Ring Side Report- RPG Review of Shadowrun: London Falling

Product– Shadowrun: London Falling

System– Shadowrun 5e, Shadowrun 4e

Producer– Catalyst

Price– $12 here http://www.drivethrurpg.com/product/140722/Shadowrun-London-Falling

TL; DR– Fun adventures, not by favorite execution. 83%

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Basics– Let’s run in jolly future England!  London Falling is a series of Shadowrun convention specials that have been updated and formatted for public play.  Players get to take part in slightly harder than normal runs that decide the fate of 2070’s England in adventures that are part of the Shadowrun Missions living game.  Can you handle the pressure of these runs and get home for tea time?

Mechanics or Crunch-Get ready for hard mode!  The con Shadowrun Missions are all made with a “big risk, big rewards” mentality, and it shows.  What’s here is hard core Shadowrun.  It’s fun and done well, but you might have to keep this in mind when you run the adventure as newer players might not stand a chance. 5/5

Theme or Fluff- Overall, the adventures are well done.  Seattle is fine, but it’s fun to run in a completely different location for once.  However, I think since this is a different place, I’d like more background for my players and myself as a GM.  Sure, I can hand wave some stuff, but I’d like a small section to help me better understand the world as I present it in game.  One mission has this, but why not the others? Also, some of the descriptions of locations and layouts are not done as well as I’d like.  It leaves a ton up to the GM to decide.  I can work with that, but I’d like there to be a bit more to help me set the scene.  4/5

 

Execution– While I’m overall happy with the crunch and fluff of this product, the execution is semi-lacking.  A major flaw is the lack of contact sheets and adventure summary sheets in the back of the book!  These are already Shadowrun missions adventures, so those sheets exist, so why are they not here?  That knocks of some of the score.  What is interesting is some of the mix between 4e and 5e as the contacts get the full treatment of how each type of contact will give you some information.  But, some of the contacts are all mixed up.  Art, your default Mr. Johnson for several of the missions, isn’t given a full rundown until the second mission.  That’s kind of strange as he’d be really helpful if presented in the first one.  That kind of summarizes the execution as a whole.  What is here isn’t bad, but I’d just need a bit more and a bit better organized.  3.5/5

Summary– If you want some Shadowrun Missions, then you’re going to get this.  If you know your Shadowrun, this is a great resource for more easy to run, quick to prep missions.  However, if you don’t have all the Shadowrun world lore or an encyclopedic knowledge of 2070’s England and London, you’re going to have a tougher time running these adventures.  I did enjoy them, but I need more.  I need my mission sheets.  I need more information as I love Shadowrun, but don’t have the near 30 years of real world background to run these missions as well as a Seattle run.  These are fun missions that are hard core with some hard traps but also some great rewards, so new players may need a bit of extra help to survive and win those rewards.  New GMs may need a bit more background to know all that is going on in the world.  Overall, it’s an ok book that provides some fun missions, but requires lots of extra work from your GM. 83 %

Ring Side Report-Board Game Review of Harbour

Product– Harbour

Producer-Tasty Minstrel Games

Price– $20 here http://www.amazon.com/Tasty-Minstrel-Games-TTT3002-Harbour/dp/1938146786

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

Type-Euro

Depth-Light

TL; DR– This game feels like a pocket Lords of Waterdeep.  90%

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Basics-Let’s do worker placement with only one worker!  Harbor is a worker placement game where you only have one worker while you manipulate the market for fish, meat, stone, and wood to buy property and build your economic empire.  Each player gets a different role from a penny pincher to a pirate.  These cards give each of you a power, a start location, as well as a marker to keep track of your different good.  Between all the players sits the market board as well as a number of location cards.  These building each have a cost, a victory point value, possibly extra ability markers, and a power.  Each turn, players move their one meeple to a new building and do the action on the card.  These actions range from buy a building, gain some of one resource, or lose X of one resource and gain Y of another.  And that’s the entire game!  I’m not being condescending here; I’m impressed by the elegance.  What really cranks this game up to 11 is the market.  On a separate board is a market of good with the current value of meat, fish, wood, and stone.  You must have at minimum the same number of a good as the dollar value of the good.  When you move to a building that allows you to buy a property, you move the good to the sold location on the card, which is below the normal location.  You will most likely sell multiple goods at once, so multiple goods will be on the sold locations at the end of your turn if you buy.  But, the market shifts now.  Goods you didn’t sell move higher in the market, increasing their price.  The sold goods have saturated the market.  They move on the sold track to the last spots.  Since goods you sold a lot of have moved into the last spot in the sold row, good you sold more of enter the market on the lowest value as the market is now flooded.  Play continues until someone has bought their fifth building, then all players get one more turn, and the player with the most points in the harbor master!

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Mechanics– I wasn’t being glib above.  The rules are that simple, and that’s fantastic.  Also, this game has a semi-realistic economy.  If you sell a ton of something, then the market has a lot of those goods and won’t pay much for it.  I love any game with slick rules and easy grasp concept that plays quickly.  This feels like a pocket Lords of Waterdeep! 5/5

Theme– The theme isn’t bad, but it does need a bit of work.  I like the world this game is in.  It’s in the same world as Belford, and I like the way that place looks and feels.  It’s almost like the Discworld.  Also, the unique player cards do bring some story the game with all the cards have flavor text on them. That’s a good addition to a card game that adds a bit more theme to a semi dry concept of buying property and market manipulation.  Overall, it does feel like I’m a real-estate mogul in a fantasy world, but some of the simplifications does take away a bit from the theme.  This game is good, but it’s not Arkham Horror levels of immersion. 4.25/5

Instructions– The rules are simple, and they read quickly.  However they are a bit cramped and a few of the leads get buried.  On my first game, we made two fatal flaws: we multiplied the goods sold by the price and we didn’t use the center, uncontrolled buildings.  If you dig deeper into the rules, those are central to the game.  I’d like the rules to be a bit expanded and to provide a few more examples.  As it stands the rules are ok if you take the time to really read them, but you can’t just bust this game out and play in four minutes. 4.25/5

Execution– I like what comes in this box.  However, I have to whine about two things.  1-Stickers!  Tasty Minstrel Games loves to add stickers to wood.  It’s not as bad as say Village or Belford, but I hate having to put that on my stuff.  2-The card sleeves are nice, but I can’t fit my game into the game box now.  I’d like the box to be a bit bigger to accommodate the sleeved cards.  Normally, card sleeves wouldn’t be a problem as there something extra I’m adding to the game, but Tasty Minstrel Games gave out card sleeves as part of the kickstarter.  So, these are company provided.  Those things said, I do like how this game is done overall.  I like the art, the iconography, and even the wooden components.  Just give me some premade components as well as a bigger box, and I’d be thrilled! 4.5/5

Summary– This is a great game if you need something between heaver games.  It’s good in its own right, but you won’t get the two hour experience of a deep fantasy world.  That doesn’t make this game bad in any way, but it’s something to consider.  However, if you want to play a game that has about 1 minute of set-up and you’re then you’re in the middle of things, this is an awesome game.  The “realist” economy makes this game a fun puzzle, and the different races and fluff on the cards does bring you into the world of the game.  Even with having to put some stickers on wood, this is a great, quick game. 90%

Ring Side Report- RPG Review of Dungeon Crawl Classics #84: Perils of the Purple Planet

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Product– Dungeon Crawl Classics #84: Perils of the Purple Planet

System– DCC RPG

Producer– Goodman Games

Price– $50 here for the boxed set http://www.goodman-games.com/5085preview.html

TL; DR– A good hex crawl, but I’d like a bit more guidance as a GM.  97%

Basics– Can you survive a blender of Appendix N other world science fantasy?  On the Purple planets a race of ape men fight under the guidance of strange alien powers for control of a desert world full of timeless technology as well as giant worms.  It’s every single awesome old school fantasy book, movie, and song rolled into one-the way any DCC RPG product should be made. Will you solve the secret of how to survive the world and find a way home or will you die in the dust?

Mechanics or Crunch– This is a great expansion for the DCC RPG.  The kickstarter added a ton of extra content to the adventure box set.  Among the different add-ons are a ton of adventure locals, race and class write ups for the kith (the ape men), new technology, an entire world to play in, and much more.  Overall, it’s all well done.  There are a few issues such as how often encounters happen and other small details I don’t think were as well explained as they could be.  Also, I think encounters happen far too often to keep move the story along.  It’s not going to end the game by any means, but there are some small issues that did keep me from fully enjoying the product.  4.75/5

Theme or Fluff- What is in this box set is very much amazing.  The set comes with a ton of world building.  Honestly, there is more world building than in the base book!  From a full right-up on kith cultures and a kith class, to the different kind of alien masters, this set is full of stories.  My one issue in this book is the players and the GM doesn’t really get an introduction to how to run this thing.  Unlike the other DCCRPG adventures, this is really a free form adventure.  Players can literally go anywhere, but the boxed set didn’t give me enough directions to keep the story moving in a good direction.  It does give a simple base idea of the adventure, but GMs are really on their own to determine what happens on the purple planet and to build a cohesive story there.  4.75/5

 

Execution– This is a gorgeous boxed set full of tons of amazing books.  There are books on crypts from space warriors past, a setting book, the adventure, a player book, a handout book, and even a GM screen.  The base DCC RPG doesn’t even have a GM screen!    I’d like a bit more spacing and art in the adventure, but honestly, that’s the same thing I complain about with the other DCC RPG adventures.  This one makes up for it by sheer volume of well done material.  You will learn an impressive amount about this world from the awesome books in this set. 5/5

Summary– I do love me some hex crawling.  It’s a great experience to just let the players go and explore the world.  This has even more than normal as the players get to explore a completely alien world.  This whole adventure box set has not only the named adventure but a ton of extra stuff to get players into this world.  It’s all amazingly well done.  If this adventure were just the adventure itself, it would not have rated is as high as I did.  The extra care put into this set really drives this over the top.  My only problems with this set were the lack of guidance as a GM and some minor issues with the mechanics of the set.  However, none of that takes away from how impressive this box is.  If you want to play in a world where Frank Herbert, Robert Howard, and Jack Vance all mixed their ideas in a blender and poured that over a base of old school D&D, then this is the product for you. 97%

Ring Side Report-Board Game Review of King of New York

Product– King of New York

Producer-Iello

Price– $50 here http://www.amazon.com/King-New-York-Board-Game/dp/B00KU9LQUO/ref=sr_1_1?ie=UTF8&qid=1429421137&sr=8-1&keywords=kings+of+new+york

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

Type-American

Depth-Light

TL; DR– A much improved second version. 95%

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Basics-Time for a rumble in the Bronx!  King of New York is a standalone game that builds on the popular King of Tokyo line.  This game follows a very similar turn order with some significant differences.  At the start of the game, all players choose which of the five New York boroughs they wish to start in, with the exception of Manhattan.  Like in King of Tokyo, a player rolls six dice, and can reroll some, all, or none of the dice.  Each die has six faces with players gaining different effects based on how many of each die each player rolled.  Lightning gives the player energy cubes for each die result that can be spent on upgrades.  Hearts heal the player one point for each heart result while not in Manhattan. Attack damages the player in Manhattan if the active player isn’t in Manhattan, or damages each other player not in Manhattan if the player is in Manhattan.  If the player in Manhattan takes damage, that player can leave, and you have to enter Manhattan instead!  If you start your turn in Manhattan, you gain energy as well as victory points.  The major differences between this and Kings of Tokyo come from the final three dice faces.  A new result is destruction.  Destruction results are spent to turn over tokens in each borough.  These tokens have two sides: red and blue.  Blue sides are buildings that usually provide points or healing.  Red sides are active military units that provide points or power cubes.  Both sides have a number that must be spent to either flip the token or to remove the unit from the board.  This brings us to the next result of Ouch!  Ouch! causes the units to attack players depending on the number rolled.  A one result causes the active player damage equal to the number of red tokens in the borough; two causes all players in the borough damage, and three causes all red tokens to attack all players!  Rolling three Ouch! results will also earn the player the Statue of Liberty Card worth three points.  This card can be stolen, however, when another player rolls three Ouch! results.  The final result is celebrity.  If you get three celebrity results, you gain the Superstar card, one point, and at the start of each round you gain an extra point.  This can also be stolen.  After all the dice are resolved, if no player is in Manhattan, you must move there.  If there is one monster there, you can move there depending on the number of players, or you can move to another borough.  Manhattan also has three areas that can be moved into over time, with the deepest area of Manhattan giving tons of points and energy at the start of each turn.  Finally, you can buy any cards available before ending your turn.  Play continues until there is only one monster standing or one player has 20 victory points.

Mechanics– Just like King of Tokyo, King of New York is about pushing your luck.  But this game feels a lot less like Yahtzee! and more like rolling for specific results.  The changes to attacking units, gaining celebrity, and damaging non-player characters massively change the results of this game.  Honestly, it’s a much deeper experience and one that I enjoy better than King of Tokyo.  Currently though, the monsters in each game don’t have any differences between each other.  It’s important, but not world ending.  This is just like the original King of Tokyo game, so I expect that an expansion is coming up very soon to fix that.  Overall, this quick, easy to learn, fun game that plays well. 4.75/5

Theme– I feel much more like Godzilla in this game than I did in King of Tokyo.  I don’t feel like I’m playing combat Yahtzee!, but instead I’m a 40 story mantis that is destroying New York.   The addition of buildings to destroy and units to fight really drive this home as well as deciding when to just put a ton of enemy units on a friend’s space and then get out of that part of town!  It’s not perfect though.  I don’t have difference powers between creatures, and the basic mechanic still somewhat takes away from the basic monster feeling that I’m supposed to have.  But, I don’t think that can be helped without a massive overall of the mechanics.  4.75/5

Instructions– Overall, the instructions are done reasonably well.  My main complaint is how packed they are.  I’d like more pages with more examples then the cramped four pages I get. It’s not unreadable by any means, and this game isn’t exactly the deepest game I’ve ever player, so overall the rules do a good job.  I’d just like them to be easier to read. 4.5/5

Execution-This is a great game for how it’s handled.  I love the art and the components.  I love large chunky tokens as well as heavy dice.  The box fits all the components well, and just like King of Tokyo; I think it will hold the expansions pretty well too.  The cards are well done, and the tokens all feel nice.  Overall, it’s a great box and presentation of what it contains. 5/5

Summary– I don’t think I’m going back to King of Tokyo.  I like that game, but I really LOVE this game.  I feel like a monster not a person playing Yahtzee!  Yahtzee! isn’t bad, but this is much better.  It’s got a few minor faults, but overall it’s a top notch game that represents the monster genre well. 95%

Ring Side Report- RPG Review of Savage Characters Volume One

Product– Savage Characters Volume One

System– Savage Worlds

Producer– Dragonlaird Gaming

Price– $5 here http://www.drivethrurpg.com/product/137955/Savage-Characters-Volume-1?manufacturers_id=6270

TL; DR-An excellent book full of useful Savage Worlds characters.  95 %

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Basics– Need some characters quick for your Savage Worlds game? Dragonlaird Gaming provides several characters for fantasy, horror, western, and sci-fi settings for the Dragonlaird Gaming Savage Worlds settings.  Each character get’s a full write up including a picture, a background, a character sheet, a novice character sheet, some character hooks for different character levels, and an advancement plan for the character.  Some characters also get extra setting rules.

Mechanics or Crunch– The best comparison I have for this book is the NPC codex for Pathfinder, and honestly this is much better.  Instead of providing several different characters at each level, this book provides less NPCs and gives you an easy way to drop each NPC into your game at any level.  That makes this an easy to use resource for you game.  Awesome. Even better, this book adds a few new traits for your characters to use.  I didn’t expect to find new character options in this book, so that’s a present surprise!  One bad thing about this book is, if you don’t know all the Savage World rules, then the character write ups will not be as helpful.  Every character has a great write up with all their traits, but if you don’t know those traits off the top of your head, you’re going to be spending some time going back and forth between this book and your other Savage World books. 4.8/5

Theme or Fluff-Each character gets a full right up with a background, description, pictures, and character hooks.  I’ve got a picture to show the players, and I can jump into that character on the fly as a GM based on the character hooks and story provided.  These are well done complete characters that can help me carry the stories in my games.  5/5

 

Execution– Overall, this is a well done book.  I have a few minor problems with the execution of the PDF.  I would like the book to be hyperlinked.  Also, the art is good, but some are not as great as others.  One more issue I have is I’d like a bit more discretion of the different worlds presented in the book.  The character presented work well in any setting, but a bit more description of the worlds would possibly entice me to pay in those places a bit more.  However, overall the book loads quick, looks great, and reads easily. 4.5/5

Summary– Need some well done characters quickly for your game?  This is the resource you should consider getting.   It reads quickly, is well designed, and has some great characters for your games.  I do have a few minor qualms, but these problems don’t hurt the overall presentation of the book.  If you want to find out how to write a well done NPC book, this is the book to mimic.  95%

Ring Side Report-Board Game Review of Machi Koro Harbor Expansion

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Product– Machi Koro Harbor Expansion

Producer-IDW Games

Price– $20 here http://www.amazon.com/IDW-Games-AUG142812-Machi-Koro/dp/1631401688/ref=sr_1_1?ie=UTF8&qid=1429068035&sr=8-1&keywords=machi+koro+harbor   OR WIN IT HERE! https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Set-up/Play/Clean-up– 45 minutes (2-5 players)

Type-Euro

Depth-Light

TL; DR– This is how you improve an original with an expansion. 94%

Basics-TO THE SEA!  The Harbor expansion of Machi Koro adds several new things to the base game.  I’ve previously reviewed the base game here (https://throatpunchgames.com/2015/01/29/ring-side-report-board-game-review-machi-koro/ ).  First and foremost, the harbor expansion now adds a fifth player.  Next, the game completely changes the card availability mechanics.  In the base game, you roll a six-sided die, cards you or other players owned would trigger, and finally you could purchase any available building card or major landmark for your town, with the winner being the person who built all four major buildings.  This addition now mixes all the building cards together in a pile.  Cards are drawn and each different building is placed in a separate pile until 10 different piles are generated instead of having all the buildings face up and available at the start of the game.  Otherwise the game plays the same as before with the first person to build all their landmarks being the winner!

Mechanics– This expansion adds a new player and new cards.  That doesn’t sound like much, but adding the ability to play five people really makes this game that much more fun.  I can get this to the table that much more often.  Honestly, that’s awesome.  Next, the change in card availability is small thing with a huge impact!  Not being able to buy the same thing all the time massively changes the types of decisions made keeping you on your toes creating an atmosphere of positive stress.  This game moved from a simple game to an exercise in smart choices with limited resources.  Honestly, I WON’T play the basic rules again as this rockets the game from a simple Catan-ish game to its own stand alone masterpiece.  It’s still a game where randomness can really destroy a player’s chance.  That said, this game is even more fun now with the small changes added in the expansion.  4.25/5

Theme– The base game isn’t a theme powerhouse, but this game does build nicely on what was there.  This game is called the Harbor expansion, and one of the new landmarks is, obviously, the harbor.  What really improves the theme of this game is now some cards need other landmarks to function.  You CAN’T fish with a tuna boat if you don’t have a harbor to fish from!  It’s a simple addition, but now the cards make a bit more sense.  Also, the random nature of what pops up does make this game feel a bit more like developing a town as different towns try to attract new businesses.  It’s not perfect, but it’s much better!  4.5/5

Instructions– The rules are short, concise, and easy to read.  If you can manage the base game’s pages, then this games short addition is no problem.  It even clarifies some points from the original game that were somewhat fuzzy.  Well done! 5/5

Execution– It’s time for another video!  Watch my unboxing here: http://youtu.be/Dm8ZLiifjlA This expansion is more cards, some being new buildings, more landmarks, and an extra set of landmarks to add a fifth player.  The art is still the Machi Koro style you know and love.  Even, the box is well put together.  This is basically more of what I loved from the original Machi Koro game. 5/5

Summary– Machi Koro is a quick, fun game to begin with.  It might not be the eight hour Eurogame experience some players want, but thirty minutes for a four player game is pretty solid.  The Harbor expansion honestly ups the game to a new level.  It’s simple a better game by just changing the way buildings are reveled as well as the new thematic buildings.  Also, for less than $20, it’s a no brainer.  This is a great game with great additions that also allows for more players! 94%

We have some good news!  IDW Games has given me a copy of the base game to give away!  Want to win the game that started this all?  Click here and follow the instructions- https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Ring Side Report- RPG Review of Princes of the Apocalypse

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Product– Princes of the Apocalypse

System– DnD 5th Edition

Producer– Wizards of the Coast

Price– $50 here http://www.amazon.com/Dungeons-Dragons-Elemental-Apocalypse-Adventure/dp/B00U6ALTOA/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1428288898&sr=1-1&keywords=princes+of+the+apocalypse

TL; DR– Good, but I left feeling hungry!  85%

Basics– The elements are back!  Around the town of Red Larch, monsters and evil are stirring.  Horrible elemental forces are advancing on civilization, and the heroes are the only ones who stand in their way.  Can you stop the elemental cults before they summon the elemental evil?

Mechanics or Crunch-This book adds a fair bit to the DnD 5e setting, but what’s here is less than I expected.  Overall it’s all well done, but I just want more.  The player’s companion online add-on was well done, but that had more options than this book.  The monsters and the story all have well done mechanics, but again, I wanted more.  I wanted new third level paths for a few classes.  I felt at least the cleric should have gotten four new domains and given the GM new tools to add evil elemental mad priests to the world, but that wasn’t added.  Clerics don’t even get new spells in this book!  What is here is great, but the book feels a bit like leaving hungry after a meal.  4/5

Theme or Fluff- I love the Forgotten Realms, so it’s good to see any more information about that world!  The story itself is well done, and provides the players with some great side trips for different adventures across the valley where the story takes place.  Even more interesting, some of the previous settings like Dark Sun get some support by providing the GM with Dark Sun information if you wanted to run this adventure there.  As a story, this adventure really hits its stride.  5/5

 

Execution– I don’t really like how WotC is setting up their adventures lately.  I feel the descriptions of the rooms bury the lead when it comes to monsters and other descriptions of locations.  Also, this book has a lot of information, but it’s somewhat arranged in a difficult to follow layout.  The campaign starts at 1st level, but that section before the real adventure is after the start of the campaign, so as a GM of a low level party, I have to flip all over the book.  It’s annoying.  Also, some of the maps are in different orientations, so unless you notice the compass rose, you’re going to spend a few minutes confused to why things to the north suddenly moved to the south!  It’s nothing game shattering, but some of the layout and arrangement choices for the book make this not as enjoyable as it could have been.  3.75/5

Summary– Let me start by saying, I’m just happy to see more D&D products out there!  This book is a great continuation of the Forgotten Realms story calling back to some of the most iconic D&D adventures ever written.  I also enjoy that other settings are supported by this book, as some of those settings haven’t gotten as much love lately as I’d like.  However, this book didn’t deliver as much I hoped.  The play section contents less information than the free online player PDF.  Also, I would have really liked a few new class additions to really drive home the elemental nature of this story.    Furthermore, the execution of this book, while not bad, makes this adventure somewhat hard to read and run.  This isn’t a horrible book by any means, but this isn’t as great as the core three books.  If you want a great adventure, this is worth it.  But if you want some good additions to DnD 5e as a whole, you will be somewhat disappointed.  85%

Ring Side Report-Board Game Review of Splendor

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Product– Splendor

Producer-Asmodee

Price– $40 here http://www.amazon.com/Asmodee-SCSPL01-Splendor-Board-Game/dp/B00IZEUFIA/ref=sr_1_1?ie=UTF8&qid=1428287594&sr=8-1&keywords=splendor

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

Type-Euro

Depth-Light

TL; DR– Excellent game with no story. 79%

Basics-Time to head to the mines! In Splendor, you play a gem merchant trading gems to gather mines while trying to impress the nobility.  At the beginning of the game, a number of noble characters are drawn equal to the number of players plus one.  Then, three decks of cards are shuffled, and three cards from each deck are displayed.  These decks all have different gems in them with one decking having cheap gems worth little to no points, another with middle value gems it in, and the final deck having the most expensive and highest point gems in it.  Below the gem decks are placed poker chips with the five different kinds of gems on them.  Each turn, players take actions to gather gem tokens or spend gem tokens to buy gem cards.   Each gem card has a cost in other gems on it.  The cheapest gems normally require between three and five gems, while the most expensive gems requiring over 10 gems.  On a players turn, a player can take one of four actions: gather three different gem chips, gather two gem chips of the same type if four gems of the same type are available, reserve a card by placing it face down in front of the player and taking a gold (wild card) token, and finally spending gem tokens to buy a gem card from reserve or from the available cards.  When a gem car is purchased, another is drawn from the deck.  This game has an engine building component as each gem card purchased has a gem on it.  Any purchased gem cards can be used in place of a gem token when purchasing another gem card on a one-for-one basis without having to discard or return the card.  Thus, building up your gem cards makes it easier to buy gems in the future.  Some gem cards have points on them, which are added to your point total.  Also, each noble drawn at the start of the game has a number of different gem types and amounts on them.  When you have that same number of gems and types of gems as the noble, you get that noble and their points for free on your turn.  When one player gets 15 points, play continues until every player has an equal number of rounds.  Then the player with the most points is the best gem merchant and is the winner!

Mechanics– This is where Splendor absolutely excels.  Splendor’s easy to master mechanics make the game a breeze for players of any age.  The game’s four actions are quick while still giving you enough meat of the game to think about what you’re going to do next and the engine you’re going to build.  It’s fast, fun, and brilliant.  5/5

Theme– And here is where Splendor fails.  The game doesn’t really have a story to build on.  I didn’t feel like a gemologist trading gems as I moved up the international mineral ladder to conquer my opponents.  I feel like a guy sitting around a table trading poker chips as I build a card gathering engine.  The saving grace for the theme of this game is the art and execution.  The art is nice, adding a bit of environment to the game while the substantial poker chips do add a bit of tactile feeling to the game.  If you want a strong story in your games, you need to look elsewhere!  Honestly, simply adding some more story in the rules would have made the theme stand out even more.  1/5

Instructions– The rules to this game are amazingly well done.  The rules are less than two pages, front and back.  It’s clear and concise while still having pictures to help with game play.  These are rules you can read in less than three minutes and get playing in five.  Well done!  5/5

Execution– I know the execution of this game is controversial with the battle lines drawn over the poker chips.  I’m in the camp where I mostly like the poker chips. These are not the standard cheap-o plastic discs with some stickers.  These are heavy duty, clay poker chips.  I like game components with some heft, and this game delivers.  Also the cards are nice, but they are a bit flimsy.  I’d like them to be a bit harder card stock.  The art is well done with great drawings of historical figures as well as mines from all over the world.  Even the box has nice dividers that really help package the game.  Overall, this game is well executed with only a few things I’d like to see changed. 4.75/5

Summary– This is a game where the score is not the great predictor of enjoyment.  I really enjoy this game and have gotten a ton of plays in.  But, if you need a story in your game for the most enjoyment, then this is one you want to pass by.  I don’t always need a story, but that part of a game does draw me in more.  However, if you just want some excellent mechanics then this is your game.  It’s fast, fun, and thought provoking.  Building the perfect gem gathering engine in the shortest amount of time is always a blast!  I can’t recommend this game to everyone, but if you want a fast-paced, quick, easy to lean Eurogame, then this is the game to get.  79%

Ring Side Report-Board Game Review of Abyss

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Product– Abyss

Producer-Studio Bombyx

Price– $40 here http://www.amazon.com/Abyss-Board-Game-Cover-Vary/dp/B00KU10PH2/ref=sr_1_1?ie=UTF8&qid=1427851039&sr=8-1&keywords=abyss

Set-up/Play/Clean-up– 60 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– Amass an undersea powerbase quickly and easily in this great game. 95%

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Basics-Under the Sea!  In Abyss, each player is fighting to be the lord of an undersea kingdom.  Each turn players can do one of three things: explore the depths for cards, take cards that have been discarded by searching, or spend cards to get undersea lords for points.  When a player explores, the player reveals a card.  If it is an ally card, then every other play can buy that card from the player for one pearl.  Ally cards are one of five different undersea creatures with point values ranging from one to five.  As more cards are revealed and more are bought, the price of each card increases.  If the card is not bought from the player, then the first player can choose to pick up the card for free or leave it.  If the player takes the card, then their turn is over.  If they don’t take the card, the player then continues this process until they fill up a track with cards and are forced to take the last card also gaining a pearl.  In the exploration deck, there are also some monster cards.  These cards can be avoided, or the monster can be fought and the player gains pearls, bonus victory points, or possibly keys to buy locations.  In either case, the cards not taken are separated based on the type of deep sea ally they are and placed in different piles below the exploration track.  The second action a person can do on their turn is to take one of these piles.  The final action a person can take on their turn is to spend allies to buy an undersea lord.  These lords have a number of bubbles indicating how many different types of allies have to be spent, a number indicating how many total ally points have to be spent, a value for end scoring, and possibly a power and/or a key.  Also, when a player buys a lord, he chooses one of the lowest point allies used to buy the lord, and places that in front of the player for end game points.  If a player ever has three keys, the player has to buy a location either choosing from the current visible locations or drawing up to four, but all not bought drawn locations become available to all other players.  These locations provide end game victory points based on the lords or allies you have in play.  This continues until one player has seven lords or until a player can’t buy another lord.  Then players get points for the monsters they fought, the highest point ally of each ally type they put into play for buying lords, their lords, and their locations.  The player with the highest points is the new king or queen of the sea!

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Mechanics– This game has the look of something far more sinister and complex than it really is.  It’s actually really simple once you get the rules down, and that takes less than two turns.  There is deep strategy, but it’s not so deep that you can’t have fun.  This is honestly as complex as Settlers of Catan with a different theme and a bit more player interaction and memory.  The three actions you can take on your turn are really self explanatory, and play fast.  There are some problems like players have no hand sizes.  One player in one of my games just kept taking cards.  He ended up with over half the deck of allies at the end of the game.  He didn’t win, but that can make the game drag a bit.  Unlike some Eurogames, this one has tons of player interaction, so who you play with can really impact your enjoyment.  That aside, if you like some quick thinking with a bit more auction mechanics than Catan that is a good intro to middle complexity game, this is a great game to add to your collection.  4.75/5

Theme– This game feels dark and mysterious, just like the undersea.  As a player you do feel like you’re building a support base for yourself by first getting the commoners on your side, then moving to the lords before you move on the throne.  It all feels fun.  The art really hammers home the feeling of being in a deep sea kingdom too.  It can seem a bit too oppressive at times with some of the art bordering on gothic macabre, but even then it’s still amazing art!  4.75/5

Instructions– The rules do teach this game really well, but this is a game you can’t just open the box and play.  The mechanics are well done, and the rules teach them easily.  My only real problem with it is that some of the leads are buried with small, important parts of gameplay kind of put in the middle of paragraphs.  I bought my first lord without realizing I should then have put an ally in front of me for end game points.  The rules are well done, but this is a game whose rules you should read by yourself before you bust it out on the table with friends.  4.5/5

Execution– This game gets a five out of five for presentation alone!  Much like most of the games I’ve been reviewing lately, I’ve made a YouTube video (http://youtu.be/nAGFEi1FldE).  The game is amazing.  The art is great.  The writing is clear.  And even the box looks good.  The little plastic shells for the pearls are the cherry on top of this game.  And, when you’re done conquering the undersea nobility, the pieces all fit back into the box with nice custom cut places.  Well done! 5/5

Summary– I really love this game.  It’s got a great theme with some amazing mechanics that make this a blast to play.  Building up your undersea alliances with different nobles for power is quick, fun, and easy to do with the sleek mechanics of this game.  It’s got a few minor faults like some player mechanics that can be made less fun depending on who you’re playing with and a few smaller problems, but overall if anyone wants to play this game, I’ll be one of the first to come to the table! 95%

Ring Side Report- RPG Review of Calidar: In Strange Skies

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Product– Calidar: In Strange Skies

System– Pathfinder

Producer– Calidar Publishing

Price– $10 here http://www.drivethrurpg.com/product/133973/Calidar-In-Stranger-Skies

TL; DR– How about some Spelljammer in Pathfinder? 90%

Basics– Set sail for the first star on the right!  Calidar is a setting for a universe focusing on flying sky ships that sail between planets with most of the focus on the world of Calidar.  While the book goes small enough to detail the kingdom of Meryath on Calidar, the book also has enough universe detail to give any game master enough ideas for how to run the universe.  Let’s break this book down into its parts.

Mechanics– This is not a crunch book, but it also doesn’t want to be.  Any book that starts with 45 pages of story to introduce the world via fiction wants you to get the world feeling first before even considering the mechanics of the system.  For the majority of the crunch here, the system uses Pathfinder for its base mechanics.  It does build where it needs to by adding some creatures that are specific to the world.  The book does have new sky ships as well as maps for the setting as well.  It’s done reasonably well, but there isn’t anything that really builds on Pathfinder’s mechanics to make it its own.  That’s not horrible as building on established mechanics system is ok, but I would have liked a bit more to make Pathfinder its own.  4/5

Color- Hand’s down, this is the best part of the book.  The book begins with a fun 45 page story and spends most of its pages building a world for the players to play it.  The fantasy isn’t completely original with elements like orcs are evil and many common tropes, but that doesn’t made it bad by any means.  If you want Pathfinder Spelljammer, this is the setting for you.  5/5

 

Execution– This book does something different and uses three columns for its text.  The text isn’t bad, but the three columns don’t really suit my reading and understanding style.  The art here is well done as this is the first RPG book I’ve ever read where the air currents are laid out!  That kind of attention to detail is impressive.  Honestly, a little more art to break up some text and changing to the use of two columns, and I’d be much happier with the execution of this book.  That and maybe a small adventure to help me as a game master get into the world a bit better.  4.25/5

Summary-If you want Spelljammer in Pathfinder, then this is the book for you.  You will get the feeling of the old school with his book.  This book has lots of details while still giving the writer room to build out into the different planets and still zoom into the micro scale of each city.  It’s a good book that really does build its own universe.  It’s got its faults as I would have liked to see some Calidar specific Pathfinder mechanics to really own the rules it runs on, and I would suggest a few changes to the layout to help me as a reader get into your text.  That said, if you can get past a few minor faults and you want some planet sailing fun, then the best place is to start with a contributing author to Spelljammer back in the TSR days and this book. 90%