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%

Ring Side Report- RPG Review of Tales of the Demon Lord

Product-Tales of the Demon Lord

System– Shadow of the Demon Lord

Producer– Schwalb Entertainment

Price– $ 10  here http://www.drivethrurpg.com/product/163527/Tales-of-the-Demon-Lord?term=tales+of+the+demon&affiliate_id=658618

TL; DR-Lean, mean adventure! 90%

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Basics-Starting with a small series of death in the far flung town of Crossings, this adventures takes players from starting, zero-level character to master character who have to ultimately face down and prevent the arrival of the Demon Lord.  This adventure is a whole campaign in itself introducing a section of the world called Crossings to the players and the GM.  Will you be able to face the horrors of things touched by the Demon Lord’s shadow?

 

Mechanics or Crunch-Shadow of the Demon Lord is it’s own system through and through, and this self contained campaign has the math for the system clearly down.  What’s here works well.  However, the campaign doesn’t give too much away to the novice GM.  I like what’s here in terms of encounters, rewards, combats, and exploration, but I’d like a bit more behind the game’s curtain.  This is the first full campaign, so this adventure will serve as the game’s best guide.  However, I’d like a bit more to help me get all the expertise I and other GM’s need to better run this system.4.5/5

 

Theme or Fluff-  Schwalb writes an awesome story from the ground up.  The book starts by building its own town called Crossing and then builds out.  In terms of story, it’s a swift story that’s a great way to get players into the world.  Also, this book has a ton of variety from simple go here/kill people, small hex crawls, and even hardcore roleplaying.  Every player will get a bit of fun out of this adventure, and every GM will have a blast running this one.  5/5

 

Execution– Of all the good stuff in the book, the execution is the most lacking.  The execution is by no means bad, but I may be a bit to spoon fed by other publishers when it comes to published material.  There is almost no box text.  Have gamed with the master himself, I know he writes awesome descriptions, but this book will ask you to write most of your own.  Furthermore, Shadow of the Demon Lord adventures are short.  From the get go, SotDL adventures are designed for about a four hour experience after which players level.  That is not bad by any stretch, but the transition and the brevity of the writing is strong change for some GMs.  There are breaks in the text.  But, I’d like a bit more art, and I’d like the art that’s here to be a bit larger.  It’s hard to get those maps to the table and make them a size that looks nice.  The adventures do read quickly and easily, and the simple descriptions are enough to get you gaming quick.  But, keep in mind that the simplicity of the write ups are there to make the games run fast and with no down time and limited prep time. 4/5

 

Summary– Tales of the Demon Lord is a phenomenal adventure for SotDL.  It’s a full campaign unto itself that covers several different adventure types and play styles.  It’s well written, and simply executed.  However, this is not a hand-holding product.  Tales of the Demon Lord aims to be a campaign, not your paint by numbers GMing guide.  It’s several adventures that tell a story, but it doesn’t teach you how to write or design adventures if you’re only passively playing or running this adventure.  It’s fun, but don’t expect verbose, cookie-cutter explanations for you to read your players.  Expect a lean, mean adventure that you can run quickly and efficiently with minimal prep, memorization, or GM brain loading time.  If you get past a bit of shock of how spartan SotDL adventures are presented, then you will really enjoy what’s here. 90%

Ring Side Report-Board Game Review of Sheriff of Nottingham

Product-Sheriff of Nottingham

Producer-Arcane Wonders

Price– $30 here

Set-up/Play/Clean-up– 20 minutes (3-5 players)

Type-American

Depth-Light

TL; DR-A Good game of who is the best liar. 91%

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Basics-Who’s the best liar in Nottingham?  In Sheriff of Nottingham, players take the roles of different merchants trying to smuggle goods into the Nottingham market.  Each turn starts with players discarding and drawing cards.  These cards can come from a facedown pile or from one of two face up piles where the order is publicly known.  Players set asides some cards, draw up to six, and then discard the set aside cards to either pile.  After drawing, then each player except that Sheriff for that round, chooses up to five cards, and places them in a bag with a snap.  The cards come in two general types: basic and contraband.  Basic goods are chicken, bread, cheese, and apples.  Contraband are better types of basic goods, weapons, pepper, or other random items.  After a player chooses what to put in the bag, that player must then announce to the Sheriff the number of cards in the bag as well as say one type of good (obviously you should not say contraband!).  The Sheriff has to decide if you are lying, to trust you, or to try to take a bribe.  Brides could be future favors, money, or even bribes from other players to look in the bag!  If the Sheriff let’s the player pass, then the player places goods around their play mat for the different basic goods or places contraband facedown in front of their player board.  However, if the Sheriff opens your bag, then things get interesting.  If you were completely truthful and had played no contraband, then the Sheriff pays you the penalty value of all the goods in your bag.  If you had some other basic goods, then you have to pay the Sheriff the penalty value for each good you didn’t declare before, but you still get to keep the goods as before.  And lastly, if you had contraband, you pay the Sheriff for the contraband, pay for undeclared cards as before, and then the contraband is placed in one of the discard piles.  After each player except the Sheriff player has had a chance to be inspected, then the next player becomes the Sheriff, and the game continues as above until each player is the Sheriff twice.  At the end of the game, the players with the most and second most of each basic good score extra points, and then the gold value for each item you have, basic and contraband, are added together along with any remaining currency you still have.  The player with the highest score is the winner and best merchant/smuggler in Nottingham!

IMG_20151126_175932021Mechanics-This game is as simple as they come, and that’s not a bad thing.  Sheriff of Nottingham is completely social.  You do get some cards, and to make some choices, but overall, the game’s main focus is social deduction, risk-management, and a good poker face.  It’s quick, fun, and something you don’t have to have a strong game background to play.  But, you do need a poker face and a group of people who do like these kind of games.  There is no self correction for the leader.  If you don’t work together against the leader, you will lose.  4.5/5

Theme-There is a theme here, but honestly, it’s not very strong.  You have art driving home Robin Hood, but the gameplay itself isn’t  tied to that world.  You’re just sneaking a thing into a place.  The bags are awesome, and they do drive home the theme of anxiously trying to avoid customs.  That’s fun.  Nothing beats the feel and sound of the snap on the bag to let you know the game is up.  But, don’t expect to fly deep into the game work like with Mage Wars.3.75/5

Instructions-The rulebook is well laid out, and the rules are not complicated.  As you saw above, it’s pretty simple.  You don’t need to reinvent the wheel to have fun and the rule book knows that as well.  5/5

IMG_20151126_175939405Execution– SNAP!  The game is amazing.  You get great bags, cards, art, and cardboard coins all look great.  however, the star is the snap on the bag.  It brings awesome theme and tension to the game.  I absolutely love that.  What’s more the game itself has a divider in the box that holds all the piece and comes out of the box to assist in gameplay. I’d like the dividers a bit higher to better contain the coins, overall, The signs of a great game.  To see all the parts, here is a video of me unboxing the game: https://youtu.be/NB6syVc3imE  5/5

Summary-This is another great game that a solid chunk of you won’t play.  This is a pure social game.  If you can’t read people, then you will not enjoy it. There are no Euro-elements to grab on here. However, if you’re trained to spot a liar, then you will enjoy this game as you get to flex those muscles.  The only real challenge ihen is the randomness.  You have to adjust your strategy on the fly for this one.  This is a American Style game through and through that is a great, quick social game. 91%

Ring Side Report- RPG Review of Pathfinder Society Scenario #6–22: Out of Anarchy

Product-Pathfinder Society Scenario #6–22: Out of Anarchy

System– Pathfinder

Producer– Paizo

Price– $ 4 here http://paizo.com/products/btpy9cu1?Pathfinder-Society-Scenario-6-22-Out-of-Anarchy

TL; DR– Too many ingredients spoil the soup! 78%

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Basics-The society never leaves a man behind-they just might take five years to help him…and it might be someone’s pet project as well…. In this adventure, the Pathfinder Society sends in new recruits to find a long forgotten Pathfinder in a blockagged town in Cheliax.  There, the young Pathfinder have to navigate several different rival groups, find their target, and get him out…all while not starting the third burning of the city!  This adventure is designed for level first to fifth level characters.

Mechanics or Crunch-What’s here is good, but there is just too much here!  This adventure has some serious roleplaying opportunities (which is great) and some serious combats (there are over four!).  That is too much for a four-hour time slot!  Each part isn’t bad as the roleplaying characters get some time to shine and the combat monkeys can take center stage at different points, but in a four hour adventure slot at a con, this adventure simply is too long.  GMs will have to drop part to keep this one going fast enough to cover all the ground. 3.5/5

 

Theme or Fluff-So, not only is there a lot of mechanics, there is also a lot of story to cover as well.  It’s not bad, but it’s too much!  First is a missing Pathfinder.  Then,there are four factions to contend with.  Next is trying to get out and get help.  And lastly is dealing with other enemy groups in the city.  That is too much talking!  I love good roleplaying in a Pathfinder Society adventure, but with so much going on here, it’s hard to make all the pieces shine.  If you don’t ham up each group, then players don’t notice them.  If you do, then it takes too much precious time that you won’t have for the fights and talking to the different groups later.  It’s too difficult a balance to walk-especially for a 1-5 level, four-hour scenario. 4/5

Execution-Overall, this adventure has the Paizo polish.  Lot’s of pictures to help describe things, lot’s of included information to make running this easy, and a decent amount of breaks to make the text flow better.  However, the organization isn’t perfect.  This adventure is about 40 pages!  Some pages are copies of Bestiary books to help run the adventure, but I would like a few more breaks and a table or two detailing how different groups interact with the players at different locations.  Those little things would help speed up the pace of this adventure and possibly get it out close to the four-hour runtime. 4.25/5

Summary-If I had eight hours with a single table, this would be a great adventure to put them through.  They could really dig deep into the roleplaying, and the combat-crunch players would have an absolute blast as well by being able to paint the town red with their enemies.  But, this is written with the goal of four hours.  For that time limit, there is just too much here!  It’s written well enough, but will all the twists, turns, and fights, you CAN’T get this adventure done and be on time.  And any adventure I can’t run in a time slot at a con, written for a con, isn’t one I run a second time. 78%