Ring Side Report-Board Game Review of Office Dungeon

Product– Office Dungeon: The Quest for Promotion

Producer-Writer Monkey Games

Price– Not quite yet!

Set-up/Play/Clean-up– 15 minutes (2-4 players)

Type-American

Depth-light

TL; DR-A strong beta of a game.  83%

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Basics- This week I was able to score a demo copy of Office Dungeon: The Quest for Promotion!  Do you have what it takes to beat the boss, score the most prestige, and decimate Peggy from accounting to get the one cubical with a view of the window?

This is a simple game.  After each player chooses a starting class, you draw four cards.  Cards come in a few basic types: enemies, items, instants, and bosses.  Enemies can be bought with prestige, the points of the game, to fight on your side.  Items are constant bonuses to your character.  Bosses are extremely hard monsters and the way the game ends.

Each turn a player can play one enemy from his/her hand to fight for you as well as buy any equipment from your hand.  Next a player reveals one card from the deck to encounter.  If it’s equipment, the player picks it up.  If it’s an instant, it instantly happens. If it’s a monster or boss, combat happens!  Combat is determined in a number of steps.  First, the player chooses who fights the enemy.  Then, the enemy and the player or the players bought enemy compare speed scores with the higher determining who goes first.  Whoever is going first uses its attack against the others defense.  If attack beats defense, then the creature is wounded.  Players have a number of hit points of damage they can take, and the enemy, player bought or from the deck, have one.  If the defender isn’t killed, then the defender attacks in reverse.  If the player wins, the monster or boss is defeated and the player gains the prestige points listed on the card.  Players can also avoid combat entirely by spending double the enemy’s listed prestige to instantly hire the enemy.

Players can also opt to not draw a card, and instead that player can attack another player!  Combat acts as above with the player loosing prestige to the attacker if they lose combat.

Play continues until the players have defeated a number of bosses equal to the number of players or all the cards are exhausted.  Then, the player with the most prestige wins the game and gets promoted.

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Mechanics– This game’s mechanics are extremely simple, but at the same time the feel a bit like D&D.  You have a speed stat that you use to determine attack timing.  Then, you have attack and defense to determine if your attack will kill the enemy.  It’s pretty quick and easy to understand.  However, the game isn’t quite that easy.  It’s most definitely a screw your neighbor game, but that’s the experience you’re going for in this game of cut throat office politics.  My major issues with the game are the attack values on the bosses and the attack and defense stats.  The bosses seem to be a bit over powered, and the only way to defeat them is the use some coworkers power to instantly kill them.  Sure that might be built in, but it’s not very much fun to simple lose most of the boss fights.  My other issue is attack and defense.  Many of the values tie, and players win ties.  However the rules are not exactly clear in some cases (more on that later).  Maybe I’m a bit simple, but my wife and I had to make a few judgment calls to determine what should happen in the game.  That’s not bad, but some players will most definitely not like that mechanic. 4/5

 

Theme-Let’s be honest, this game is amazingly similar to Munchkin.  That doesn’t make it bad by any stretch of the imagination, but I want to get that out there to discuss the theme.  That said, the idea of Munchkin hasn’t been done in an office, and this game does it well.  You get coworkers to help you, you try to get your promotion, and you have to be absolutely cut throat if you want to get it!  It’s very on point with emoji art for the characters and witty quotes for extra theme; however, you will have some strange thoughts pop up in play.  “How does my foam assassin kill a very irate customer?”  “How do I actually beat a paper jam with an attack?”  If you can look a little past that and just enjoy the game, it’s a fun experience of braving the office to win the one desk with a view of the parking lot. 4.5/5

Instructions– I’ve been hard on instructions lately, and this one is going to suffer the same fate.  The rules are “ok”.  Ok is an ok place to be, but this game’s rules hurt the fun of the game as they need maybe another page of rules to explain the game.  As it, the rules are one page that is reasonably well done.  But, there are lots of corner cases that arise that you and the other table members have to agree one.  Do instants instantly trigger when drawn off the pile?  Do you sell equipment from your character for half value?  And so on.  This is a rules light game, but the rules could use another pass or two to really shine.  It won’t stop your fun, but your group has to be fine with making a call and sticking with it!   3.5/5

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Execution– The game itself is well done, but as a game in the same vain as Munchkin, it needs some outside pieces to really work well.  A few d20’s and d6’s are needed to keep track of your score and your life total.  That’s not horrible, but it does make the small size of the game somewhat deceptive.  However, if your gaming group has those, then you’ll be fine.  The cards are on nice card stock, but the most interesting thing are the colors.  The colors of the cards all look like the colors you’d encounter in an office.  That’s a small detail that will really make your enjoy the game that much more when you see it.  The art, style, and words are all minimalistic, but overall well done.  It’s a decently put together card game. 4.5/5

Summary– This is a fun game if you want a pocket game of Munchkin at work and you have some post-it notes lying around that you can use to track your stuff.  Honestly that might even make the game better but furthering the office worker theme!  What is here is a strong beta test of the game.  It’s reasonably quick, easy to play, and funny.  It does need another coat of polish before it’s completely sent into the wild, but this game is much less broken then some of the finished games I’ve played in my time.  I’m honestly looking forward to this final version of this game!  83%

Ring Side Report- RPG Review of Valiant Universe: The Roleplaying Game

Product– Valiant Universe: The Roleplaying Game

System– Valiant Universe: The Roleplaying Game

Producer– Catalyst Game Labs

Price– $40  for the physical book here http://www.amazon.com/Valiant-Universe-RPG-Core-Rulebook/dp/1936876965/ref=sr_1_1?ie=UTF8&qid=1434994698&sr=8-1&keywords=valiant+rpg, $10 for a PDF here http://www.drivethrurpg.com/product/132548/Valiant-Universe-The-Roleplaying-Game, OR PLAY NOW FOR FREE with this PDF http://www.drivethrurpg.com/product/128948/Valiant-Universe-RPG-Quick-Start-Rules-Featuring-Unity

TL; DR– The heroic evolution of Cosmic Patrol 92%

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Basics– Step into the pages of the Valiant comic books.  Valiant RPG is designed to use the Cosmic Patrol light mechanics system in the world of the Valiant Comics.  You can fight alongside X-O Manowar or even start fights in the Harbinger Wars!  The book spends half its time setting up Valiant universe and half its time describing the system with adventures provided to jump start you into the system.

Mechanics or Crunch– There is a lot here, but it’s also quite similar to Cosmic Patrol

Non-Combat, Combat, and 90% of the system-Valiant RPG feels like the next stage of evolution for the Cosmic Patrol RPG.  Players use a d12 + a d4 to d12 for all the characters actions vs. the Lead Narrators roll of d20.  Just like Cosmic Patrol, the game is quick and easy to pick up.   For a much fuller explanation of the base rules read my cosmic patrol write up here: https://throatpunchgames.com/2015/06/05/ring-side-report-rpg-review-of-cosmic-patrol/ . Overall, it fits well with the comic book style of the system.  Players feel heroic being able to take blasts from large robots while facing odds that would decimate most small nations.

Powers-The major addition to the Cosmic Patrol system by the Valiant RPG are powers.  Powers are extremely varied with few if any rules guiding their creation.  Players spend points to choose a die type, a bonus to the die, and if the die replaces, if two dice are rolled and the better result taken, or if the two are added together.  How these dice are used is completely up in the air.  Since this is a superheroes game, the powers are all kept loose to allow for a variety of powers to come out.  Everything from flight to energy swords are powers the players can design and use in this game.

Summary-This is a very loose, fun game.  It does play well with all the characters feeling like superheroes.  It all works well as the Cosmic Patrol system is an amazing system.  The powers are a great addition to the system adding a wide variety of options at player creation.  It’s very flexible, allowing for the creation of any superhero a person could think up.  The only problem I have with the system is combat tends to drag a bit.  I’d like player characters to do a bit more damage to make them feel a bit more heroic.  Most people should go down in under one hit from the Eternal Warrior, but based on how damage is dealt, a Visigoth can go toe to toe with him for at least five rounds.  However, this is an area where the powers can be used to fix the system based on player creativity.  Otherwise, this system allows for players to battle through any adventure from the comics well. 4.5/5

Theme or Fluff-   The first half of the book is the quick notes of the Valiant universe.  I’ve read a bit of the comics, but this is a much better introduction to the world than I expected.  Each comic gets four to six pages of explanation as well as the general explanation of some of the major events of the universe.  It’s well done, and if you’re at all interested in Valiant Comics, it will draw you in and make you want to read some of the graphic novels. 5/5

 

Execution– I like what’s here.  Starting with the comic universe helps those who’ve never read the comics get on board in a hurry.  Also, it has enough depth that you don’t feel completely outgunned when the diehard comic guy/gal in the RPG groups starts talking.  It won’t give you a master class in the subject, but it will help you hum most of the harmonies to the Valiant Universe song.  Character creation is simple, and has a few examples to help you make the heroes you want.  I’d like a bit more for game mastering as, like Cosmic Patrol, players can do a round robin GM style with the lead narrator position rotating, allowing everybody to a chance to play.  But, just like Cosmic Patrol, the adventures are barebones.  It allows for quick, on the fly game play and mastering, but it also means that the current lead narrator has to have some serious improve chops.  I do like how much the writers provide by both giving you lots of enemies to fight as well as several adventures to start with, but I think this book needs a bit more to be completely new game master friendly.    4.25/5

Summary– Valiant and Cosmic Patrol occupy an interesting niche in the RPG market.  It’s got more rules then Fiasco, but much less rules then DnD or Shadowrun.  If you need every minuscule rule spelled out for you, then these are not games you will enjoy.  If you want a ton of improve opportunity, then you will enjoy this.  If you want ONLY improve, then you won’t enjoy this RPG.  If you want a bit of dice rolls and crunch, then this is your sweet spot.  It’s a great RPG that’s set in a fun universe with great comics.  It builds upon the solidly squishy base of Cosmic Patrol and adds a fun universe to play in with new powers to destroy it with.  However, it’s not without its faults.  Some combat can drag a bit, and I’d like a few minor additions to the GM section of the book to better teach how to run the game.  But, it’s still a great RPG with lots of options that are only limited by your imagination. 92%

Ring Side Report-Board Game Review of Albion’s Legacy

Product– Albion’s Legacy

Producer-Lynnvander

Price– At your local con.  Gaming Stores can’t get this one yet!

Set-up/Play/Clean-up– 120 minutes (2-4 players, expansion to 6)

Type-American

Depth-Heavy!

TL; DR– Arthurian Arkham Horror 93%

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Basics- The kingdom is threatened and Arthur must ride out to face the threat!  In Albion’s Legacy players take the rolls of various heroes (and in the expansion villains) of Avalon who must stop different threats to the kingdom.  There is a lot to this game, but it’s also surprisingly simple to play.

Players start by selecting a hero.  Each hero has a power and a personal quest.  The power is a constant power they have through the game, and the personal quest is a character specific goal that will grant the character their awesome ability or item that will make them that much more powerful.  Each hero also gets a starter weapon and armor.  These don’t do much besides block hits, so better items are a must.  Players also get destiny points that are used in challenges (more on that later).

Players then select a quest to go on.  The quest is the way the players will win.  Each quest outlines specific places the player must go, enemy’s to kill, and with the expansions adds extra enemies and locations for the players to visit.  These describe how set up is modified as well.  Players also select a start player who starts with a key token.  This key token is used to keep track of the number of rounds the players have played as well as determining when the game itself take a turn to move all the enemies and effect the players as needed.

After setup, players all start in the round table room of the Camelot board.  Camelot has several different locations for the players to go, with all the different locations revealed.  Starting with a key players, each player gets to move their characters around the board.  The characters all start with a move of four spaces, but they don’t have to go all four spaces.  For the most part, a character is free to move as many or as few spaces as they want.  Characters only cause events to happen when they enter a space that has an encounter marker on it or moves onto an enemy’s space.  Encounter spaces cause the player to draw an encounter card, and any time a character and a monster share a space, all other play stops and the character must fight the monster!  I’ll discuss combat and monsters in a bit.  Character can keep moving until they use up their movement either moving on known tiles, or revealing tiles for them to move on.  The player’s turn ends when they stop moving and they can elect to use the location ability of their space.  These space abilities range from healing the character, repairing armor/weapons, getting new items, or other good effects.

Combat is quick in this game.  Each character has several knightly attributes ranging from courage, prowess, altruism, and so on.  Every monster or challenge has different attributes that must be select for a combat along with a number of successes that must be obtained.  After the player has selected their attribute, the player rolls the number of dice their character has for that attribute.  These dice are six sided dice with five of the sides being the different attributes and the sixth being a mana burst which is worth two successes.  A player rolls these dice and counts the successes.  If the player succeeds, the monster is beaten or the challenge won.  If not, the player now must make a few choices.  The player can take a wound and continue the challenge, break (flip the card over) an armor or weapon and continue the challenge, discard a armor or weapon to flee combat, or spend destiny points to reroll dice.  The destiny points allow a player to select a second symbol on the die, reroll one die, and see how the combat progresses with the player winning, spending armor/weapons, or taking damage.   It’s quick, simple, and VERY deadly as most characters only have one damage!  Take your second damage, and your player retires out of the game and you have to take a second (or third or more!) character.

After all players take their turns, the key player gets  a second turn.  When they finish their second turn, the monsters all have their turns.  Most monsters move, a brazier is extinguished, some events trigger, and the key marker moves to the next player.  Then play continues as above.  When the players finish their original quest, they win the game!  If they last virtue plaque is removed or last brazier extinguished, they Kingdome descends into darkness, and the players have lost!

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Mechanics– I’ll compared this game to Arkham Horror.  The base mechanic is choose one of your six attributes, roll the number of dice you have in that attribute, and hope for that symbol or wilds to appear.  This is basically the same as the d6 with fives and sixes being successes of Arkham Horror.  Aside from that, the base mechanics of tiles revealing monsters and the basic ideas of the quest you’re on are the major story-based mechanics of the game.  All together, everything is easy enough to run, but hard enough to succeed at to keep players playing again and again.  My major problem is the game does not scale well for less than four players.  If you play one player, then you run all four characters.  If you play two players, then each player runs two characters.  If you’re playing three players then one person runs two characters.  I’d just rather see more scaling stories.  Instead of having to go to eight difference places to get fragments in one mission, why not make it two places per character?  Maybe fewer monsters on each threat card for fewer players?  The quest coins scale, but the rest of the game doesn’t.  That isn’t game ending by any means, but it a slight annoyance.  Otherwise, the game runs quickly and is quite fun. 4.5/5

 

Theme– Homerun.  This feels like a hard, but beatable, co-op game of Arkham Horror set in the world of King Arthur.  All the threats feel like Arthurian legends.  The monsters feel monastery enough, but also the variety of things needed to beat the monsters and threats is interesting.  Sure, the mechanics are basically choose a number besides 6 to roll, but the fact that the numbers of the six-sided die have different names makes this feel more like an RPG and a quest.  While I won’t quit Arkham Horror over this one as I still need my Cthulhu fix, Albion’s Legacy has found a spot in the co-op rotation of games that my wife and I will play when we want to go on a quest together and save the world.  5/5

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Instructions– This game is an example of a game that has everything you need to play written out decently, but not laid out in a way that is as helpful as you might need.  Overall the rules have exactly what you need to play.   But, it will take you a few read-throughs to get all those pieces together.  The rulebook has pictures to really help guide you in, but there are a few blocks of text that could use a break up to make things smother.  But, if you need it, I promise it’s there.  Here is my example.  I was confused over the virtue plaques.  These are plaques that give your character a bonus, but if the players have used them all up, you all instantly lose.  My wife and I couldn’t for the life of us figure out how to use them.  But, after rereading the rules, they function exactly like any other space and resources on the board- go to a location, take your turn ending action to use the space, and get a plaque.  Its written right there in red and white, but something you, like me, might miss on your read through of the rules.  It’s not poorly done by any means.  Maybe I’m just used to having similar things spelled out repeatedly to me in different rule books.  It does read quickly, but you have to be extremely careful that you might miss an important rule that could drastically change your play experience!  4.25/5

Execution– Overall, I really like what’s here.  I even did an unboxing video of this game: http://youtu.be/KG6ZPLTsync   There are a ton of parts to this game!  The box is large enough to hold them all, but you’re going to need to provide your own organization!  While I love the game, I’d like some Ziploc bags to come with it.  It’s a minor complaint, but it’s an important one.  Games like this (Arkham Horror, World of Warcraft board game, Caverna et al) are full of awesome components, but if you don’t keep this monster organized, you will spend more time setting than you ever could playing!  But that aside, the art is great, the characters look good, and the cards read well.  I’d like a few more of the attribute cards to help you determine what the spaces mean or how to fight each type of monster, but again, that’s nitpicking.  Overall, that game is well put together, but a few more additions would help put this over the top.  4.75/5

Summary– Cards on the table, I’ve never heard of Lynnvander before.  I think they are a newer gaming company, so I’m honestly surprised by the quality and quantity of this game.  Albion’s Legacy is an ambition game for any company to put out.  Some multimillion dollar gaming companies completely blow the launches of games like this.  It’s FULL of parts, has a ton of options, and is simple to run.  And all that for the basic intro price of $45.  That’s not bad!  I went with the deluxe of $60, and I got extra characters, quests, and tiles.  That’s well worth the price of admission.  It’s got a few issues-the rules could use another pass/edit, the mechanics don’t scale exactly well with the player count, and I’d like some Ziploc bags for my parts.  But, what is in this box is amazing.  If you want a co-op game that works like a dungeon crawl version of Arkham Horror in Avalon, then it is well worth your time to check this game out. 93%

Ring Side Report-Board Game Review of Eminent Domain: Microcosm

Product– Eminent Domain: Microcosm

Producer-Tasty Minstrel Games

Price– $7 here http://www.miniaturemarket.com/ttt3003.html/?utm_source=boardgamegeek.com&utm_medium=feed&utm_campaign=BGG_Text_Ongoing&utm_content=Text_SKU-TTT3003_Ttl-4_Dsc-2_MMUrl-Yes

Set-up/Play/Clean-up– 5 minutes (2 players)

Type-Euro

Depth-Light

TL; DR– Bad rules hurt a great game. 83%

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Basics-Vie for galactic dominance!  Eminent Domain: Microcosm is the two player microgame version of the popular Eminent Domain game.  The game is set up by separating the types of planet cards based on how many colonize/warfare it will take to get that planet.  These cards are placed face down.  Then, the main deck of action cards is shuffled and three are placed face up in a row to be selection.  Finally, the five different technology cards are placed face up for all the players to buy.  After set up, players take turn drawing a face-up or top of the draw pile card, refreshing the visible row, and then playing a card or drawing as may cards as the player wishes from his or her discard pile.  The cards have an action on them, a symbol for other actions, and a way to score end game points.  The main actions on the cards are research, warfare, and colonization.  When a player plays a warfare or colonization card for its action, he or she chooses a planet pile.  These planet cards have different values of both colonize and attack needed to take the planet, but these values are hidden to the player when he or she chooses.  Players can show, not play, other cards from the player’s hand to meet these values.  If the colonization is successful, then the planet is placed face down in front of the player.  Planets have a symbol that can be revealed to add to other played action cards.  If a player plays a warfare card and has the needed symbols, then the planet goes to the spoils pile.  Planets in the spoils are only worth end game points and cannot be revealed for their symbols.  But, warfare has an added bonus.  A player can declare warfare on an opponent’s colonized planets, stealing them, and making the game much more combat focused. The last major card type is research.  Research allows you to take a technology card from the center row OR move an opponent’s technology row to the center row.  If a player can shows three more research symbols on other cards, the player can take the research action again moving the same or other research cards around.  The technology cards provide extra symbols for research, colonization, warfare, or other actions.  Play continues until every card from the selection row is taken, and then the players score points based on the cards they have: one point per colonized or planet in spoils, one point per political symbol they have, and then they get extra points based on the extra point conditions on all the cards they selected.  Winner of the game has conquered the (micro)cosmos!

Mechanics– Quick, lean, and deep are not words you hear together too often, but this game has that.  It plays in less than five minutes.  It’s not full of clutter as every card in the deck could be the difference between a win or defeat.  And, deep as playing what and when are the hardest choices you have to make in a game.  Honestly, once you know how to play, you won’t put this one down. 4.5/5

 

Theme-This game feels like a contest between two players over planets.  It’s not perfect as the random nature can really limit what strategies you can employ.  But, the addition of conquering colonized planets really adds a new depth to the game.  As you scorched-earth conquered planets, that really add to the strategy AND the theme.  Are you a galactic empire bent of destruction or are you peaceful colonists who will co-exist with the planet and use its resources? 4.5/5

Instructions-Tasty Minstrel….. where do I begin.  These rules are just bad!  You have some nuggets of gold here, but a lot of that is fool’s gold.  This isn’t a game where scores are 3 to 90.  This is a game where scores will be 30 to 31.  Knowing how to score is the most important part of this game, and you don’t really teach players how to do it.  If you go to Board Game Geek, there are no less than four different explanations to the rules.  This is a microgame!  I shouldn’t need to use my Ph.D. to score the game!  I love that you added cards to your other games, but honestly, I’d like one extra sheet over cards to the base Eminent Domain game.  I’ve played several times, and I still don’t think I’ve scored properly.  Also, you don’t really teach me how to play.  The cards give the basics, but the rules sheet doesn’t do a good job of that.  If I don’t think I’m playing properly, and I’m not sure I’m losing or winning properly, I can’t enjoy your game! 1.5/5

Execution-Tasty Minstrel Games knows how to make a card game.  NO STICKERS!  That right there makes me love this game.  I kid, I kid (kind of), but what is in this box is top notch.  The cards are good quality, the art is great, and the extra cards are icing on that cake.  It’s a simple game that a ton of fun.  5/5

Summary– This is the lowest rated Tasty Minstrel Game’s product, and it all has to do with the rules.  Honestly, on game play alone, I love this more than Eminent Domain.  It feels more right in this game to mess with the other player than it does in Eminent Domain, even with the expansion.  On theme, this is better to as now I think I’m really fighting over planets, and fighting has costs.  Colonizing is quick, but a gamble as you can really lose some points if your opponent swings planets away from you with warfare.  The game itself is well put together, but it should be for a card game that is less than 35 cards.  What hurts is the rule sheet.  There isn’t enough there.  I know I sound like a broken record, but it’s no fun if I don’t know how to play and score.  I can more easily score Seven Wonders than this game as that rulebook walks me through it!  If you rewrite the rules on two sheets instead of one, I will love this game more than any other two player microgame I have and bring it with me everywhere like Coin Age.  Altogether, this is a spectacular game with bad rules.  83%

Ring Side Report- RPG Review of Cosmic Patrol

Product– Cosmic Patrol

System– Cosmic Patrol

Producer– Catalyst Game Labs

Price– $ 25 for the physical book, or FIVE BUCKS(!) for the PDF here http://www.drivethrurpg.com/product/94125/Cosmic-Patrol-Core-Rulebook

TL; DR– Fun and light, but needs a bit more explanation. 87%

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Basics-Time to rocket off to space with the Cosmic Patrol!  In Cosmic Patrol, players (and even the GM!) take the rolls of different patrol agents as the fight for truth, justice, and Space America!  This is a story telling RPG that takes place in the universe of 1950’s Sci-Fi.

Mechanics or Crunch– Let’s break this down.  There isn’t much, but it is slick!

Non-Combat-For any action that the players want to do where dice are needed like decrypting an ancient alien script, piloting the ship, or seducing the green women and men beyond the stars, players roll a d12 (a twelve sided die) and either their brawn, brains, or charisma die and add those two together.  Brains, brawn, or charisma dice range between d4 to d12.  The Lead Narrator (LN), this systems version of a DM/GM, rolls a d20.  If the player meets or exceeds the LN dice roll, then they succeed.  Players also have a luck value.  If any of their dice roll that value, they succeed.  That’s it.  This game is built for flat out speed and storytelling.

Combat-Want to shoot somebody with you atamo-blaster?  You roll your combat die, and they roll their combat die.  You beat them?  You shoot them.  Done.  Weapons do have ranges like close (fist fight), near (across a room), and far (sniper duel), and those will indicate if you can use the weapon across the space or if you take a penalty to the die result.  If you do hit, you deal damage indicated by the weapon.  Done.  Like non-combat, die rolls are kept quick.

Damage-Weapon do damage equal to their damage value.  Every character has armor with a number of damage circles.  When those fill up, characters start to take health damage.  As the health damage track fills up, you begin to take penalties to your brawn roll, then brawn and combat dice rolls, and finally you pass out.  While quick, it also has the hint of realism that I love in combat.

Turn order- Outside of combat, players act pretty much any order they choose.  In combat, turns are quick starting to the left of the Lead Narrator and going around the table.  Players get basically a move and an action to borrow terms from other RPGs, but this is pretty much just left up to the LN to adjudicate (Remember this is a super-light weight game!  No need for battle mats here.).  After all the players take their turns, then the Lead Narrator has all the enemies take their turns.  It’s quick and easy to keep running.

Plot Point-I love cheating points from other RPGs, and I love them here too.  Plot points give you narrative control over what happens.  You can increase or decrease a die roll, have the enemy’s rocket’s thrusters cut out, rip the man out of the evil kill bot suit, or any other action that will enhance the story.  But, every plot point a character spends is given to the Lead Narrator!  The Lead Narrator can spend those to add enemies to a fight, create plot twists, or anything else that might provide some narrative fun, but they can’t use it to directly hinder a player’s roll or action.  Players get more plot points by acting using their characters cues/characteristics or simply starting their turn with no plot points.  The fact that these points are currency for both sides of the game makes them fun, and the nature of how quickly you get them back really makes the plot full of cheesy 1960’s sci-fi events.

Summary- Cosmic Patrol is in a sweet spot for me.  You get the danger of DnD 5e, but you also get the off the wall narratives of Fiasco as everyone really gets to tell the story.  It’s a granola and yogurt parfait; it has just enough mechanics to keep it crunchy, but enough fluff-based fun to keep it smooth.  Also, whenever I spend a plot point as the Lead Narrator, I can’t help but make the organ du, Du, DUN noise from any soap opera at my players.  It’s just that much fun. 4.5/5

Theme or Fluff-   There is a ton in this little red book.  The book starts with world building instead of numbers, and paints a world where 1950’s Buck Rogers would happily live.  It full of all the tropes you love and room to add some more.  Yes, everything you do in this game will somehow be a cliché, BUT that’s why you play this game.  It’s full of a tons of crazy alien threats to mankind, and all the classic rocket shaped antics you can find. 5/5

 

Execution– I’ve had nothing bad to say about the previous two topics, but here things will change.  This game expects a lot from its LN, especially from its first game.  Sure I love the small, red book, I like the art, and I like the quick character generation rules and examples.  But, what I hate is the fact almost NO game mastering advice is given aside from some of the standard that should be there.  As a first-time game master for this system, I didn’t know how many bad guys to throw at my players.  And to answer the obvious question-yes this is a story system, but it does have crunch.  So, it does need some balance to keep it fun.  Throwing a full ship at everyone might be story wise ok, but crunch wise out of the realm of logic.  Adding just a few more pages describing how encounters should go would really help.  Also, the game provides some example missions, but again, those missions are extremely barebones about their presentation.  You get a few bullet points describing things like 1) Find ship 2) Deal with inhabitance 3) Neutralize death bomb! And as a GM from other systems, that just isn’t enough to keep my creative juices going.  Sure, I can make a game happen, but honestly that’s a tough pill to swallow.  I just need a bit more to really make this a fully out of the box playable experience.  3.5/5

Summary– If you want a game you can just pick up and play with your group on an off night, Cosmic Patrol is your game.  You get the rules in less than five minutes, and that is amazing.  The theme is something we’ve all seen and, for the most part, love.  As I was running this game once, my ring tone for my parents started, and as it’s the Flash Gordon Theme Song, it was most appropriate.  What isn’t as good as you might expect is the execution, and even that is really only not on point when it comes to the game mastering side of things.  As a book with art, monsters, and world building, it amazing.  I just needed a bit more to help me start running.  If you want a Space Opera game with a bit more meat on its bones than Lasers and Feelings, but you don’t want Traveler, then this is the sweet spot for you. 87%

Ring Side Report- RPG Review of Shadows in Focus Sioux Nation

Product– Shadowrun: Shadows in Focus: Sioux Nation

System– Shadowrun 5e

Producer– Catalyst Game Labs

Price– $ 8 here http://www.drivethrurpg.com/product/142521/Shadowrun-Shadows-in-Focus-Sioux-Nation

TL; DR– A little pricey, but a great read 92%

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Basics– Time to step out onto the range and head into the NAN!  As you can tell by the title, this is a guide book to the Sioux Nation in 2075, a land constantly preparing for war against a much larger aggressor that doesn’t really care about them.  The book is written in the same Shadowslands BBS style that is always a fan favorite covering the geography, magic, government, people, and underworld of the Sioux Nation.  At the end of the book, there are a few small sections on how to great a Sioux Nation shadowrunner giving quick skill guides as well as roleplaying tips.

Mechanics or Crunch– For a splat book that usually doesn’t have anything at all for mechanics, this one is pretty decent.  The last several pages are character creation.  Now, there isn’t anything that specially makes you need to buy this book like say an amazing quality or spell, but the authors took time to write something and even provided skill break downs for quick character generation.  Not bad, but much more than I honestly expected. 4/5

Theme or Fluff-   Plan to run anywhere need the NAN?  Then you need this book.  Want to learn a ton of Shadowrun world history focusing on the Western US?  Then you need this book.  Want a great Shadowrun history book for cheap?  Then you should get this book.  It’s well done with lots of mission hooks and entire campaign hooks built in.  Honestly, you could run a several months game based on the history in this book alone. 5/5

 

Execution– I’ve been pretty hard on Catalysts bigger books lately.  But, like most of their smaller splat books, this is a well done piece of work.  It flows well, reads quickly, and is fun to get through.  And the price, while a little high, isn’t bad at all for some quality world building. 4.75/5

Summary– This is an amazing nation book.  You get all the information you need with good layout, art, and text.  While there is mechanics and crunch here, my only complaint is I’d like something more mechanically.  Throw in a mentor spirit, some custom gun mod, and maybe a Sioux specific spell, and I’d be on cloud nine.  But as it is, this is a good world book with loots of fluff to start a Shadowrun game or to have on hand when you players decide to knock over a Stuffer Shack in the NAN. 92%

Ring Side Report-Board Game Review of Oddball Aeronauts

Product– Oddball Aeronauts

Producer-Maverick Muse Ltd.

Price– $18 here http://www.amazon.com/ToyMarket-obA-1-oddball-Aeronauts/dp/B00LHXITWA/ref=sr_1_sc_1?ie=UTF8&qid=1432780263&sr=8-1-spell&keywords=oddball+aeronaughts

Set-up/Play/Clean-up– 10 minutes (2 players)

Type-American

Depth-Light

TL; DR– A simple two player Munchkin. 78%

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Basics-Hard to starboard for an airship battle!  In Oddball Aeronauts, each player takes the role of one of two airship captains trying to destroy the others ship.  Each player starts with a deck of cards that is specifically created for each ship.  There are two types of cards in the deck: events and characters.  Events are one time occurrences that will randomly change the flow of the game as they are drawn to the top of the deck.  Characters have two major sections to them: statistics and tricks.  The statistics are broken down into three distinct areas: sailing, guns, and boards with a major skill number and a skill bonus (more on this in a bit).  The trick on each character is another ability the card might be able to add to a fight.  Players set up after shuffling their decks by taking three cards and placing them face-down in their hands.  Next, players then place the remaining cards from their deck face-up in their hands.  Players will then look at the top three cards in their hands.  The first card’s skill has to be used in the upcoming battle while one of the next two cards’ skill bonuses can be used and the trick from one of these cards can be used as well.  However, the trick and the skill bonus can’t be from the next card.  After looking over their three cards, each player starting with the lead (first player), announces how they will attack the other player via sailing, guns, or boarding, and the other player then announces how they will attack as well.  Both players need not say the same method of attack.  Then player will, after the count of three, announce how many of their top three cards they will use in the upcoming battle.  The cards are compared with the highest skill + skill bonus from the second or third card + trick ability from the second or third card winning the hand.  If the non-lead player won, then they become the lead.  All players then discard the cards that were used in the battle by placing them face down in the deck under the other face down cards already in the players hand.  Then, the method that the winning player used affects the decks.  If the players won by sailing, two faces down cards are flipped into the face up part of that player’s deck making them available cards now.  If the player won via guns, then the losing player discards face down two additional cards under their deck.  If the player won via boarding, then the winner gains one card to their deck, and the loser loses one card.  Play continues like this until one player has only face down cards in their hand and their air ship has crash!

Mechanics– To me this is a much quicker, much more two player friendly version of Munchkin.  It’s quick, plays fast, and is a fun way to spend 10 minutes with a friend.  However, it’s also pretty simple, so don’t expect a ton of thinking in this one.  And, the game adds some strange corner cases like magic.  Magic is a trick on very few cards, but some other cards have a shadow emblem.  You can’t use magic in a battle with the shadow emblem.  I don’t think that really helps the game’s flow as it adds some deeper rules for a simple game that I don’t think are really needed.  The game is overall quick, easy, and fun however.  4/5

 

Theme– This game has a theme, but it doesn’t hit you over the head.  It’s very subtle, and I think it needs a bit more.  It’s fun while feeling like an air ship battle, but I wanted more stories to this one.  The cards have some great art, and the manual has some added information on the ships, but it need more to build the world of this game. 4/5

Instructions-Hands down the worst part of the game.  That cards facing up/cards facing down part of the game that makes it so quick and easy to play, but that isn’t explained very well at all in the rules.  When I saw a YouTube video about it, then the game became crystal clear.  The rules leave lots out, and that makes the game somewhat frustrating as it’s a game that will take you longer to find on your game shelf than to actually play! Honestly, look up a let’s play or rules tutorial online to learn these rules!   2.5/5

Execution– A card game my wife and I can play while we wait in line at McDonalds?  Beautiful!  The box is compact, doesn’t have any unnecessary pieces, and the cards are of decent quality.  The art is good, the layout is eye catching and easily accessible, and something that you could quickly explain and play.  It’s just a well done small box game. 5/5

Summary-If you want a game you can play while in a bar standing around a high table, this is an excellent game.  If you want 12 hours+ of in-depth strategy, then this isn’t the game you want.  You want some quick steampunk while you’re waiting for you tea to cool?  Well worth your time.  If this game would rewrite the rules, I’d love this game so much more.  As it stands now, the rule book is what really kills this game.  The mechanics are good, not great as it’s a simple game, the theme is decent, and the execution is solid.  I hate when I have to go online to learn to play a game, and doubly hate when I need YouTube to teach me to play a game that’s uses less than 60 total cards!  But, if you can get past the rules, you will find an amazing little gem of a steampunk two player card game.  78%

Ring Side Report- RPG Review of Street Grimoire

Product– Street Grimoire

System– Shadowrun 5e

Producer– Catalyst

Price– $25 here http://www.drivethrurpg.com/product/131832/Shadowrun-Street-Grimoire

TL; DR– Even with my favorite spell, a few problems hurt the book. 87%

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Basics– There is a lot more magic than what you see on the trids, chummer.  Street Grimoire is a large hardcover book covering magic in the Shadowrun 5e world.  The book spends a long time discussing how magic works (or how it might work), the world and magic, different types of magic, and other canon pieces of Shadowrun before diving into adding hard, crunchy bits to the setting.  It covers all types of magic from mages to adepts and everybody in between like spirits with each type of magic (spell casting, enchanting, summoning, et al) getting their own chapter.

Mechanics or Crunch– Overall, I like what’s in Street Grimoire.  The book adds a ton of spells even adding my favorite spell euphoria (which used to be called Orgasm) as well as adding a large variety of new spirit options, adept powers, and magic traditions.  What makes me less than amazed is the lack of qualities and the types of spells.  There are a few, but most can’t be PC qualities.  Also, as a magic Decker, I was kind of less amazed by the new adept powers.  Some are awesome, but I felt the techno-mages kind of were left in the cold.  The spells in the book are good, but nothing sticks out besides my special favorite to really make me take any at character generation.  They are a little to specific and that kind of keeps me away when I only get 10 spells to start.  What’s in the book is good, but I’d like a bit more. 4.25/5

Theme or Fluff- Here is where the Shadowrun books always shine.  The book is written as a conversation on the Shadowrunner BBS as a character writes a long post, and all the other Shadowrunners tare into the poster with comments.  It’s well done and entertaining.  I just read a 200+ page anthropology book about a world that doesn’t exist, but I wasn’t bored and was pretty enthralled.  Good job! 5/5

 

Execution-While the theme is really helped by the addition of the Shadowrunner BBS conversation, some of the important parts of the book get mixed into the conversation.  Sometimes concessions for organization are made to keep the BBS format going.  Those concessions can hurt the understanding of the reader.  One example is the chapter on magic groups as several examples discussed, but after all the groups are mentioned the book adds a page about group organization.  That would be excellent information, but the section wasn’t front loaded in a way I could follow, so I was reading about something else, then a small, in-text section describes how the groups are organized.  So, I was a bit lost.  That happed a few other places as well.  You can find your way, but it does distract from the flow of the book. 3.75/5

Summary– Overall, this is a good book.  I’m a relatively new convert to Shadowrun, so the world story side of the book is really helpful.  However, this book isn’t the home run I would have hoped for.  Mechanically, I want more.  As a starting wizard, the book doesn’t have a ton of spells you’ll want to pick up and use.  The spells here are great, but you’ll more than likely stick to the spells out of the base book.  And that’s kind of a running theme for the mechanics throughout this book.  Good stuff, but nothing that will make you build a starter character based on.  UNLESS YOU COULD SHANTE THE WORLD SEXIEST TROLL!  Just because the book brings back my favorite fourth edition spells as euphoria, it gets a higher grade simply for that.  But, this book also suffers from a serious problem with organization.  Sure the book “works” as I can read it fine, but as a reader, I felt lost a few times.  That hurts the overall presentation.  This is a good book, but it needs some work to really make this the slam dunk it could be.   87%

Ring Side Report-Board Game Review of Dead of Winter

Product– Dead of Winter

Producer-Plaid Hat Games

Price– $75 here http://www.amazon.com/Dead-of-Winter-Crossroads-Game/dp/B00HFKITJC/ref=sr_1_1?ie=UTF8&qid=1432091044&sr=8-1&keywords=dead+of+winter

Set-up/Play/Clean-up– 45-120 minutes (2-6 players)

Type-American

Depth-Medium

TL; DR– Battlestar Galactica meets Zombicide.  89%

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Basics-Can you survive the winter with the dead outside?  Dead of Winter is a simple American style game where player take the role of a group of survivors of the zombie apocalypse.  At the start players choose a scenario with a victory condition as well as each player receiving a secret goal that can range from getting enough of one item to a traitor card who has to undermine each other player!  Next, players receive starting items and choose two characters out of four possible options.

Each round the players uncovers a new problem that they must face.  These problems require players to spend a number of cards to solve or more enemies will be added and the players will lose moral, a general survivability of the colony that when it reaches zero the players lose.  Then, all players roll dice equal to the number of characters they control.  These dice can be spent to do actions with no limit to the number of actions each individual character you control can do.  Next, each player takes their individual turns, but here’s the catch- before a player starts his/her turn, another player draws a crossroad card.  A crossroad card is a random event that may happen that turn depending on what characters are in play, actions the player does, and even the number of cards in the discard/garbage pile!  The current player spends dice to take actions that range from attacking zombies, searching, building barricades, and some character specific abilities.  The number rolled on the die really only count for combat and searching.  Each character has a search value and a combat value.  If you spend a dice for either of those actions with a value equal to or higher than the characters search or combat result for search or combat, you succeed on your search or combat and get to draw a searched card or kill a zombie.  Thus, you know you will be successful before you even attempt your turn.

What makes this more interesting is the exposure die for combat and moving.  The exposure die is a 12-sided die with over half he faces being no result, a few are damage, less are frostbite, and one is a tooth.  The damage icons do one damage.  All characters have three hit points.  Frostbite does damage each turn which can quickly kill a character, and the tooth means a character is bitten.  Bitten characters instantly die, and then another character could become bitten.  Each character also has an influence value, and after a character is bitten, the lowest influence value in the bitten characters location becomes the target of the bite giving that character’s controller two options: kill the character and end the bite OR roll the exposure die.  Roll anything besides no result, and the new bitten character dies and the process repeats.  Also, when players move between locations, players roll the exposure die to see if the traveling goes smoothly.  Traveling between the different locations doesn’t cost an action, BUT does risk damage from the exposure die.  Barricades provide a temporary buffer against zombies.  If a zombie would be placed on a barrier, you remove the barrier and that zombie.  Players can also spend cards to do the action on the card or spend them face down to try to solve the problem for this round.  Each chard has a symbol, and enough cards must be spent or the negative effect of the rounds card event occurs.  Traitors can also spend cards with different symbols that count AGAINST the other player’s cards.  After the player has spent all his/her dice, play progresses around the table until its back to the first player.  Then the round’s problem card is resolved, for good or ill!  Next, zombies are placed at all the different locations; one per character at outer locations and one for every two characters at the central location.  If a zombie would be placed and there is not a zombie space available, then the character with the lowest influence at that spot is instantly killed!  A new problem for the round is revealed, the first player marker passes, and the turn starts anew.

What makes this game novel is the hidden goals each player has.  Not only do you have to meet the major goal for each game, but you have to complete your own goal.  In this co-operative game, you can lose while everyone else wins!  Players win by completing their goal, and can lose if the game goes too many rounds or if moral drops to zero.  Moral decreases whenever a character dies, through the crossroads cards, or a failing a round problem card.  While all of this is going on a traitor could be in your midst spending the wrong cards to cause events to fail and has his/her own goal where they succeed if everybody else fails AND they have the proper items or characters to win.  Even the traitor can lose if they don’t have their gear ready when everybody else loses!

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Mechanics– I was serious before, this game feels like a mix of two great tastes making something better.  You have the card use of Battlestar Galactica for hidden card resolution and turn events with the simplistic combat of Zombicide.  Those two things work amazingly well together.  This game is MUCH more swingy then Zombicide as dice dictate actions and combat results, but once you know your dice for a turn, you pretty can plan out your turn.  It’s quick, easy to play, and not any more complicated than it needs to be.  The crossroads cards are fun, but they might have been a bit over sold.  You do have random events happen, but I expected something a bit more intricate.  What does happen is about one out of every four turns, something unexpected will happen.  It does add something interested, but don’t expect the moon.  4.5/5

 

Theme– Here is where things are a bit off.  The majority of the theme is great.  Players fight zombies, struggle for items, and in general are the proper amount of miserable as the fun from this game comes from a hard co-op experience.  But, some things don’t quite fit.  Players lose moral for the number of cards in the discard pile.  You can spend a die to clean some, but honestly that’s kind of such a weird concept.  “Yep, zombies are killing my friends, but I’m sad that Steve didn’t take out the garbage!”  One game I chose the school janitor as one of my characters so I could clean garbage.  That’s not as much fun (or exactly as much fun) as you’d think it would be in the zombie apocalypse.  The game uses a few abstractions to bring things in like how combat is instantly resolved as its part of survival, but not the whole part.  Overall, its fun, feels like zombies in winter, but isn’t perfect as a few minor things keep it from being a slam dunk.  4.25/5

Instructions– Here is the worst part of the game.  It’s pretty simple rules that read relatively quick, but they bury a lot of the leads.  There are very intricate rules that should be followed that are not expressed as importantly as they should be.  Sure, you can play in about five minutes, but you WILL miss something important.  The game comes with some nice player boards, but they leave out important information that would really help a new player like when and how many zombies to add to each location.  The rules are not bad, but they are not as well layout out or emphasized as I’d like.  4/5

Execution– I really like how Plaid Hat puts their games together.  It’s a well done game with lots of parts, tons of standees with great detail, and lots of small things like intro paragraphs to each game, and epilogues for each victory and traitor win.  This is a theme game (don’t play this if you want a Euro experience!), and Plaid Hat delivers on that.  Even the first player marker is a big knife cardboard token!  Well done.  Also if you want to see my unboxing of the game check this like out: https://youtu.be/nOgN3v8OiqY 5/5

Summary-If you want a great game that has absolute kick in the teeth difficulty, then this is your game.  If you want a co-op with lots of story built in, this is your game.  If you want deep mechanics that are completely new and different, then this is NOT your game.  This is a quicker version of both Zombicide and Battlestar Galactica.  It’s got the high points of both, but does lose a few elements of both as well.  That’s not bad is what comes out of the Plaid Hat kitchen is its own tasty entree, but it is a new, simpler, quicker thing.  Instead of the weekend killer that is Battlestar, this is less than two hours to get a game in-great for a weekday game night.  I think the crossroads mechanic was a bit oversold as the end all/be all new interaction mechanic, but that doesn’t ruin this game.  The instructions are a bit rough, but the videos online will teach you to play quicker then reading them.  Overall, this is a solid game that that’s fun if you want an amazing American-style gaming night with zombies, possible traitors, and some team work picking up some garbage around the barricaded house.  89%

Ring Side Report-Video Game Review of Shadowrun Chronicles: Boston Lockdown

Product– Shadowrun Chronicles: Boston Lockdown

Producer– Cliffhanger Productions

Price– $25 here http://www.shadowrun.com/shadowrun-online/

TL; DR– An ok game, but overshadowed.  80%

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Basics-It’s never just a milk run…. In Boston Lockdown, you take the roll of a shadowrunner who wakes up on a metal slab.  How did you get there?  Why did a dragon destroy the Red Sox playoff hopes?  Take the roll of any kind of shadowrunner you want, hit the matrix, shoot straight, and never, ever, deal with a dragon.

Mechanics– There isn’t much here in the game, but it works decently. Players get to choose a race and select how they want to build their character.  But, there isn’t a whole lot there.  The races give a bit of a difference at character start, but don’t really change the game all that much.  You get a couple of powers that you will use through your archetype all the way through the game.  You increase the powers by training up a simple skill tree.  That’s fine, but you don’t really get a ton of depth from that.  Once you have your powers, that’s in!  Don’t expect a ton of difference between a start character and a character that finishes the game.  You’re numbers a bigger, but that’s really it.  In terms of game play, the game is a simple tactical game.  You’re team of characters takes their turn moving and shooting/using powers, then the bad guys go.  That is every single mission.  You might get a mission to defend a location for a bit or touch X number of switches on the map, but overall it’s the same mission over and over again.  Again, not bad, but you won’t spend 10 hours playing this game.  It’s fun for a short burst, but then you’ll put it down and do something else.  It’s a semi-solid B effort. 4/5

Theme– Here is the saving grace of the game-This is Shadowrun 2075!  You’re playing modern Shadowrun set in the same universe as all the current books.  Wiz!  If you want to see how the world story is changing, then you’re going to play this game.  The story is fun and fresh.  It does have the standard “milk run to major plot” cliché we know and love, but it does get its foot in the door.  4.5/5

Execution– If the theme is good, and the mechanics are ok, then the execution is the bad.  This game is lag-tastic.  I have a laptop and a desktop that can both run some pretty hardcore, taxing games, but this game lags on both.  There aren’t even that many people on screen, and the game lags.  Forgiving lag, the game feels kind of half done.  It’s a working finished product, but some characters get a voice, and some don’t.  Why?  Stick to all voice or all text, as it feels like the budget run out halfway through this part.  The controls are semi-intuitive, so that’s ok, but the learning curve can cost you some money in the beginning.  The fact you only really get two powers for the whole game doesn’t really make me think leveling up the character is important.  It’s not a horrible game by any means; it just feels like it’s not completely finished.  3.5/5

Summary-There are two major Shadowrun computer games coming out now: the online game and Shadowrun Returns.  This is where it gets hard.  Shadowrun Chronicles isn’t a bad game, but compared to Shadowrun Returns, it’s not the best.  Honestly both games tend to get a little same-y as every level is a tactical encounter with little roleplaying, but Returns beats Chronicles on that front.  What Chronicles has that Returns doesn’t is the current world/metastory and co-op.  That’s what has its hooks in me.  I’m a sucker for a shared world I can influence, and this one has it in spades.  So the honest summary-if you only have $25 to spend and need a great introduction to Shadowrun-buy the RPG ebook (Didn’t see that one coming did you?!).  However if you need a video game, then you should hands down get Dragonfall and Shadowrun Returns.  If you want an online experience with leveling and co-op with friends with some current Shadowrun story, then Shadowrun Chronicles is a good place to play.  Neither beat the tabletop experience, but Chronicles will at least let you game with some friends.   80%