards that remove cards and destroy locations, so that is a good mix for the game as the start locations are not what the game boils down to.  That said, this game slightly suffers from a player balance issue as play is really great at 3 and 6, but 4 and 5 can get a bit lopsided for the person without a partner. Actions cards are maybe a bit overpowered as several turns can be blown away by one action card.  It’s not horrible as this is a lighter game, but something to keep in mind. That said, this is a great game to get to the table, teaches quickly (honestly the quick run down above is 90% of the rules), and is a blast to play. 4.75/5

Theme- I feel like I’m gathering territory in this game!  Do I sent my werewolf agents to take over the dance club or the park?  Should the Vampires fight in the sewers? I do feel like an underworld fight for dominance is emerging.  Zombies are a bit of a tougher sell as I’m wondering how hordes of zombies are not noticed in a city? But, that is me being pedantic.  I do like the three sided nature of this fight. Locations where the undead would be get things that help undead like free symbols, and each race gets a place where two would do well alongside other locations where the race does well by sites.  The lairs all have fun names for the different people using the monster from voodoo master to mad scientist for zombie and others for the other two sides of this midnight beatdown. There is not combat between the monsters, so that takes away a bit as the zombies basically wave at werewolves who move in next door.  But that doesn’t break the game. The art also fills the theme as this feels like Sin City with a black and white noir style that feels like midnight. It’s a grim and dirty monster mash. 4.5/5

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Instructions-The instructions to this game are short and easy to read.  However, the instructions need a few more examples. In my first game, we ended up with a three way tie for our first location.  You can tie, but can you triple tie? The rules did not cover that. We said yes and rolled with it. That said, the rules work. If you have an especially punctilious player, then you may end up going to board game geek to fight over rules clarifications, but honestly for about 90% of the players and games, the rules are fine.  They could use a few more pages to describe things, but as written, you can play this game in about 5 minutes. 4.25/5

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Execution-First things first, I HATE SMALL ¼ CARDS!  This game has them, so that always makes me mad.  But, once I learn to deal with my own, internal, mental issues, the rest of the game is really well put together.  Nice sturdy box that fits the cards. The little cards are there to help players see who controls each area, and I’ll admit, even grudgingly, they work well.  The art on the cards is really well done even for just being two tones. I can tell who is what from far away. The card stock feels great. It’s also a small game that you can play on a bar table with friends, and I think this is the place for it as this might not be a weekend killer.  But, Bitten is a great game that is a fun fill between your four hours games or at the end of the night when you don’t want the fun to end. Finally, this game is less than 15 bucks! You can’t go wrong at this price. 4.9/5

Summary-I usually don’t like hidden role games.  I’ve never gotten into bang, and Battlestar Galactica is still on my shelf in the shrink.  But, this game is fun. You can manipulate the others or you can just get work done. I don’t feel bored by this game.  I always have something to do, the cards feel great, and the art makes me happy. It’s just dark enough even though it’s mostly just black and white.  The mechanics flow well, and the theme fits, even if you dig too deep into this one. I also like the portable nature of this game. This isn’t a perfect game as randomness can absolutely screw you and the hidden roles might not be fair, but if you need a game that goes up to six, plays quick, and is fun, then Bitten is a great game to get to the table.  92%

Daily Punch 7-26-18 Sun Burn operative exploit for Starfinder

Let’s add a few more Solarian/Operative exploits to the game!

 

Sun Burn(SP)

prerequiste: Star Cutter

Any target that you hit with you Solar Weapon is set on fire, taking damage every turn equal to dice you roll for your solar weapon till it puts the fire out at the start of each turn.  As an example if you roll 3d6 damage, it would take 3 fire damage each turn.  This may be combined with other effects.

 

 

Thoughts?

Ring Side Report- RPG Review of Wayfinder’s Guide to Eberron

Product– Wayfinder’s Guide to Eberron

System-DnD 5e

Producer– Wizards of the Coast

Price– $20 here http://www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e?affiliate_id=658618

TL; DR– A much needed update on nearly everyone’s favorite modern crazy setting.  88%

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Basics-Whose ready for some Dragonpunk?  Wayfinder’s guide to Eberron is a 5e update to Eberron from Keith Baker.  Eberron debuted in 3.5 DnD, received a 4e update, and this is the updated 5e version.  What Eberron is is hard to describe. It’s a post-magic war, Noir, fantasy, semi-modern sci-fi non-standard epic with sprinkles of Cthulhu mythos added in, with massive changes to the standard DnD world as magic is extremely common and every race doesn’t follow any of the normal conventions set before.  The book itself has one chapter setting the tone and feel of the world. After that is a chapter on the geography of the main continent followed by a chapter on the different races of Eberron. From there the book shifts to magic, focusing one chapter on Dragonmark houses (think magic family guilds with tattoos that appear under stress providing magic powers), and then new magic creation rules as well as items for the world.  The book wraps up by focusing on a major city of the world called Sharn, and finally providing additional resources like extra reading, a glossary, and pictures you can use for your game.

Theme or Fluff-I like the stuff in this book.  It is travel guide to the world of Eberron providing a much needed update for the most recent system of DnD.  Players get to learn about the world, and GMs get enough story seeds that they can set a story anywhere. The races feel fresh since that is a major point of Eberron, and the world is deep.  My major complaint is this book feels short. Under 3.5, whole books were written about each of the different countries, and here each place gets about a page. For a book published by Wizards of the Coast itself, I expect a bit more for a $20 PDF.  Nothing here is bad, but I expect a bit more from the main publisher. 4.5/5

Mechanics or Crunch-Wizards of the Coast put out a book, so they know their own system.  I love the new races and am glad to see the races specific to Eberron get a 5e DnD coat of paint.  I also can’t give enough praise and love to how Dragonmarks and magic item creation is handled. Dragonmarks are one of the core elements of the Eberron setting as these magic family businesses run large chunks of the world, at least by proxy.  Previous editions handled this by feats, but this one sets them up as races. You are born a Dragonmark, which feels thematically true, but I also like the crunch of how each Dragonmark is handled. Magic items are extremely common with an almost cellphone like network existing in Eberron, so magic item rules needed an update.  This book provides new item creation rules and providing costs for items. This is an update the system needed long ago as some DnD Adventurers’ League players are swimming in gold but have no real use for it. In Eberron, that gold has a place to go! 5/5

Execution– HOOOOLLLLYYYY COW!  Wizards of the Cost put out a PDF and its hyperlinked!? Overall, I like the flow in this book.  I don’t hate reading the book as it doesn’t hurt my eyes to scan or dive deeply into each topic.  The text is laid out well, font is good, and I like the art. Now, the art is very recycled, but the DMs Guild lets authors use art from previous editions, so I don’t hate it.  I would like a bit more from the mothership, but its is not bad. The book does feel short, and that short nature hurts it a bit. I could easily see expanding each country to two pages and adding in more art assets from other books.  This also kinds of makes me angry as your charging roughly full price compared to Chaosium and Paizo for a book that the fluff is already written for and your art is already written for. The art is already made, and you have the graphics sitting on a hard drive, so why not use them?  The maps are ok, but they are the most general ones from the setting, so you don’t even see the capital cities on them. This would also break up the text a bit more as multiple pages are two columns in a row. There is enough white space to not make reading boring, but I’d like more. 3.75/5

Summary-Eberron is an amazing setting that everyone should experience.  From how it flips the script of traditional RPG elements to its Noir setting of morally gray characters, it should be on every RPG player’s bucket list.  This book provides a great new update to the world, providing both DMs and players with a wealth of information. My main complaint is that I would like more.  For a $20 PDF, I would like a bit more, and some of the more I want are things that Wizards of the Coast already has like maps and art assets. Some are included in the back of the book, but putting them where they are mentioned in the book might help a bit more.  That said, you can’t really go wrong with this book. If you are tired of the same Tolkien inspired fantasy, then check out Eberron. This book will give you the 5e shot in the arm you’ve been looking for to start your own game. 88%

Daily Punch 7-20-18 Solar Rogue Operative Specialization for Starfinder

I want a rogue with a lightsaber, so her is my operative specialization for the solarian/operative.

 

Solar Rogue

You’ve learned the tricks of the solarian to get the job done!

Associated Skills: Stealth and Perception. You can attempt a Stealth check to make a trick attack.

Specialization Exploit: Modular Operative.

Right tool for the Right Job (Sp): At 11th level, when you awake from a full night’s rest you can choose a stellar revelation for that day equal to your  operative level and for the stellar mode you choose for Modular Operative.  You gain the ability to use that stellar revelation for the next 24 hours following all restrictions on that ability.

 

 

Thoughts?

Ring Side Report- RPG Review of Mordenkainen’s Tome of Foes

Product– Mordenkainen’s Tome of Foes

System-DnD 5e

Producer– Wizards of the Coast

Price– $33 here https://www.amazon.com/MORDENKAINENS-FOES-Accessory-Wizards-Team/dp/0786966246/ref=sr_1_1?ie=UTF8&qid=1531451731&sr=8-1&keywords=mordenkainen%27s+tome+of+foes

TL; DR-It’s not plagiarism if it’s from you!  83%%

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Basics-It’s not Monster Manual II, IT’S MONSTER MANUAL II!  Mordenkainen’s Tome of Foes builds out the world of Dungeons and Dragons, focusing less on any one particular world and more on the higher and lower planes.  It provides players with some new options, race options, and even story to build out the characters they want to be. DMs get new monsters, focusing on higher power, extra planar monsters as well as building the universe around the normal material plane players are used to.

Theme or Fluff-This book is by the same people who made the planes in the first place, so its top notch.  The story is amazing, not just for a monster manual, but for any book honestly. You get a ton of options to really make well rounded characters from backstory to new hooks to get the characters really involved in the world.  There are multiple versions of tieflings depending on your devil parents. Those little touches really draw you in. DMs get monsters that have story as well as world-building that will really make higher level play much more interesting.  This is a great resource for any DnD 5e player that wants some planar spice in their game or character. .5/5

Mechanics or Crunch-Again, this book was written by the people who made the system, so they know their math.  The monsters feel right. There are new monsters as well as old favorites. Get ready for heavy hitters though.  This book has low level monsters, but it brings a ton of big boys to the fray. If you need high level monsters, then this is the book for you.  5/5

Execution– Is there a PDF since this book came out in 2018?  Nope, well we’re down to at most ⅘. Then, this is where I get personally angry.  This book copy/pastes the high level monsters from Out of the Abyss. I’m not just talking monsters, but art and even whole written backgrounds for monsters.  We’re talking about ⅕ of the monsters from the book, and almost all the high level monsters. And that is where I draw the line. Need big monsters to make the fight happen?  Great! Use some but not all. The highest level monsters are all the demon princes/princesses of the abyss. NO DEVIL LORDS ARE IN THIS BOOK. That means the DnD team decided to phone in ⅕ of this book by just copying another book they put out a few years ago.  So even though the book’s layout is good, art is good, and event tables of contents and appendices are great, you get a crap rating because you want me to pay full price for phoning in effort. 2.5/5

Summary– I want to like this book.  It’s got a ton of great qualities.  Players and DMs both get excellent resources to use to build up their stories with new characters options and monsters.  And honestly, the book is put together well. I like what they did here with all the different end tables and even the layout of the monsters.  However, this book breaks two important rules for me. First, I can’t get a digital version without have to buy it separately through an app. I already have a number of apps, and when that company folds, I will lose my purchase.  So the lack of PDFs really hurts this book. Second, large parts of this book are just copies of an earlier book. So, why should I reward any company for just selling the same thing to me twice? This is a great book, IF you can get past the fact that if you already own Out of the Abyss, you are buying the monsters again.  If that doesn’t bother you, or you don’t own that book, then this is going to be a great book for your DnD collection, both as a player and as a DM. 83%