Ring Side Report-RPG Review of Pathfinder Society Scenario #5-22 Scars of the Third Crusade

Product– Pathfinder Society Scenario #5-22 Scars of the Third Crusade

System-Pathfinder

Price-$4 here http://paizo.com/products/btpy96i8?Pathfinder-Society-Scenario-5-22-Scars-of-the-Third-Crusade

TL;DR–  Great roleplaying, but nothing for the combat heavy characters. 87%

 

Basics-Murder is afoot!  Pathfinder agents have been arrested, and you are sent to determine if they are guilty or not.  Can you prove the innocence of your fellow agents while in a town that already doesn’t trust the Pathfinders?

 

Mechanics or Crunch-This one has exactly one or maybe two fights scenes in it, depending on how the players proceed.  Most of the time, players are investigating the murders.  If you have a combat heavy party, they will just be bored.  Also, the combats that are present will be somewhat underwhelming to most parties in the level range.  The module presents some rules for investigation, misinformation, and events in town.  Some of these events are arbitrary as well as the rules for these events being somewhat unclear.  It just might need a bit more to keep some people involved. 3.5/5

 

Theme or fluff-This is where this module shines.  You as the GM get to scream at the players if they reveal that they are Pathfinders.  Most of the people in town don’t trust the Pathfinders, and players tipping their hands make this module come alive.  The town is well described and the personalities in it are fun to run.  Everybody here has a story, and the players have to try to figure out who did it over the course of the adventure.  I loved what I saw here.  If you want a mostly roleplaying module, this is the one to look for.  5/5

 

Execution-This is a wordy one.  To get all the information a GM needs to run the mod, lots of words have to happen in a very short amount of space.   I do like that the town has a town map to help you and your players understand all the places they can investigate.  In addition, the investigation methods are presented decently as well as providing the GM with a worksheet to help GMs keep track of all the information at hand, but this chart could use another column to help me keep track of what I and haven’t told the players.  I’d have liked a few more divides in the words, but the module is set up well. 4.5/5

 

Summary-I liked running this module.  I have no problems standing up at a convention and screaming at the top of my lungs about how I hate the Pathfinders and such.  When I ran this at a con with about five other tables, I did get a few stares.  If you want to have some awesome roleplaying with your characters, then this is the module to run.  If you what a hack and slash fest where lots of things die, then do not even consider this one.  I would like some changes to the module, but overall it was a great if you have the right group.  87%

Book Bout-Book Review of The Atrocity Archives  

Book-The Atrocity Archives

Author– Charles Stross

TL; DR-90%

 

Basics-Cthulhu is real, Turing’s death wasn’t a suicide, and the world’s fate rests in the hands of the guy from the IT department.  The Atrocity Archives follows Bob Howard as he deal with monsters from beyond time, creatures summoned from hell, illegal software updates, and a boss who really isn’t from hell because he’s seen what the real hell looks like.  This is the first book in a series called The Laundry Files.

 

Characters-This book has a large cast, but most of the book focuses on Bob Howard.  He’s as a fun character who is a tech geek who’s dragged into a world he never really wanted to be part of.   However, he makes the most of it all while feeling like he’s a real person.  I never felt like he was unrealistic even as he dealt with unreality.  I felt some of the other characters such as his managers from hell were a bit too much.  The world is going to die, and you’re fighting about flex time?!  That’s good comedic effect, but it does hurt some of the seriousness of the novel. 4.5 /5

 

Setting-This book takes place in a shadow world of spies, Lovecraftian horror….and IT computer help desks.  It’s an interesting balance as Bob has to split his time fighting internal politics as well as ice giants.   I did feel like I was where Bob was.  I could see the crazy, and I could see the normal.  Everything felt real. 5/5

 

Story-I liked the story, but some things were a bit much.  Get ready for techno babble.  I have a Ph.D. in biochemistry and some of the finer points of math went over my head.  There maybe a bit too much techno babble for the books own good.  It does establish Bob as a genus, but it also kind of drives the reader away.  The main plot is about Bob fighting either monsters from another dimension trying to get a foot hold here or the misuse of a government program.  Those in broad strokes are fun, but the details get a bit muddled as the Bob has to fight a bit too much with his bosses over time management.  It’s funny, but it’s kind of a bit jarring.  It makes you laugh at its nonsensicalness, but that hurts some of the more dramatic moments.  If you can get past that, it’s an fun, fast-paced ride. 4/5

 

Summary-This was the most fun I’ve had reading a book in a long time.  The book moves fairly quick, the characters are fun, and the world feels real.  It’s modern Cthulhu mythos, and that always makes me happy.  Especially when you have some snarky characters in way over their heads.  It’s not perfect as I felt a few things were taken too far, but overall, I couldn’t put this one down and can’t recommend this enough.  If you want some modern office madness in your Cthulhu, you can ‘t go wrong with this one. 90 %.

 

Audiobook Extra- Gideon Emery does an excellent job with this book.   He sounds techy, geeky, and British enough to make an English CS nerd in way over his head come to life.   His voice really helped me picture the main character going through all these actions and emotions.  He was Bob Howard for me.  5 /5

Ring Side Report-Board Game Review of Tiny Epic Kingdoms

Product– Tiny Epic Kingdoms

Producer– Gamelyn Games

Price– ~Not out yet, but ~$20

Set-up/Play/Clean-up-30 minutes (2-5 players)

TL; DR– Truly a pocket-sized, quick 4X game! 94%

 

Basics– Tiny Epic Kingdom is a 4X game where players try to out expand, out exploit, out evolve, and out build there opponents.  Each player starts with some resources (corn, ore, and mana), a territory card in front of him/her, and two meeples on one location within that territory.  What makes this game interesting is the way these actions are handled and the game speed.  The current lead player chooses an action: move a meeple within a territory, move to another territory in front of another player, build your tower, research magic, make more meeples, or trade resources one for one.  When the player chooses his/her action, he/she must choose to take an action that hasn’t been taken for at least five turns.  When an action is selected, a wooden shield meeple is places on the action selection card, and the card is only cleared when five actions have been taken.  After the lead character chosen action is done, each other player in order chooses to take either the same action or gather resources.  When you gather resources, you gain corn, ore, and mana from each space you occupy.  Each action is also very simple.  Moving across a territory or to a new territory simply moves a meeple, but can result in wars.  When two meeples from different factions meet, the players must go to war.  War results are decided by how many resources each player is willing to spend.  Mana provides two war recourse, ore one, and corn none.  Each player then decides how they are willing to spend by secretly placing a 12 sided die down to indicate how much they will spend.  When this is done, the player with the most spent wins, but both players must spend all the resources.  However, each player can declare peace resulting in an alliance and sharing the space.  When you build your tower, you spend ore equal to the next level of the tower you’re building and move up a victory point track.  When you make more meeples, you spend food equal to how many meeples your currently have plus one, and gain another meeple on a space with only one of your meeple.  When you research magic, you spend magic equal to the next space on the magic track, and gain a special faction specific ability.  The trading action is a catch all action that allows you to trade one recourse for one of any other.  The game end is triggered when a player either: has seven meeples out, has fully built their tower, or fully researched their magic, and the game completely ends on the turn when the last of the five action marker shields is placed on the action selection board. Points are scored by ranks on the tower, magic research, meeples in play, and extra magic point powers.  Player with the most points is the winner.

 

Mechanics– This is an amazing game.  There is no randomness, no fiddly bits, and no wasted turns.  Each turn and action will somehow allow you to build you your faction.  I also can’t say enough about the action selection.  I love games where every player is always active somehow as opposed to some games where when you’re off turn, you might as well not even be in the same room  If you can out maneuver your opponents you will win and feel like a winner.  When you do something is almost as important as what you do and who does it. I’ve played quite a few 4X games, and this one feels the least fiddly.  Nothing here is tacked on for some odd aspect of balance.  Everything here feels smart and balanced.  Instead of dice, combat is an exercise in outsmarting your opponents and resource management.  The hidden dice wager mechanic here is amazingly fun and amazingly tense.  There are multiple paths for victory (ALWAYS a plus!).  And all of this is packed into a game that takes 30 minutes for FIVE players to play!  Hands down awesome. 5/5

 

Theme- This isn’t the most thematic game out there, but you have to keep in mind this game is designed to be played in less time than you get for lunch at work.  The races mostly feel different because of their magic powers.  The undead can get more food when people die.  You can eventually build constructs out of ore.  Those little things drive home what theme is in this game.  The player interactions do tell a story, but this isn’t a game where you can expect the Lord of the Rings to just happen.  You will feel like you’re in a fantasy world, but don’t expect RPG level of immersion. 4/5

 

Instructions– The instructions do a decent job of explaining the rules.  The rules are short, well written, and overall great.  However, there are a lot of powers and interactions that could use a set of FAQ’s or some further information and explanation.  It’s nothing game breaking, but an extra page or two on the seven pages of rules would really help me understand exactly what the designers meant in some cases.  However, if your group has some common sense, it won’t stop this game from being fun. 4.75/5

 

Execution– This game comes in the same size box as Dungeon Heroes which is a small box about one inch high, by six inches long, by four inches wide.   That’s a pretty small box.  But what you get in it is anything but small.  You get a ton of wood pieces, player boards, territory cards, and action boards.  All of this is done on good quality cardstock.  I also know Gamelyn Games prides itself on its wooden meeples, and this was no exception as all the wooden tokens and meeples are well done. With all the stuff you get in here, this box feels like a Tardis. 5/5

 

Summary-This is a fun, quick, well done game.  It’s small enough to fit on a bar table top and easy enough to play you can learn and win in under an hour.  My only problems are the game’s theme isn’t its strongest assets and the rules are a tad ambiguous in a few places.  These are not in any way major problems.  And, I promise if you want 4X that you can play in less than a weekend (looking at you Twilight Imperium!), you will have a blast with this game.  I have never played a game of this that didn’t end with all the geeks standing around the table assessing the other players, and that’s when you know stuff gotten real!  And, for the price, you can’t beat this game. 94 %

Ring Side Report-RPG Review of AMP: Year One and Attack of the Buzz

Product– AMP: Year One

Producer– Third Eye Games

Price– ~$15 here http://rpg.drivethrustuff.com/product/132784/AMP-Year-One

TL; DR– Want some amazingly customizable superheroes? Look here! 93%

 

Basics– When they showed up, everything changed.  AMP is a near future, heroic RPG.  Players take the roles of super humans in 2015.  The mutants have only been around and in large numbers for about a year, and the world isn’t really read for what they have to offer.  Will you fight to save mankind or destroy it?  Are you here to put these monsters in their place or will you stand with the mutants?  All of these are important questions that you will have to answer as you struggle to find where you fit in.

 

Mechanics or Crunch-This is a new RPG theme and with a ton of new mechanics.  Let’s do a rundown of some of the high points that are offer.

Base mechanic-This game has echoes of its d20 past, and I mean that in a good way.  Everything in this game is a d20 + skill A + skill B or d20 + 1 1/2 skill A.  That’s it.  It’s simple, it’s quick, and it’s fun to play.  Want to treat an animal’s wound?  That’s a d20 + beast handling + medicine.  Want to shoot a gun?  That’s d20 +marksmanship*1.5.  Simple enough.  It only gets slow when both the target and the attacker have to roll to determine if a hit is a success.  In my game, I found myself just saying 10 plus the skills for the attack or defense.  That change made my game run just a bit quicker.

Character Generation-This character generation is complex but has several walkthroughs.  This is a true everything point by.  You can really screw up your character if you try to min/max and fail horribly!  Everything from your speed, to your health, to your attacks is all bought via points.  You don’t have to take any points in speed, but you will move really slowly.  I love this style of customization, but newer RPG players really need to look over the example characters to make a useable character.  Unlike DnD5e where you make about five choices, when you make your character in AMP, you have at least 20+ decisions to make.  It’s easy to do as the math of the system doesn’t operate like the point buy from Shadowrun 4e, but don’t expect your first character to be made in five minutes.

Loyalties-One thing I wanted to point out from the character generation was loyalties.  This game has lots of different themes that are really well integrated into the mechanics.  One way that is done is with loyalties.  When you make a character you decide how important various aspects of your life are.  These range from your community, yourself, and to lovers you may have.  Each rank in these provides in game bonuses with ranks varying from rank zero to rank five.  I like the addition of mechanical benefits from role-playing choices, and these loyalty ranks really provide that connection.

Powers-It wouldn’t be a superhero RPG without superhero powers.  Powers come from several different general areas ranging from batteries (you store up energy) to behemoths (you are the Hulk!).  These powers all have augmentations that provide extra benefits like the behemoth has the crush augmentation that adds extra damage on melee attacks or the bolt ability which allows you to fire elemental blasts at people.  Most of these powers are dependent to on Juice.  Juice can be thought of as adrenalin, and it powers the superpowers of the heroes and villains.  Each broad category has a number of smaller augments that you get as you level up in the power.  Some categories have several different augmentations, while some only have a few.  It’s a quick and easy way to broadly provide the foundation for lots of different hero powers, options, and flavors.  Some of the names might be somewhat confusing, but looking over the powers the descriptions provide the rules and the story to how each power works.

Summary-The mechanics of this book are well done.  The game provides near endless customization and the ability to create the heroes and villains you want to be and see.  The new ideas such as the loyalties are excellent mechanics that other RPGs should employ that really developed the mechanics and the theme together.  However, this isn’t perfect.  Some aspects are a tad fiddly such as rolling for both attack and defense on both sides of the GM screen.  It’s not the worst thing in the world, but sometimes dealing with the amount of rolling in combat can be annoying.  Also, character generation is somewhat difficult.  If you know what you’re doing, you get all the tools you need to make any hero, but if you are just by yourself readying a character for a friend’s game, you might be lost in the amount of options you have to choose from.  4.75/5

 

Theme or Fluff- The basic story of AMP year One is that after World War I governments around the world worked on a super soldier project to stop war altogether.  Over the generations, the children of the experiments developed these super powers and passed them on.  Now, lots of super powered people are emerging.  How will the world change because of this?  What kind of person will you be?  This is a standard comic book intro, and this is semi-cheesy.  But, its super powered people.  You have to expect a little cheese in that territory.  Just look at the number to times Batman has died and come back to understand.  While it might not be my absolute favorite intro story, it does leave a lot of room for the GM to design a story in the near future world of 2015.  The first half of the book describes the history of the future, and provides lots of different story hooks as well as doing an excellent job of introducing the various groups at play in the lives of the mutants. Does this feel like the X-Men?  Good!  This RPG specifically mentions that as one of the main inspirations behind the themes of the game.  And since there is no currently published X-Men RPG out there, this is the best solution if you want to play in that world.  I think AMP does a great job driving home its theme while providing lots of different stories for the GM to run. 4.75.5

 

Execution– AMP is done fairly well.  The powers section is a bit wordy, but all the powers get nice flow charts explaining what augments you have to take to take the next one.  A little more art would be nice as well as color, but for a black and white book, it’s done really well.  The font, words, and layout all work well, and the hyperlinks don’t make my iPad slow to a crawl.  I would have liked a few more pre-generated antagonists for the PCs to face as well as a better guide on how to generate encounters.  But, on the whole this is a well done book that was fun to read. 4.5/5

 

Summary-If you want to play a free form superhero RPG?  Then, pick up this book.  The mechanics are simple, the powers work well, and the execution is great.  I have my minor gripes, but overall, this is a fun super hero RPG that isn’t too crazy or cheesy.  The world is fresh and interesting while providing enough open-endedness to give the GMs free reign in the stories they want to tell.  I was actually pretty entertained by the story that this book had to tell.  Since the tile of the book is AMP Year One, I hope the authors keep up with other AMP books or splat books to keep the metastory going.  93 %

 

How about two products today?  Here is the first adventure for the AMP Year One RPG-Attack of the Buzz!

 

Product– Attack of the Buzz

Producer– Third Eye Games

Price– ~$3 here http://rpg.drivethrustuff.com/product/137727/Attack-of-the-Buzz-Adventure-for-AMP-Year-One

TL; DR– Know your group, and this will be a blast. 90%

 

Basics- Alice, Texas is under attack! Not by the mutants that are running around but by bees! Hundreds have died, and no one knows why the bees won’t give up attacking people.  Can you and the other AMPs you travel with find out how to prevent the bees from killing the town or will you end up like the rest of the town?

 

Mechanics or Crunch-The adventure is a fun one, but there are some problems depending on who is playing.  This isn’t a bad adventure for mechanics as everything presented makes sense in the AMP work and is balanced, but bees are swarms.  And, swarms are always hard to fight.  Especially with new characters.  Some characters will be completely useless for some of the major scenes in this adventure.  If you have a super computer hacker, then that character will spend most of his/her time running from the bees.  It’s a bold move for the first adventure put out by a system to feature swarms as the main villain, and I think it hurts the fun a bit.  However, the adventure does provide some new powers as well some equipment to help smart players.  What’s here is good, but the mileage your players will get out of the module really depends on who is at the table. 4/5

 

Theme or Fluff-This is one of the major events in the AMP Year One story.  My players enjoyed being part of the world and solving a major mystery that is presented in the main book.  It was fun for the players to work out how to solve some problems as well as fighting for their lives!  Also, the major groups all have reasons to send characters to this location helps me as a GM bring all the players to this location while still allowing the players to be whatever they want to be.  I didn’t feel like I had to shoehorn my players into this one size fits all adventure. 5/5

 

Execution-This product was laid out like the AMP Year One core book.  Overall, that’s good as I like the text, font, and layout, but I felt this lacked a few things.  Alice, Texas doesn’t have a map.  That was somewhat troubling.  However, I did like the fact that there is some new art like the main villain and the bees attacking the town. The art was well done, conveyed the sense of terror from a bee swarm attacking people, but didn’t go gory.  The RPG was still pretty age neutral, and that makes the super hero genera fun.  I would have liked a bit more art, but for the price of the module, it’s worth it.  4.5/5

 

Summary-As a mod that’s a cold intro to the system, this one might not be favorite.  The main enemies that are thrown against the player are kind of hard to deal with when players have limited resources and powers.  That said, if your players know that swarms are a problem here and they can plan accordingly, then this is a fun module.  I’d like a bit more to the module like a map, but for the price, I had fun and so did my players.  It’s a quicker mod as it doesn’t have tons of scenes, but that’s not a large problem.  If you need your AMP fix and want to learn one of the major secrets in the AMP world, this is a great way to get some more of the system. 90%

Ring Side Report-Board Game Review of Among the Stars

Product– Among the Stars

Producer– Stronghold Games

Price– ~$50 here http://www.amazon.com/Among-The-Stars-Card-Game/dp/B00KD4LN36/ref=sr_1_1?ie=UTF8&qid=1413249689&sr=8-1&keywords=among+the+stars

Set-Up/Play/Clean-Up-One Hour (2-4 players)

TL; DR– Builds well on the drafting mechanic with a fun theme 97%

 

Basics– The galactic war is over, but how will peace proceed?  In Among the Stars players take the roles of different alien races building a communal space station to serve as neutral territory after an intergalactic apocalypse.  Players build their space stations over four rounds.  Each round a player receives some location tiles. Each turn, a player selects one tile and can either pay to build that location, discard it for money, or discard it to buy and build a reactor (some tiles need power that reactors provide).  Then, all players will pass the remaining tiles to either the right or the left.  The player then builds onto his or her station or collects money.  Some locations give instant points while others provide points at the end of the game.  A round continues until you only have two location tiles left.  After selecting your last tile, you discard the other, receive a new hand of tiles, and the game continues.  After three more rounds, the player with the most points wins.

 

Mechanics-I love drafting games.  I love planning and tile laying games.  This combines them booth beautifully.  Each choice you make maters and you never feel like you can’t do something.  Also, the alien races provide interesting powers that help you plan your moves.  This game feels like a combination of Suburbia, Carcassonne, and Seven Wonders, and that’s great company to be in. 5/5

 

Theme- The theme is good here, but not perfect.  The basic story is the alien races declared peace after a giant war.  The instruction book does an excellent job explaining all the nuances of the war and the races which I enjoyed.  However, the fact that this isn’t a co-op game loses some of the theme for me.  The story of cooperation is somewhat lost when the different races have to fight over who builds the better station.  I love the details and art that build this world, but the story and the mechanics fight at bit in the execution. 4.5/5

 

Instructions-The instructions are well written and easily describe the game.  The mechanics are not difficult to understand, and the rules explain them well.  After the rules, the book spends most of its time describing the game universe.  Since this world is well developed, it’s a nice addition to the game and the story you get to play in. 5/5

 

Execution-I like the tiles, I like the art, and I like the pieces.  The components are all well done.  I would have liked a bag to shuffle the tiles in, as it’s always harder to shuffle tiles compared to cards.  But, what is here is well done. 4.8/5

 

Summary– A friend of mine brought this game with him when he stayed at my house for a weekend.  I played once and asked my local gaming store to pick this up right away.  It’s a great game that has a lot of replay.  The randomness of the tiles and the different races all provide a different experience each time you play it.  The story might not be perfect, but it does draw you in a bit.  The mechanics are a combination of all the things I love to make something better.  You can’t go wrong with this game. 97%

Ring Side Report-RPG Review of Trail By machine

Product– Pathfinder Society Scenario #6-01: Trail by Machine

Producer– Paizo

Price– ~$4

System-Pathfinder

TL; DR– Good intro to the Year of the Sky Key, but some plot flaws. 97 %

 

Basics– Pathfinders-time for some basic training!  Go to the old Red Redoubt and survive a few simple tests of pathfinder skills.  All goes well until something mysteriously sets off the eons old redoubt powering up motors long dead.  Can you figure out the ancient, yet futuristic technology of the Red Redout of Karamoss to escape?

 

Mechanics or Crunch– This one has a decent mix of old and new items and mechanics.  It eases the players into the new, fantastic technology that players can pick up while exploring Numeria.  Also, this scenario presents rules for converting enemy characters to good characters in the society setting.  It’s a fun way for players to reform others by thought, action, and speech. 5/5

 

Theme or fluff- The Adventure has some interesting twists that will throw your players for a loop.  I won’t spoil them here, but they are pretty fun.  However, if the players do the smart thing, and instantly leave when they have their goal, they will only get to explore roughly HALF the area and miss all the items and faction boons!  A simple change in where some doors close would really help this adventure force the players to experience the cool technology and locations offered here. 4.5/5

 

Execution– Trial by Machine is done well.  The picture on the front of the module is nice as its something you can show your players to help them understand what they are fighting.  I would have liked a few more pictures to help my players with some of the more fantastic enemies and locations, but the art included isn’t bad by any means.  The text is decently put together as it’s not too cramped and laid out well. 5/5

 

Summary– This is a fun one.  I really like the Sword and Circuitry concept of the year of the sky key and the Iron Gods campaign, and this get that into the Pathfinder Society.  This adventure eases the players in slowly to robots and other fun technology things while teaching them how to interact with technology and new items.  You might have to do a bit of GM fiat to make half the adventure happen, but if you do, the players will have a much better time than if you just let them leave after half an hour of Pathfinder! 97%

Ring Side Report- RPG Review of Shadow Spells

Product– Shadow Spells

Producer– Catalyst Game Lab

Price– ~$7 here http://rpg.drivethrustuff.com/product/137717/Shadowrun-Shadow-Spells

System- Shadowrun 5e

TL; DR– Good, but more for your GM.  92%

 

Basics– Always geek the mage first!  Shadow Spells is the first pdf book to be released post Gen Con for Shadowrun.  This book builds on larger magic book Street Grimoire by introducing new traditions, new threats and allies in the shadows, and ending with new spells and abilities for mages of all sorts.

 

Mechanics or Crunch– This book does have some cool stuff in it, but most of the presented crunch is focused on making the GM’s life easier.  The book introduces several new threats and allies for the PCs to tangle with, and they are all well done with fun new magical powers.  On the PC’s side, the new traditions all look great and look fun to play with.  The best thing introduced by far in this book is the Norse tradition.  So if you want a mage who has a crow familiar and worships Loki for power all the while screwing with everyone with illusions, then this is the book for you.  The powers and spells are ok.  Nothing is bad here, but most of the spells have extremely limited use.  There are some winner spells that are pretty useful on most runs.  However, most of these might be spells you buy later, as most of what’s here is not the kind of spells you would pick up at character generation when you only can choose 10 spells.  4/5

 

Theme or Fluff–   I love the way Catalyst presents information in their books.  Instead of “here is X information”, everything is always presented as an internet post with people commenting on what just was presented either to provide new information or to provide some snark.  It might not be laughing out loud comedy, but it’s funny and entertaining enough to keep you reading and interested in what is basically a textbook on obscure magical persons and traditions in the sixth world.  5/5

 

Execution– Much like the rest of the short Shadowrun PDFs, this one is well done.  I’d like a few more pictures and some more white space to break up some text, but overall, I enjoyed reading this.  It never felt like a slog through dense, boring text.  There are some cool pictures as well as some nice text boxes to break up the text and give the reader a chance to breath.  These all help to keep me interested and entertained rather than bored.  Some things I would have liked to see are some pictures of the named characters in this book as we see some pictures of the named people of interest, but not all.  But overall, it’s a well done book.  4.75/5

 

Summary– I love magic in Shadowrun.  It’s always fun to take down a fully armored troll street samurai with a timid elf pinned down in an alley.  This book adds some more story to the Shadowrun world.  Overall, it’s pretty well done, but if you don’t play a mage, then this book is completely useless to you.  If you don’t want to play an obscure tradition, then this book doesn’t help you either.  As a GM, this book is very useful as it provides a new set of enemies and powers that you might want to throw on an enemy.  For the average player, you really have to consider what you want.  This book provides some great character options, but it might not be useful to most players.  92%

Ring Side Report-Board Game/ iOS review of The Manhattan Project

Game-The Manhattan Project on iOS

Producer-Domowicz Creative Group

System-iOS

TL;DR– Great for multiplayer, problems with single player. 80%

 

Basics– BOOM BABY! It’s Manhattan Project on the iOS.  It plays exactly like the original board game.  Players take turns placing workers on the main board and placing workers on different locations on their own boards, or recalling workers from where they have been placed with the goal of building the most bomb points.  For my full review of the base board game, check out this link:  https://throatpunchgames.com/2013/10/29/ring-side-report-game-review-the-manhattan-project/  This is the iOS version of the game that my mother and I played on the iPad.  Let’s break the game down.

 

Mechanics-The iOS game follows the same mechanics as the base game.  What it does add are some nice animations as well as doing all the computations for the game well.  The game functions pretty smoothly. What problem you will have are some things are not indicated well.  Some items will glow if you can do them, but others like the construction area don’t.  It’s not indicated if you can have multiple people on there.  The game works well, but a few changes would really help things.  HOWEVER, NO MATTER WHAT BAD THINGS YOU CAN SAY, THIS GAME HAS AN UNDO BUTTON!  That makes life so much better! 4.5/5

 

Visuals/Sounds– The game looks nice, but it’s basically just the board game floating in space.  It’s easy to read as you can zoom in, but it’s not suped up like some other board games on the iOS.  The game looks like the developer just took the tabletop version and placed it on the iPad.  That’s not bad, but I would like a bit more.  The sounds are ok, but the music can get a bit repetitive. 4/5

 

Execution-This game is well done, but the major problems you will have boil down to a lack of instruction.   Everything in this game comes directly from The Manhattan Project board game box: tokens, boards, and instructions.  The bad thing is that there are no instructions for how to play the game on the iOS.  If you’ve played a few of these before, you will be fine.  Your first play through will be a bit of a mess because you have to learn as you go.  That’s a pretty sizable problem.  However, it’s a problem you will have only for your first play through.  Nothing you won’t get past, but it will turn a few people away.  The AI is a bit weak; I’ve never been bombed by the AI, had espionage happen, or even lost once!  It’s fun to play, but if you’re a decent player, you will win.  When you do win, the game doesn’t allow you to do anything or prompt you to quit.  You have to manually quit.  That’s not a problem per se, but a little bit more effort would really make this game better.  As for the multiplayer, it does amazingly well with either the pass and play or internet versions.  I had to explain to my mom how to play and start an internet game (see above), but once she understood how to play she was off to the races.  So, great job on the multiplayer!  3.5/5

 

Summary– I love The Manhattan Project.  It’s one of my favorite games that I can’t convince my local gaming group to play.  I loved it before, and now I have the chance to play on my iPad.  If Playdeck’s games are the A tier games, then this is a solid B game.  The game is good, but you will be left wanting a bit more.  It’s the game you want, but a little bit more would really knock this out of the park.  The absence is what really notice and hurt the game: no iOS instruction, no prompting for things, and limited AI.  What is here is the board game you want that works well and is fun.  If you can get past the problems and know this game,then this is a great iOS title. 80%

Ring Side Report- RPG Review of People of the Stars

Product– Pathfinder Player Companion-People of the Stars

System-Pathfinder

Producer-Paizo

Price-$13 here http://www.amazon.com/Pathfinder-Player-Companion-People-Stars/dp/1601256744/ref=sr_1_1?ie=UTF8&qid=1410741048&sr=8-1&keywords=People+of+the+stars

TL;DR-It’s that book with android stuff! 93%

 

Basics-I want to believe!  People of the Stars is the player companion to Distant Worlds.  This book follows the standard Pathfinder formula for player books by adding new races, feats, items, traits, archetypes, and spells for races from beyond Golarion in the solar system.

 

Mechanics or Crunch– This is crunch-tastic.  The book is full of all kinds of great stuff to build otherworldly characters.  What’s here is pretty useful and well done if you want to have an intergalactic campaign.  If you want to keep you game on Golarion, there isn’t much for you here.  5/5

 

Theme or Fluff– There are some amazing stories here.  Each world in the solar system gets about half a page and gives a nice, short summary that world.  The races all have some nice build up and are varied enough to be good additions to the Pathfinder race line up.  However, like I said above, the stuff presented here really won’t be that much use to any campaign or player if you just stay on Golarion. 5/5

 

Execution-Paizo knows how to make a good book.  This book is well written, laid out well, and entertaining.  This isn’t the best book put out by Paizo as there are some parts that drag on, and there are a few sections with “textbook problem”.  But, this is generally a good book. 4/5

 

Summary-Going to play in the solar system in Pathfinder?  Then, get this book.  Going to play the Iron God’s campaign and want to play an android?  Get this book, because this book has some android feat and traits you might want.  Otherwise, this book might not help you much.  It’s a well done book, but this book will mostly hit a niche market.  Even the Iron Gods adventure path doesn’t use this book and advices the use of another book called People of the River.  This is a good book, but only a few people will really need this book. 93%

Ring Side Report- Board Game Review of Guildhall  

Game-Guildhall
Producer-AEG
Price– $50 here http://www.amazon.com/Alderac-Entertainment-Group-AEG5601-Guildhall/dp/B00AQJ5Y92/ref=sr_1_2?ie=UTF8&qid=1410285314&sr=8-2&keywords=guildhall
Set-up/Play/Clean-up– 40 minutes
TL; DR-An awesome, quick card game. 88%

Basics– Rise up through commerce!  In Guildhall, you play someone who starts a guildhall in the middle ages vying for power through the economy.  You do this by creating the most powerful guild in town.  You start with a hand of six cards.  These cards each show a profession and a color.  Each turn you choose two actions: play a card, discard and draw up to six, or buy victory points.  When you play a card, you place it directly in front of you and get a benefit based on the number of other cards of that profession you already have in your guildhall.  The current card does not count for this. That is really important! As an example let’s look at the weaver.  If you have no weavers in your guild hall, when you play a weaver from your hand, you get to place one card in your guild hall.  If you have two weavers in your guildhall already, you get to place two cards directly in your guildhall, but you have to take one card back to hand.  If you have four weavers in your guildhall, you can place as many cards as you want from hand into your guildhall, but you must pick up two cards from your guildhall.  There are five colors to each profession.  You can only play cards that you do not all ready have.  As an example, you can’t play a red farmer if you have a red farmer, but playing a blue farmer is ok with a red farmer in your guildhall.  When you have five different color cards of one profession in your guildhall, that stack is turned over and can be used with the second action to buy points.  As another action, you can spend one or two stacks of cards by placing those cards in the discard area to buy a victory card.  Some of these cards are just a ton of points while other cards give some points and extra actions or free cards.  The last action that you can take is to discard as many cards as you want and draw up to six cards.  After your two actions, you move all your played cards into your guild hall, and the next player goes.  The game continues until someone scores 20 points and is the winner.

Mechanics-I love this game. The mechanics are tight and card combos come out really quickly.  Nothing is too broken since any card you have a chance to get could always show up in your opponents hand too.  It moves quickly, teaches easily, and is a great game even in a short timeframe. 5/5

Theme-This is not a theme heavy game.  The art is all nice and the characters look like their concepts, but beyond that it’s just playing cards.  Some of the actions the cards do is related to the role on the card, but it’s not as strong as I would hope for some cards.  The game is really fun, but the mechanics and theme are just too separated. 2.5/5

Instructions-AEG does an excellent job on these rules.  It’s even written in two languages-English and German.  The rules have text, but columns and boxes to break up the text making this a quick easy read.  It’s read quickly and teaches the rules really well. 5/5

Execution-This game is executed really well.  The box is way too big for the cards in it, but the box also comes with some really cool plastic dividers to help make the size less of a problem.  The cards are nice quality and don’t tear easily.  The coins are nice and chunky.  And the iconography teaches the rules in a way that requires no language, just concept pictures.  Well done! 5/5

Summary-I love this game.  It’s a quick game to get out either between longer games as a filler or as a few games over a night.  It’s less than an hour even for four players.  I wish the theme was a bit stronger, but that’s my only problem.  This is a game I keep in my car when I’m out and about.  You never know when you might want or have the opportunity to get a good game in, and this one is easy to teach, quick to master, and a blast to play. 88%