I’m using Zurgo, Thunder's Decree, and my question is about mobilize and the Tokens.
The token gain any ability?
If I have mobilized tokens from past turns, and Zurgo leaves the battlefield, do they stay or they are sacrificed?
I’m using Zurgo, Thunder's Decree, and my question is about mobilize and the Tokens.
The token gain any ability?
If I have mobilized tokens from past turns, and Zurgo leaves the battlefield, do they stay or they are sacrificed?
After a touching father-son moment, the team sing the praises of Century: Eastern Wonders, interview megagame designer Jon Gracey, and guest game guru (and local astronaut) Joe Bernard brings in the surprisingly sleek Small World.
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I find Memoir 44 very interesting and exciting, but it seems everyone I introduce it to has the same gripe. They (and I) don’t like having a unit getting pummeled by the opposing force without being able to fight back. It doesn’t fit in with the game’s realistic/historical feel, and/or it weakens the game’s element of strategy.
I’m not sure how to fix this issue with a rule modification without undermining some of the basic elements of the game like the luck of the draw.
With its weapon-building systems and deliberate, targeted combat, Blades of Fire has a lot of fresh-feeling ideas. Its control scheme is strange and will force you to press each button with care. Its granular forging system makes you consider every weapon in your arsenal. But however differently it approaches them, the game only offers the same thrills as other action games of its ilk. Blades of Fire feels unique, but just can’t get weird enough.
The creators of Blades of Fire have played a lot of videogames. Developer Mercurysteam has spent a decade-plus working on classic series like Castlevania and Metroid. As might befit that pedigree, its latest effort is a bone-deep rethinking of action RPG trends. From moment to moment, Blades of Fire plays unlike anything else. The God of War and Dark Souls influence is apparent, but the game also has subtler inspirations. The swinging positionality of The Legend of Zelda: Skyward Sword, for one, and the gonzo action and stilted earnestness of Dragon’s Dogma for another. In an era of perfunctory crafting systems, Blades of Fire’s crafting alters every swing of every sword. However, despite its relentless cleverness, it can’t help but feel mundane and overdrawn. It lacks the verve of the genre’s best because it is so focused on its influences, resulting in a game that can feel lifeless and self-conscious. Blades of Fire might be a weird original, but it’s never quite weird enough.
On paper, Blades of Fire couldn’t be more typical. Protagonist Aran de Lira is a tough, gruff, and capable man. His family is dead. He lives alone on the edge of an oppressive kingdom, whose evil queen (also Aran’s childhood friend) turned all steel into stone, obliterating any challenge to her realm. When an old friend gives him one of the hammers that forged the world – allowing Aran to build an arsenal of steel weapons – he travels to end the queen’s reign once and for all, with the help of the puckish student Adso. For the most part, your adventure goes how you’d expect, with powerful foes to best, ancient mysteries to solve, and dank dungeons to explore.
Blades of Fire’s first gimmick is its forging system. You make every weapon from relative scratch, customizing each aspect of its construction, like the form of a sword’s crossguard or the length of a spear’s staff. Enemies drop magical items that temper the steel and wood you use to construct your weapons, making them better at blocking damage, piercing armor, or enduring as many fights as possible. Each variable changes the weapon, some by a little and some by a lot. No single one is good at everything, so you’ll have to craft to suit individual encounters or specific enemies. Unlike some of its RPG inspirations, Blades of Fire has no stat-based builds. You might develop favorites, but you’ll inevitably have to use multiple weapon types to progress.
As for combat, it features some novel ideas. While this is an action game at its heart, there are no real combos (though some attacks flow better together than others). Instead, you’ll pick the direction of your swings. Each weapon also bludgeons, pierces, or slashes foes, and these different damage types will be better (or worse) at hurting specific combatants. You can also swap between using a weapon’s blade or point. Slashes might help you better handle multiple swarming zombies, while stabbing could pierce a knight’s heavy armor. This system is the game’s biggest asset. The control scheme is unfamiliar enough that your muscle memory from other action RPGs is mostly useless. Enemy weaknesses and weak points also force you to pay attention and swap weapons, even in the heat of battle.
Adso will be your constant companion throughout, though you can send him back to camp if he annoys you. He is quite helpful, even if he’s useless in combat. Instead, he takes notes, detailing strategies to best enemies. Your relationship with Adso and his role as a helper closely models Atreus in 2018’s God of War reboot, but with a key difference: they have no history together. Most of their dialogue can trigger at one of multiple points, so their relationship has to remain somewhat static, meaning their dynamic lacks tension. I’m not saying their relationship has to be hostile, and they’re more richly explored in cutscenes, but the game’s structure makes it difficult for them to have an arc together. The fact that you can send him back to camp for extended periods underlines this. The game isn’t confident enough to invest in him.
These issues extend to Blades of Fire’s tone and setting. Generously, it feels like a Grimm fairy tale. The characters are broad legends. The lands they wander are old (and usually some variety of haunted). But it features a gentleness and a sense of humor. It bears a goofy grin, before it bares its fangs. In practice, however, it can feel like a Dreamworks cartoon with blood and guts. The effect is less the campfire chill of a good, brutal tale and more the muddled fantasy novel your friend in high school was writing. It’s enthusiastic and earnest, even charming, but is ultimately juvenile.
Blades of Fire’s world is dense, even if it often feels small. Some complain about the backtracking in Metroid, but every time you return to an old area in those games, your means of traversal will have expanded. Blades of Fire is packed with secrets, and it gives you free rein to explore at your leisure, but it regularly fails to surprise.
It’s also a very long game. I played nearly 20 hours before leaving its first map. This does give Aran’s journey a truly titanic scale, but it incorrectly assumes that its sometimes-exhilarating, often one-note combat is enough to sustain it over dozens of hours. So many of Blades of Fire’s enemies are basic reskins, even within the first few areas. Once you have an enemy’s attack patterns down, it becomes a chore to fight them time and again.
Blades of Fire is therefore best played at a leisurely pace, just like how an epic fantasy novel is best read. You should play it enough that you maintain muscle memory, but not so much as to burn yourself out on it. Still, I’m not convinced that playing it over a longer period would alleviate my frustrations. Even its title is staggeringly unevocative. Blades of Fire cannot be described cleanly as derivative, but it only approaches the same feeling I get from other games of its kind from a new angle. I want more from a game that demands so much of my time.
Even if I did have magical telekinetic board gaming powers, I wouldn’t know how to use them. Sure, I could cheat at games, cause havoc with components, and shuffle every deck of Dominion at the same time, but I wouldn’t make any friends doing it. And without friends, board gaming isn’t much fun.
Board games are intensely social, almost by definition. Solo games do exist, but they’re still fairly niche, and as standard, games require communication between multiple people in the same room. That isn’t true of all hobbies – some can be done solo (fitness, art) and others can be done online (video games, arguing). And while online adaptations of games and applications like Tabletopia are gaining ground, the vast majority of board gaming is still done in person.
This is, by and large, a good thing. This isn’t about to become a society-is-dying-because-internet post, but it’s undeniably pleasant to treat board gaming as a means of bringing people together face-to-face. This is something that as a hobby it does perhaps uniquely well, and a feeling that it’s tough to replicate online. The big downside to this aspect is that it introduces a prerequisite for participation: having a group to play with.
Maybe you just moved to a new city and you don’t know anyone. Maybe your friends are not the board-gaming type (much as I want to convert everyone I know, I’ve come to accept that some people just… don’t like games). Or perhaps the problem is even worse – you do have gaming friends, but you’re all so busy with other things that it’s impossible to get together to play. This is normally Kevin’s fault. Damn it, Kevin.
At The Treehouse, we’ve thought about this quite a bit. People come in semi-regularly to ask if we have a way to find them some players, and over the last year we’ve tried a few different methods of helping them out.
Before The Treehouse opened, owners Ruth & Andy hosted a monthly board games evening called Across the Board at the Showroom Cinema, for exactly this purpose. Each month would have a theme, from “Go Team!” (cooperative games) to “Art & Design” or my personal favourite, “Crime!”.
Helldivers 2‘s Galactic War arrived on Super Earth earlier today, with the Heart of Democracy update deploying the divers on their first missions to defend the mega cities of their home planet. So far, it’s all going down well with players, especially one new feature – the AI SEAF squads.
To be fair, you can see why. With the latest major order requiring folks to casually kill 2.5 billion Illuminate as they work to activate the cannons they’ll need to see off the squids’ invasion of the planet, every helping hand on Super Earth’s side is a welcome addition.
Before we get into all the SEAF love, Arrowhead CEO Shams Jorjani has made it clear this was the thing he was talking about when he teased something was coming to the game that would lead players to defecate in their drawers. Sticking his head above the pulpit in Helldivers 2’s Discord server not long after the update went live, the exec simply asked: “What’s the pant situation soldiers????”
“Evaporated” was one of the first responses he got.
Naturally, it’s the new biomes and big war twist that’ve done a lot of that evaportating, but if you take a look at the game’s subreddit right, you’ll find the AI SEAF squads folks can run into as they run ops on Super Earth getting a load of love.
Basically, they’re members of the Super Earth Armed forces you can find running around the streets and enlist to help you take on the Illuminate of you chuck out the right emotes. Naturally, if you drop a salute, they’ll salute back, and they can even be persuaded to follow you around. Depending on who you ask, they’re either surprisingly effective in combat – below is a clip on one helping someone take down an Illuminate Fleshmob – or just cannon fodder.
Players like them so much that there are already calls for Arrowhead to give us the ability to arm the SEAFers with support weapons, become bunker door opening buddies with them, and drop a Warbond that lets folks dress in their trademark blue armour.
As one player with the handle Excelsus328 put it: “I don’t care if they showed the SEAF dying to friendly fire in the trailer, anyone who shoots these soldiers gets the kick”. “Oh god, now I want an emote to sing [the] Super Earth anthem and have them sing it with us like in Earth Defense Force,” added another going by Deathzeis.
Has Helldivers 2’s Heart of Democracy update filled your breeches with something super stinky yet, or are you waiting on tenterhooks to dive in later? Let us know below!
In Battlestar Galactica, revealed Cylon players can use the Resurrection Ship location to pass their unrevealed loyalty cards to another player at the table. This can be necessary when one player has drawn multiple “You Are A Cylon” cards or can be used to sow confusion by giving “You Are Not A Cylon” cards away.
In the Pegasus expansion, the Resurrection Ship location no longer passes loyalty cards. Instead, when a Cylon player reveals himself, he always passes his unrevealed cards to another player as part of the reveal process.
It’s not clear which situation happened during Pegasus development:
Having just played a game where I happened to be dealt both “You Are A Cylon” cards, I’m starting to think that the base game should use the Pegasus card-passing rules.
The process of revealing is purposely built so that the Cylon player doesn’t get to do any “Cylon actions” until the round after he reveals – for one thing, this prevents a player from revealing and immediately playing his Super Crisis card.
A Cylon dealt both Cylon cards, however, ends up having to wait 2 full rounds to get all the stuff he needs to do done:
Now, he won’t always NEED to play the Super Crisis, but in most cases that will probably be true, particularly since there has been only one Cylon player sabotaging things to this point. Whichever order the Cylon chooses, it’s not great for him. If he passes loyalty cards first, it probably looks pretty suspicious that he didn’t play the Super Crisis, but prioritized card-passing more. The humans are likely to assume the card recipient is now also a Cylon. On the other hand, if he plays the Super Crisis first, there is one more human available to help against it for a round until the card is finally passed.
This two-turn latency to get all his ducks in a row seems like a harsh penalty, especially on top of the minor penalty that he’s been the sole Cylon to this point. Automatically passing as part of the reveal gets things back to the more “normal” setup – 2 Cylons, and a 1 turn delay before Super Crisis can be played. It also makes the passing of the loyalty cards something that is not inherently suspicious, since it always happens.
If this had come about in Pegasus through just a rule change listed in the instructions, it would be a no-brainer to apply it to the core game. But since it involves changes to the board that are affected by other Pegasus-specific stuff, it’s not clear how applicable this should be.
Since I haven’t played Pegasus, it made me wonder: is there a reason why it would be bad to apply this rule change to the core game?
After a tour through victory, the team discuss strategy and lasers in Khet, recall their experiences with escape rooms, and guests Ruth and Andy Haigh bring us deep underground in Sub Terra.
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