Ring Side Report-Board Game Review of Fidelitas

 

Product-Fidelitas

ProducerGreen Couch Games

Price– $ 20 here http://www.amazon.com/Green-Couch-Games-Fidelitas/dp/B00RZNJ6KK/ref=sr_1_1?ie=UTF8&qid=1456088649&sr=8-1&keywords=fidelitas

Set-up/Play/Clean-up– 20 minutes (2-4 players)

Type-European

Depth-Light

TL; DR-A simple, small town hides the depth underneath. 95%

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Basics-The Revolution will not be televised, but it will be gamified!  In Fidelitas, players take the roles of different revolutionaries fighting for support of the guilds of a town to overthrow the cruel king!  This is done in an extremely simple card placement game where you move various guild members all around the town’s buildings.  Set up is placing the town cards out and then each player drawing two Missio(objective) cards and two Virtus (guild member) cards.  Each turn player then does three things in order: play one Virtus card, score as many Missio as they can, and possibly draw one or more Virtus cards.  The main part of the game are the Virtus cards.  These cards are the different guild members and the powers the each have.  A Virtus card is placed into its guild location if possible and then the cards power occurs.  These powers vary from moving cards to different locations, drawing cards to a location, and even removing cards from the location totaly.  Or the player can play the card to the tavern and then discard Missio cards and draw new ones. Next, the active player checks his or her Missio cards to see if they have occurred.  Missio cards have objectives that could be having three members of a guild on both sides of a location card, have so many of each guild at a location, and even only have members of a specific guild at a location.  Finally, the player draws up Missio and VIrtus cards, and the next player takes his or her turn.  Play continues until one player has 10 points and all players have had an equal number of turns.  Then the player with the most points wins and leads the guilds to overthrow the crown!

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Mechanics-I love games that are simple and complex at the same time.  The best comparison to this game is Connect Four if players had to complete different patterns.  Players move cards around trying to create patterns of different guilds according to their Missio cards.  As they are hidden, no one has a good idea of what your goal is and that makes this even more fun.  You may accidently score due to the actions of your opponents!  The games simple to play and learn but complex to master nature makes this a blast.  The icing on this cake is that this experience also happens in under half an hour! 5/5

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Theme– The game has a theme, but it’s not as strong as some other games.  I feel the theme of earning influence, but I don’t feel as much as a conquering hero to the revolution.  It’s fun, but might not hit the original story’s goal. 4/5

Instructions-The instructions are short and sweet.  If you can read the rules in the introduction of this article, you know how to play!  Also extremely useful is the fact the the rules describe corner cases to make playing the game that much easier. 5/5

Execution-The game comes in a small box, but packs enough punch to be awesome.  The card art is fun, the minimal writing is enough to give you the rules without being overbearing, and the cardstock is great quality.  It’s all the things I want in a simple, elegant card came.  Also for about $20, it’s priced right for what it is. 5/5

Summary-I love games that have you mastering the game’s mechanics in under five minutes but have enough depth to keep your playing.  This is a pocket game.  If you’re ever bored, then pulling this game from your pocket is a great way to spend half an hour.  Even better your average bar table will hold this game along with an order of fries and some drinks.  It’s compact, yet well put together.  It’s simple, but deep.  The only problem I have is the game’s story.  It’s not a bad story by any means, but I didn’t necessarily feel the story when I played the game.  If you can get past that one point, you will have a blast sitting down to play this game.  95%

Ring Side Report- RPG Review of Monsternomicon: Mind Flayers

ProductMonsternomicon: Mind Flayers

System-DnD 5e

Producer-DM Guild

Price– $1.49 here http://www.dmsguild.com/product/172230/Monsternomicon-Mind-Flayers&affiliate_id=658618

TL; DR-An awesome product that shows the DM Guilds problems. 93%

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Basics-Let me pick you brain…. Mind flayers!  This product provides some background on the illthids that stalk the Underdark from elder brains to lich mind flayers.  This product is firmly a GM only product but provides a ton of different creatures for the DM to throw at his/her players as well as whole campaign of ideas for the players to combat.

Mechanics or Crunch-I love mind flayers, and this book provides some awesome new crunch to their bag of tricks.  This book is primarily a monster manual focusing on these evil monsters, but the monsters it does provide all look great in terms of their stats.  This product stays away from the psionic side of things and introduces new monsters like a lich mind flayer.  Nothing quite like an undead brain eater to throw at the party!  What’s here is a fun bag of tricks for the DM to surprise the players with. 5/5

 

Theme or Fluff-Here is where things are slightly off kilter, but not by much.  There are no pictures of any on the creatures from this book.  I’d like a few more pictures so I can throw these to my players to instill the sheer horror of what’s ahead of them.  What is here though does have some great fluff to build on the world and the mythos of the purple fiends from underground.  Also, by focusing on the arcane, the book misses a bit of the psionic fun that these creatures have.  The arcane monsters that are here are great, so while I might not be as enthralled with the magic of them they do have their own world built around them. 4.75/5

Execution–  What’s here is good, but I’d like a bit more art to show the players and break up the text.  The major problem I have is some systemic problems that can’t really be fixed.  The DM guild provides an awesome platform for creators to build onto the world that Wizards of the Coast has.  However, it comes with limits, and this book runs into them and it hurts the product a bit. I’d like this product to start with the basic mind flayer.  The book can’t as that’s not allowed by the terms of the DM Guild.  I’d like to include the current psychic ideas, but that also can’t be added as that isn’t part of the DM Guild as well.  Overall, it’s a great product, but I feel it’s fighting a bit of an uphill battle to be as amazing as it is. 4.25/5

Summary-Mind flayers are my second favorite enemy after the undead, so this book hit the best parts of my evil soul.  I love new options to make my players cringe and cry as horrors beyond time and space devover commoners in horrific ways, and this book provides those new abominations to make that happen.  However, I feel that a few changes would help this product get to its potential.  Some are minor things like more pictures of the monsters, but some are things that can’t be fixed because of the platform it’s placed on.  The DM Guild is a phenomenal resource, but some of its restrictions will hurt products.  And, I feel that those restrictions hurt the product here.  It doesn’t damage the product in a real tangible way.  You will enjoy this from cover to cover, but you can feel the problems it presents in this tome. 93%

Ring Side Report-Board Game Review of One Night Ultimate Vampire

 

Product-One Night Ultimate Vampire

ProducerBezier Games

Price– $25  here http://www.amazon.com/Night-Ultimate-Vampire-Board-Game/dp/B013TRQSWY/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1454300120&sr=1-1&keywords=one+night+ultimate+vampire

Set-up/Play/Clean-up– 10 minutes (3-10 players!)

Type-American

Depth-Light

TL; DR-Even I get to play! 96%

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Basics-Are you a vampire?  One Night Ultimate Vampire is the latest instalment of the hit Werewolf franchise.  In this incantation, players all are members of a village plagued by vampires.  During set up, players elected a number of different roles for the players to take equal to the number of players plus three.  Each player get a secret role card as well as a mark of clarity.  This is a token that states you have no effects currently on your characters.  The three unused roles are set in the middle of the table, but not revealed to the players.  Then all players close their eyes.  Much like One Night Ultimate Werewolf, there is an IOs and Android app that the players can use to have an automated game master.    Each of these characters all have different actions that the computer will tell you when to take them.   The computer will then move through the roles, and one by one tell the characters to take their actions and when.  These actions range from the vampires all selecting another, non-vampire and changing that characters face down mark of clarity for a bite mark.  That character is now a vampire!  Another action could be the priest.  That character removed his or her current mark, unseen, and takes a mark of clarity for himself/herself and another character as well.  Midway through the game, the players look at their current marks, and then close their eyes again.  Other characters and roles then take their actions such as the marksmen who then looks at one players mark and another player’s card.  Once all characters have taken their actions, the game instructs you to wake up and to choose a player to kill!  If members of the village team kill a vampire, they win!  If the vampires all survive, then they win.  But, the game throws monkey wrenches into things like an assassin who isn’t a villager, but has to convince the town to kill his/her target to win.

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Mechanics– This game is pure, orchestrated chaos and that is beautiful!  Every player gets a role and action.  No player just sits tight is a pure improvement of the game.  All the actions are simple, and what happens to your character is pretty simple as well.  This game takes less than 10 minutes to play, and that’s’ hard to pull off with up to 10 people!  However the best part for me is that all people get to play.  Instead of me running the game and not being able to play, the app makes this a fun experience for everyone you can find!  This is the definition of simple, fast, party fun.  5/5

Theme–  So the game is pretty strange, but  honestly you will have a blast and feel tension.  This game has honest to god tention!  You try so hard to do your action in a way where you won’t cause yourself to out yourself as a vampire or a villager.  The apps simple music helps paint a story.  Sure, you won’t get the amazing story of a DnD game, but it’s 10 minutes frantic voting to try to keep yourself alive and find the monsters among you. 5/5

Instructions– The one problem I have with this game is the instruction.  A cheat sheet would help this game, and maybe a few more explicit instructions.  Sure, the game isn’t hard to play, but unless your read every detail of the book, players miss hiding marks, keeping only one mark at a time, and most players won’t always remember the mark’s functions.  Reading the rules cover to cover will get you those rules, but I think that something else might be able to get the players hitting the ground running a little faster. 4.25/5

Execution– I love chunky cardboard.  I love quick games.  And, I love the app for this game.  It’s available to almost everyone, and now even I, the ever GM for my home games, gets to play the game.  A little more volume might help, but that might be my phone’s quite nature.  I can’t gush enough about how this game is put together.  If you want to see all the pieces check out our unboxing video here: https://youtu.be/54qa9yOJ98c.  5/5

Summary-Ok, this review took longer to read then for the game to play.  If you want a fun, quick, party game for up to 10 people, go buy this game.  For about $20, you get a phenomenal game that everyone gets to play in.  This series has shown some significant changes over time, but from what I’ve seen they’ve keep the games soul while finding the improvements that are need to keep it viable.  Just go get this game! 96%

Ring Side Report-Board Game A.D.A.P.T.

 

Product-A.D.A.P.T.

Producer-Gate Keeper Games

Price– Free via print and play, but on kickstarter now! https://www.kickstarter.com/projects/johnwrot/adapt-the-card-and-dice-game-0

Set-up/Play/Clean-up– 20-30 minutes (2-3 players)

Type-American

Depth-Light/Medium

TL; DR-Evolve for dominance in the sea! 96%

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Basics-This here ocean isn’t big enough for all of us….A.D.A.P.T. is a simple card game where players all take the roles of different fish.  Every players is attempting to be the last one standing in a free-for-all.  Play starts with each player rolling on a percent table to find who goes first and what extra options the other players gain to make up for that.  Next, is the basic turns.  First players gain experience points.  Then you have five options: adapt, buy, attack, special, and wipe.  Adapt is where players place a new evolution cards on your fish over any current cards in that slot.  These cards come in several types from fins to organs, but the most important cards are body cards.  Body cards provide a hit point total as well as a body level.  Your body level  plus two is the max type of card you can place on your board, but you can only buy a body level one greater at a time.  Buy is spend experience points to get new cards.  If your body level is high enough, you can immediately place this card, but otherwise you can set this card to the side and upgrade via an adapt action.  If no cards are bought after any turn, then remove the oldest card and place a new one.  Special is use a special actions provided by your new, evolved fish cards.  Wipe is remove all three current cards, gain extra experience points, and then place three new cards.  Attacking is the meat of the game.  Each body provides a die type (four-sided die to twelve-sided die).  When you attack, you roll the die indicated by your body and add you current ferocity score and compare against the target’s survival score.  If you beat the survival score, you deal damage equal to the difference plus your lethality score.  If you match you do one damage plus your lethality score and gain two experience.  If your score is lower than the survival score of the target, you gain experience equal to the difference of the scores.  After a player takes an action and the available cards cycle, the next player takes his or her turn, and this continues until only one fish remains swimming!basics.jpg

Mechanics-What you read above is enough rules to open the box and start playing.  Sure there is some nitty gritty, but overall the rules are sleek and simple.  Nothing is wasted here, and everyone gets to have fun right away.  The actions you get always give you something to do, so I never felt like I was wasting a turn.  Combat is the most complicated part of the game, but it’s pretty simple.  Some abilities feel somewhat less useful like hiding.  Taking an action, you can force an opponent to roll a die to see if they can target you.  The die value starts at a 1 or higher on a d8.  I’d like some options to be a bit more viable right out of the evolution gate.  If you focus on it, it’s powerful, but nothing you could splash into a fish.  Overall, it’s a more complex Munchkin that isn’t overburdened by its own rules.  4.5/5

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Theme-This game also feels like a more complex version of Munchkin that is all screw your neighbor card game.  The only way for me to win is for you to lose.  That theme might throw a few other players, but it also is much more inline with biology.  Only one fish gets to be the top of the food chain.  I did feel like a fish struggling up the chain, so that was a fun addition.  The evolutions feel more like Pokemon evolutions then true evolutions, but it’s fun none the less making frankenstein fish as you randomly evolve new body parts.  If you are ok with a pure combat to win a short card game, you will have a blast! 5/5

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Instructions-The instruction currently are pretty simple with little art, but that’s because it’s a print and play game.  The kickstarter will have fancier rules, but currently they do the job well if a bit wordy.  It gets you playing quickly, and the currently available guide cards really help you understand how to play the game quickly.  I’d like more pictures and art for the rules, but for a kickstarter and print and play rules, this is a well done write up that will get you into the game with ease.  NOTE-i’ve spoken the the creator and the rules will indeed have more art, so makes them even better. 5/5

Execution-I was provided a kickstarter pre printing, but honestly I’ve seen a lot worse from current production games.  The cards all look great and have simple icons to tell you what they need.  The boarders tell you where they socket, and that really help you know what you’re doing.  The art is fun, and the pieces looks like the fish they come from.  The player mats all look great and again help you play the game.  The only things that are keeping this game from being out now is some of the cards only had base words on them instead of art.  But for a game that’s almost in kickstarter, the only thing slowing this down is some art and printing!  Well done!  My own problems were some of the symbols were a bit small.  The body score is listed as a number of concentric highlighted fins.  It’s a bit hard to see.  The attack die is also the same way with the die being a bit small in the circle.  If the fin level and attack die had a faint number or sided number to make things a little more readable, I’d be tickled pink.  Want to see the preproduction parts?  Check out our unboxing video here: https://youtu.be/-blQE4UB0YA  NOTE-I’ve also spoken to the publisher and the final will make the die and fins easier to read as well!  4.7 5/5

Summary-If you want a more complex Munchkin game of ocean dominance, then you can’t do better than this.  It plays in about 30 minutes for three people if you know the rules.  Nothing here feels off or breaks the game.  Some options are a bit better than others in terms of cards to take, but I never felt like I was going to lose from the cards I got.  This game does use lots of dice, but as an American style game, luck and randomness will be an important factors in your win or loss.  The theme feel spot on, but that’s an acquired taste-you will only win if you’re the last person standing, so killing the other players has to be something you’re ok with doing.  You can’t let the game do that work for you.  As a veteran of these kinds of games, that’s something I found fun in this game.  As for where the game is in terms of being ready, this game just need a bit of art and a fresh coat of paint for the rules, and it’s ready for the road.  I can’t wait to hit the water and decimate the other fishies in my sea!  It’s currently on kickstarter, so right now is a great time to hit the waves!  96%

Ring Side Report- RPG Review of Pathfinder Society Scenario #7–12: The Twisted Circle

 

 

Product-Pathfinder Society Scenario #7–12: The Twisted Circle

System–  Pathfinder

Producer– Paizo

Price– $4 here http://paizo.com/products/btpy9hgz?Pathfinder-Society-Scenario-7-12-The-Twisted-Circle

TL; DR-Too many ingredients spoil this soup. 70%

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Basics-A Pathfinder has vanished, and you must solve the mystery of the xenophobic town!  This adventure delves into the Mana Wastes as you try to uncover why a small town is prospering while all around them die, and they must hide their children.  Will you find the lost Pathfinder before it’s too late?

Mechanics or Crunch-This adventure is somewhat short and doesn’t add a new mechanic like some other PFS scenarios.  However, the fights that do happen here can be a real pain.  This is designed for levels 1 to 5, but the first fight is a swarm.  That right there can wipe a party of level 1’s, and that fight is for the low tier.  Aside from that, the adventure isn’t bad, but it’s a pain to have to pull punches if the players are new to the game or if they are new Pathfinders in general.  Also, this mod does some good things like providing the characters with scrolls they may need, but without a caster or the sense to use the tools they get, players will miss 70% of what going on as plants and talking to them play a big role in this one. 3.5/5

 

Theme or Fluff-The story of this adventure is a bit scatter shot.  Nothing here is horrible, but some parts involve a random evil bad guy, another involve some plant monsters, and finally, the town has it’s own strange role to play.  It feels like this adventure goes into too many directions instead of focusing on one group of monsters or theme.  As a GM, I was a bit lost.  There is a lot of fun stuff here, but as a GM you have to keep a ton of balls in the air to have a payoff.  And, if you team isn’t on their game they might miss too much to really get the main beats.  Too many ingredients spoil this soup.  3/5

Execution– Overall, this has all the standard Pathfinder Society polish.  Everything get’s laid out well enough to keep you running quickly and efficiently.  I think there are a few too many pages of just text to bore the reader and prevent quick skimming, but overall this is a decently laid out adventure, Paizo’s bread and butter.  4.5/5

Summary-This isn’t bad, but this won’t be on the top of any of my lists.  It’s a simple enough adventure that has possibly bad enemy choices as well as a bit too convoluted plot.  It’s easy enough to run, but not something that you may want to run.  If you LOVE the Mana Wastes and Pathfinder Society, you will enjoy this.  If you just want a 4 four hour adventure for your local PFS group, this might not be the best adventure for you to pick out.  70%

Ring Side Report- RPG Review of Monsternomicon: Kyuss and His Faithful

 

ProductMonsternomicon: Kyuss and His Faithful

System– DnD 5e

Producer– Wizards of the Coast

Price– Pay what you want at http://www.dmsguild.com/product/170843/Monsternomicon-Kyuss-and-His-Faithful?term=Patric&filters=45469_0_0_0_0_0

TL; DR-What we should see from the DM Guild. 99%

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Basics-The Worm that Walks is back!  This book is a fan submission to DMguild.com detailing Kyuss, his priests, and his monsters.  This short volume introduces the god, his mechanics and history, as well as some new monsters, spells, and a whole new cleric domain.

Mechanics or Crunch-Fan content can go either way-either amazingly good or horribly bad.  This book is amazingly good.  In a book about a god, I wasn’t expecting much, but honestly what’s here is phenomenal.  You get crunch on him, how he works, and how his priests work.  The rot grub is back, and that makes me very happy.  They are as DEADLY as ever, and they should be.  The fact this thing has domains, monsters, and spells is icing on a great cake.  Kyuss himself is a ~bit~ overpowered, but that doesn’t take away from the whole book. 4.9/5

 

Theme or Fluff-I didn’t know much about Kyuss when I starting reading, but I think now I could run a whole campaign on the god.  It’s enough to get you running and has threats that a DM could use to put the fear of this dark god in their players.  It reads quick, and it’s well done. 5/5

Execution-This is my first DM Guild product, and as fan content, I was apprehensive.  But, this book is NOT just slapped together.  There are pictures to break up text, the format isn’t a distraction, and it’s not too long to wear out its welcome.  This is the kind of content I want to see on the DM Guild going forward. 5/5

Summary-This is a fun book about a dark god.  I enjoyed what I read here, and honestly at the price of pay what you want, you should go get this for free to check it out.  If you like it, throw a buck to the creator for his good work after you’ve read it.  It’s got spells, a domain, monsters, and a campaign ending threat that could destroy the universe.  All that is an amazing combination in a small product that still has time to give some great story on the Worm that Walks.  GO NOW!  Read this thing at least for free to see how to produce good content for the DM Guild. 99%

Ring Side Report-Board Game Review of Pixel Tactics Deluxe

Product-Pixel Tactics Deluxe

Producer-Level 99 Games

Price– Can’t buy just yet!

Set-up/Play/Clean-up– 20-30 minutes (2 players)

Type-American

Depth-Medium

TL; DR-A NES, an anime collection, and Final Fantasy Tactics in a card-shaped blender. 91%

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Basics-Are you ready to old-school Anime rumble!? In Pixel Tactics Deluxe, the big box expansion to Pixel Tactics, players take the roles of rival armies attempting to kill the leader of the opposing unit.  Let’s start by describing the cards, and then the rest will fall into place.  Each card’s face has a leader half and a unit half.  The leader is the main character that the enemy will try to defeat. Each leader has an attack value, hit points, as well as providing either a special action or a special ability for your team.  If you rotate the card, you see the generic unit half.  This side has fewer hit points, an attack, and four different colored rectangles.  These rectangles are the main thrust of the game; each unit has a red, green, and blue rectangle as well as either a tan or purple rectangle.  The red, green, and blue rectangles are what this unit can do or powers it, or your army, gains depending on where it is in your army.  Units in the vanguard (red areas), get some powers, while units to your leaders sides (green or flank), or behind the leader (blue or rear) had different abilities.  The purple boxes are one time game effects (orders), and tan boxes are trap cards that you can place on the board to activate on an opponent’s turn when some action occurs.

With that, we can get into the meat of the game. Each player starts by drawing five cards from a deck of Pixel Tactics cards.  From these first five, each person will select a leader and place that character in the center of their board.  After selecting who gets to go first, players take turns taking two actions for section or wave of their unit (vanguard, then flank, and finally rear).  The actions a player can take is recruit (place a character in that section), attack (range or melee), spell (the rectangle says spell:some ability), issuing orders, laying traps, clearing corpses (removing fallen characters), or moving characters to different locations.  After both players have taken two actions for a wave of a unit , then play moves to the next wave.  Once all three waves have taken actions, the play moves back to the vanguard and the next player takes over as first player.  

I’d like to expand on attacks quickly.  Each unit has an attack value.  When a unit attacks, it does that attack value in damage to another enemy.  Unless a unit has a ranged attack, that unit cannot attack a unit behind another unit or if one of your units is in front of it.  Therefore, position is important.  Corpses do not block combat, but corpses do block placing new units, so unless you removed them with an action, your army will quickly be unable to place new fighters!  If a unit has damage equal to its health at the end of a wave’s actions, that unit is defeated and flipped over and is now a corpse.  Combat is just that simple. The game continues with each player taking turns until one player has defeated the other player’s leader and reigns supreme!

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Mechanics-I like the quick nature of this game.  Thinking of similar card games like Magic, each card is a spell (order) or a unit, and that opens up a range of tactical options.  It’s fast, fun, and not a rules slog as different orders can’t do infinite combos or other such craziness that can build up in other games.  It’s just a quick game of fun tactics that you learn in under 10 minutes and feel smart when you discover combos in the cards.  It is a bit limited as this box only has two 30 card decks, and both decks are exactly the same.  It’s fun, but you can see why there are five other Pixel Tactics expansions besides this one.  However, to open new fun, this box also comes with drafting and league rules.  If you and your friends want to open up a tournament, this box and the other expansions give you the experience you’re wanting.  Well done! 5/5

Theme-This is a hard one.  There is NO real story in this game box, but it also drips theme in a strange, Frankenstein combination of genres.  I don’t have a clue what the heck any of the factions are or why they are fighting.  However, there is a ton of theme here.  Each leader has a full name and title.  These titles get all kinds of fun and the powers reflect it.  The generic unit side also provides you with some fun flare as the various cards have powers that all reflect exactly what you would think a card of that type should do.  Honestly this game feels like a smoothie made by blending the NES game catalog, Final Fantasy Tactics, and an anime collection.  What comes out is tasty and flavorful, but might not always make much sense, like green tea-flavored kit-kat bars.  4.25/5

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Instructions-The rules to this game are thick, but if you just want to play a two player game of it, you will use about ⅕ of it.  The rest of the rules are for alternative game modes and how to use league rules and expansions.  That said, the thing reads well.  It’s a bit wordy because the rules need to explain how you kill your friend and your friend has to see how that is fair in detail, but overall it reads quickly.  It could use a few more pictures, but it’s not bad by any means.  4.75/5

Execution-This box serves two masters reasonably well.  On one side you have players like me-I’ve never played before and this is an excellent jumping on point.  Here is a full box with dividers for your growing collection and two starting decks so you can play in five minutes.  On the other side you have full avid collectors.  Here is a box where you get new cards, new common cards for drafting games, and dividers to make you colection fit in one well-constructed box.  I only have two minor problems with this game: the leader cards in the deluxe box and card icons.  Leader cards are chibi art cards of the leaders without having the basic unit side.  You get several beautiful cards, BUT you don’t get cards for all the units you get in this box.  Why?  That makes me mad–I have toys I can’t use!  The card icons help you quickly figure out how a card works.  And that’s great, but they can be a bit busy.  The overload of icons isn’t on all the cards, but maybe a few less would help improve readability.  These are only slight  annoyances and not nearly enough to completely detract from the beauty of this game.  Want to see all the cards in the box?  Check out our unboxing video here: https://youtu.be/uHSQNmhsFVo 4.5/5

Summary-I’ve never been much of a card gamer, but this one does win me over.  I can’t stand the pay-to-win mechanics of Magic, but this game gives me enough strategy and evolving gameplay that I can have a blast for a one-time cost and in a way where I don’t have to spend days learning the complex rules of the game.  I’d like a bit more theme as I don’t know why I’m killing the other player, but It also doesn’t really matter-The cards feel like they should.  The rules are streamlined, if a bit wordy, and the execution of the deluxe box is amazing.  My biggest problem with this box is I want more, which is always a great problem to have.  If you are looking for some classic NES nostalgia, your anime fix, and a fun 20-30 minute strategy game, then this is the game you’re looking for! 91%

Ring Side Report- RPG Review of Sword Coast Adventurer’s Guide

Product-Sword Coast Adventurer’s Guide

System– DnD 5e

Producer– Wizards of the Coast

Price– $36

TL; DR-A doughnut-great fluff, but no crunch! 87%

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Basics-Welcome to the Forgotten Realms!  The Sword Coast Adventurer’s Guide is the first player and dungeonmaster book for DnD5e.  It focuses on the world of the Forgotten Realms and more specifically the Sword Coast.  The book builds the current Realms and provides the standing of the world, as well as giving players some new backgrounds, class archetypes, and race options.

Mechanics or Crunch-The best description of the mechanics in this book is “What mechanics?”  Most of the crunch in this book is confined to one chapter.  It’s a decent chapter, but it only supports a few classes with some classes not receiving any new toys.  They do get some Forgotten Realms specific story, but no new crunch/mechanics to drive it home.  This book also only has one feat in it, and that is an optional feat.  There were high expectations for this book, and I feel it didn’t meet them.  What’s here is good, but there is just not enough here to really make this worth it for every crunch heavy gamer. 3.75/5

 

Theme or Fluff-I love the Forgotten Realms, and this is a decent introduction to a part of it.  As the title suggests, this book focuses on the Sword Coast.  What the book focuses on is great!  Each area gets a great description really building out the world in interesting ways and telling how the Realms have changed since 4th edition.  However, it mentions the rest of the world.  That’s good, but they don’t provide a map the the rest of the world.  That’s my main problem with what is here.  There are parts mentioned in a sentence that are not shown.  The previous editions’ Realms books showed me the world,gave it a one line description, and then left it at that.  This book doesn’t even give me the geography past the coast.  This wouldn’t be a problem except the novels, adventures, and the Adventurer’s League all take place in the parts of world not covered in depth by this book. 4.75/5

Execution-This book covers a ton of ground, and it does it reasonably well.  Everything has pictures, which is awesome, so the book sufficiently breaks up the text.  There are a few walls of text though.  The art is good, the font is nice, and the maps are amazing.  I’d like this book to be a bit thicker to give space for more breaks and more information, as well as to justify the price a bit.  However, I liked the way this book was laid out and built overall.  4.5/5

Summary-I wasn’t thrilled with this book.  The theme is great.  New players in the Realms will get a ton out of this book.  Even people from 4th edition will have a lot to learn about the new realms.  The overall execution of the book is great, if a tad pricey.  However, the biggest problem is the lack of mechanics.  This is the first real expansion to the system, and it doesn’t do or provide much expansion to the system.  This book isn’t bad, but stacked up against the core books, I wasn’t impressed with this book.   87%

Ring Side Report-Board Game Review of Seekers of A Hidden Light (Shadows of Malice Expansion)

ProductSeekers of A Hidden Light (Shadows of Malice Expansion)

Producer-Devious Weasel Games

Price– $25.00 here http://www.amazon.com/gp/product/B0146Y8HDC/ref=pd_lpo_sbs_dp_ss_1?pf_rd_p=1944687502&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=B00NAG5YCK&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=165FDTXJBT8THFCG5PQT

Set-up/Play/Clean-up– 1-3 hours (2-8 players)

Type-American

Depth-Light

TL; DR-More depth for those who want it. 90%

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Basics-Need more from your Shadows of Malice game?  This is the expansion for you!  This game doesn’t fundamentally change the nature of the game, but it does add new options.  Mystics get two new important abilities: quests and lures.  Quests require an avatar to enter an area to either get one resource (via a luck roll), kill a particular monster type, or do both at the same time.  When a quest is completed, the players get to return the quest for new potions, soulstones, and lux.  Lux can be spent to buy super powerful potions or new runes which are engraved on weapons increasing their power.  Lures are new ways to cause monsters to fight your character instead of having to fight in lairs.  These lures provide a luck bonus to the roll to determine the monster encountered as well.

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Mechanics-What you read above is pretty much what’s in the box, and that’s not bad.  This expansion isn’t here to completely change the nature of the game, but it does bring some fun extra parts to it.  Fighting monsters in lairs can be tough, but lures provide a way to fight monsters with much less power.  The new quests are a fun addition as well.  You can only have one at a time, but they do provide you with some goals and will cause players to go off and look for specific fights.  Overall, it’s an added layer onto the game that you’re used to playing.  It’s not overly risky in terms of expansion to the game, but it’s also something that fits well into the game  4.5/5

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Theme-This game has some great theme, but some interesting choices as well.  The new lux mechanic is worked well into the story.  Now players are given quests by mystics who also extract lux from the objects they desire.  That works well and builds the world around it.  Players get some awesome stories from hunting monsters to find light in the world.  But, players also get some weird moments as now not only do mystics heal you, send you on quests, but they also operate the bait shops of the world.  Players get lures from mystics as well as from monsters themselves.  That’s a little bit off as I would think the towns would have the bait shops.  It’s only a small misstep though as the expansion adds on the the game in fun ways. 4.5/5

Instructions-This expansion shows some growth from the base game.  This book reads much better and really helps players to add the new elements quickly to their game.  Players also get an appendix to help them find where each topic is discussed.  The rules are still a bit too wordy, but they don’t take long to read. It does plug quickly into the game and won’t take long or be hard to figure out when you do so.  4.5/5

Execution– If the base game is like Arkham Horror, then this expansion is a small box expansion like The King in Yellow.  This box has new full cards, new half cards, and tokens.  Compared to Fantasy Flight Games, it’s fairly priced.  I do like all the pieces that come in this box.  Heck, the box itself is well put together as it’s made with solid cardboard.  I’ve even made an unboxing video which you can view here https://youtu.be/Wiku-FDMmvQ    4.5/5

Summary-This expansion is a fun addition to the Shadows of Malice world.  Now players can undertake epic quests to gain the power of light while building up their own abilities, use bait to lure monsters out of hiding, and use the power of light itself to gain epic upgrades.  The expansions doesn’t bring anything out of place in the game world.  However, this expansion doesn’t tack on much to the game beyond what was already working here.  If you don’t like the base game, this expansion won’t do much to sway your opinion.  However, if you are looking for a solid expansion to your Shadows of Malice games, then this is a great way to build more replay into your Shadows of Malice game. 90%

Ring Side Report- RPG Review ofDemon Lord’s Companion

Product-Demon Lord’s Companion

System– Shadow of the Demon Lord

Producer– Schwalb Entertainment

Price– $ 10 here http://www.drivethrurpg.com/product/168258/Demon-Lords-Companion?src=slider_view&affiliate_id=658618

TL; DR-The best DLC I’ve downloaded all year! 100%

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Basics-OPTIONS!  Have you already gotten tired of all the options in the core Shadow of the Demon Lord book?  Odds are not, but here is a new book with races, master and expert paths, new items both magical and mundane, magic traditions, and even more rules for parts of the game not covered in the basic book like vehicles.

Mechanics or Crunch-This is an amazing book for what it adds.  Every one of these pages is crunch.  From the new spells to the rules for how to drive in this game, no space is wasted that doesn’t add to the world.  New races are added such as halflings and fauns, new traditions such as alchemy are added, and tons of new items are brought into the world. This might be one of my favorite splat books to a system I’ve read in a long time. 5/5

 

Theme or Fluff-Now I don’t expect much from a splat book in terms of theme, but this one delivers!  Let’s look at two things to drive home this point.  First are story complications.  These are new character additions that provide a detriment and a bonus.  They almost function like zero-level feats.  You get horrific problems for bonuses that directly come from this problem.  An example is you might be ever-so-slightly possessed, but you can also talk to that demon to get bits of lore and knowledge.  That’s pure Demon Lord’s Shadow right there.  Second, let’s look at azeen.  Azeen are foot long worms, that you place in your face or another large orifice and let it crawl/tare inside you.  It gives you a whip that you can spring from your hands as an attack.  Randomly, in the next 20 days you will crap your pants as the worm violently dies and is violently shot from your body.  This is a new forbidden item with strong benefits, horrific complications, and a corrupting influence.  Again, this is mainline Shadows of the Demon Lord with full descriptions of horror building up the mechanics  with solid storytelling.  Absolutely beautiful! 5/5

Execution-This book only comes out as a PDF currently.  However, what makes this interestingly is the price, pictures, and writing.  Comparing this book to other splat books, DLC is hands down the best I’ve seen in awhile.  This book is 50+ pages for 10 bucks.  That blows Paizo out of the water!  I get a book full of character options, game rules, and monsters that is layed out properly, reads quickly, and is fun for less than half of some other books. 5/5

Summary– I didn’t ask for more options for Shadows of the Demon Lord, but I have wondered about some specific content.  And this book delivered on all of it.  Want some more steampunk?  Well we’ve got airships and even guns now.  Want more magic?  Well now there is fauns and other magic traditions.  Heck, you want to get some Kung Fu in your Demon’s Shadow?  Now you can. Crouching tiger, hidden demon away!  Everything fits in this book.  It’s all from the very mouth of the Dark Hobo himself.  It’s a great value, full of pictures to inspire, and quick pleasure to read.  This book is well worth your time and money. 100%