There are two deck-building games out built around the major comic book franchises: DC and Marvel. I’ve had the chance to play them both, so want to share how they stand up against each other. For this comparison, I’m playing the core Marvel Legendary game (Amazon) and the upcoming stand-alone Heroes Unite (Amazon) expansion to the DC Comics deck-building game.
Game Scenario:
One of the first points of difference is the basic scenario being played out, which leads to slightly different thematic feels for each game. In both games, there are two basic actions in play: acquiring heroes and defeating villains. The games are very different in their approach to this, however, and each approach has different benefits and drawbacks.
For me, a good game is really a window into another world. It’s like a miniature story that is told with a set of pre-defined rules. The war games I play are rarely just games, like tic-tac-toe or chess, but instead a single battle in a larger war, which in turn is part of the story of the rise and fall of nations and the struggles of the people within them.
It was this perspective on gaming that first drew me to Privateer Press’s Warmachineline of miniature games. Though I loved the physical look of the figures, the fact is that I’m not an artist or a visually-compelled person as a rule, so it was really the setting that drew me in, the possibility to, in some small part, take part in the stories set in this world. And the giant warjacks didn’t hurt.
In fact, the first article I wrote for Black Gate was a review of Privateer Press’s Iron Kingdom roleplaying supplements, exploring their magically infused steampunk-style world of giant mechanical behemoths. Soon after, though, my involvement in Warmachine died off. I got married, became a father, and the disposable income to buy metal miniatures and disposable time to sit painting them went by the wayside (and there was a vast increase in anxiety, as little two-year-old fingers would inevitably seek to play with “Daddy’s dolls,” as they became known in my house).
Fast forward to the present, and it’s as if Privateer Press has found a solution to getting me back involved in one of my favorite gaming worlds. In addition to a whole new Iron Kingdoms line of RPG supplements (Amazon, Privateer Press) and digital fiction set in the Iron Kingdoms (Amazon), they have released a new deck-building game, Warmachine High Command (Amazon).
I wasn’t sure what to expect upon opening The Lord of the Rings: The Two Towers Deck Building Game (Amazon) from Cryptozoic. I was familiar with the basic concept of deck building games and had played both Ascension and Marvel Legendary, but the only deck building game I actually owned was the science fiction game Eminent Domain. Fortunately, LOTR: The Two Towers contains some engaging variations on basic deck-building strategy, resulting in a fun competitive game that is sure to entertain fans of the series for endless variations of play, especially when combined with other deck-building games in the series.
If you’ve never played one, here’s the basic mechanic behind deck-building games: Each player begins with a small default deck of cards (10 starting out in all of the above games) and goes through rounds in which they play cards from their hands to buy more cards into their discard pile. When they run through all their cards, the player shuffles it back into the deck. Many of the cards have a secondary ability, such as letting the player draw more cards out of the deck, take cards from the discard pile, or eliminate useless cards from their hand or discard pile. The goal is to gain effective cards and streamline your deck to get as many effective cards into your hand as quickly as possible.
The first thing that makes The Lord of the Rings: The Two Towers stand out is that each player gets to assume the role of one of the characters from the film: Samwise, Frodo, Legolas, Aragorn, Merry & Pippin, Gimli, or King Theoden. By drawing from a selection of oversized Hero cards, the player randomly determine which character they are (or you can just choose). Each different character gets a unique card that goes into their starting deck. For example, Frodo’s card (called “It’s Getting Heavier”) allows him to gain control of The One Ring card while Samwise’s card (“There’s Some Good in This World”) protects from possible negative results from cards and allows you to draw another card.
One of the most fun booths at GenCon (a land of many fun booths) is the Paizo booth. They have their own table with nearly round-the-clock author signings and great promotional giveaways, plus they produce fantastic gaming products … this year, having topped previous years in all categories. Their goblin masks were ubiquitous throughout the convention hall, though I did miss the Goblin flash mob on Wednesday evening. But I did have an opportunity to spend time at the booth and talk with CCO Erik Mona about the new developments with their line of games.
Pathfinder Adventure Card Game
Definitely the biggest hit at the Paizo booth was the release of the first boxed set in the Pathfinder Adventure Card Game (Amazon, Paizo), a massive box containing nearly 500 cards. The demo area where they were running through the game was packed and I never actually made it into a demo slot, though I did watch a few of them. When I arrived on Thursday morning, there was a line nearly halfway down the wall of the Exhibit Hall, consisting mostly of people who were buying this game.
This isn’t a simple card game, but instead a roleplaying campaign in a box. It can be played by 1 to 4 players – that’s right, it can be played solo – who create a character, and then build a deck of equipment, allies, and magic to help progress through the events of Paizo’s classic Rise of the Runelords adventure path.
At about 5:00 pm, I headed a couple of blocks over to the Indiana Repertory Theater for a Dungeons & Dragons press conference I’d been invited to. Following the press conference was to be the big Dungeons & Dragonsparty, which was celebrating not only the launch of The Sundering … but also the 25th anniversary of Drizzt Do’urden. (We even had cake!)
So, let’s lay it out here: Dungeons & Dragonsis going through some massive shake-ups. Last year, I liveblogged from their keynote address, where the Powers-That-Be formally announced their intention to tie the D&D Nexttransformation of the rules in with a Forgotten Realms storyline called The Sundering.
This year, we got a lot more information about exactly what this will look like on the implementation. Plus … there was an open bar and a murder! But first, the gaming news.
As always, the best four days of gaming did not fail to impress. The number of cool new (or just new to me) games was astounding, so I’ll do a quick run-down of them here and then go into a bit more depth in individual and group reviews over the next couple of weeks. I’m going through these games mostly sequentially of how I experienced them, rather than in any specific order of preference.
Day 1
One of the first games I came across upon entering the Exhibitor’s Hall was Legacy: Gears of Time (Amazon). This game’s from a relatively new company, Floodgate Games, and was funded through a Kickstarter. I first heard of it a few months back, when they Kickstarted the Legacy: Forbidden Machines expansion. Unfortunately, this was right after a little heart-to-heart with my wife about my Kickstarter “issue” … so I had pledged to pretty much stop backing any Kickstarter projects.
Legacy: Gears of Time is a time-travel themed technology-building card game. Basically, you move back in time along a track and establish technologies. Some technologies are “Fundamental,” but others require certain technologies to be established earlier in the timeline for them to work. You can establish a Combustion Engine without Fire or The Wheel in play, but the Combustion Engine won’t actually be successful until those earlier technologies are established. When you establish working technologies, you gain Influence tokens. In order to keep technologies working, you not only have to establish the technologies, but keep them active by using your Influence on them, so that the technology (or its prerequisites) don’t fade out of existence. This Influence mechanic also allows you to basically seize control of a technology established by someone else and get points for controlling that technology.
It’s a fun game. My one immediate issue is that the artwork isn’t the most polished. It has that “Good, but …” artistic feel that I’ve found on several of the Kickstarter board games that I’ve seen. However, the mechanics are rock solid and I’ll be doing a more in-depth review of the game and expansion in the future, since I now own a copy!
If you’re one of the generation of gamers who cut their teeth on 20-sided dice, you know that the mythology around the Dungeons & Dragons fantasy settings often hinge upon the machinations of deities, at times capricious and petty, at times aloof, at times all too ready to lend a not-particularly-helpful hand. (Yes, I’m looking at you, Fizban.)
The gods also play a central role in the D&D-stepchild game of Pathfinder RPG, produced by Paizo Publishing. Their setting of Golarion puts an interesting twist on the gods, by featuring a number of deities that were once mortals who ascended to godhood. The gods of Golarion are controversial and the cause of much conflict, with the desert nation of Rahadoum going so far as to outlaw the worship of any deity under penalty of death. (The atheism of Rahadoum is a central theme in James L. Sutter’s fantastic novel, Pathfinder Tales: Death’s Heretic.)
But the gods are not the only otherworldly beings that have designs on Golarion. In their recent Pathfinder Campaign Settings release, Chronicles of the Righteous(Amazon, Paizo), Paizo dives more deeply into the Empyreal Lords. These are supernatural beings from other realms who have ascended to prominence in the Outer Planes, becoming almost like lesser gods who focus on their domains of interest and gather smaller groups of dedicated followers and servants to further their interests on Golarion.
The ancient Archeon empire is long gone, but their legacy remains. You are part of a group of adventurers who has landed upon their lost island, seeking their mystical treasures. Unfortunately, the Archeons cursed the island so that if any sought their talismans of power, the island itself would seek to destroy them … can you find and secure the four sacred treasures and get your party – your entire party – back to the helicopter, evacuating the island before it is too late?
That is the scenario of Forbidden Island (Amazon), an award-winning cooperative board game. As a cooperative game, it’s a bit more useful to discuss how to lose the game than how to win it:
If both Temples, Caves, Palaces, or Gardens tiles sink before you collect their respective treasures.
If the Fools’ Landing tile sinks.
If any player is on an island tile that sinks and there is no adjacent tile to swim to.
If the water level reaches the skull and crossbones.
In other words, victory means:
Your people all have to survive
You have to be able to get all 4 sacred treasures (which are dependent upon certain locations on the island)
You have to be able to get everyone to the Fools’ Landing tile to evacuate on the helicopter. (You also need a helicopter card at that point.)
Magic permeates fantasy settings, but even in these realms, there is a type of creature that typically embodies these magical forces in a more fundamental way than anything else. I am speaking of the ubiquitous fey, creatures who are often depicted as being born of magic .
Now many of the major fey races have been collected together into the PathfinderCampaign Setting supplement Fey Revisited (Paizo, Amazon). The fey creatures in Pathfinderare natives to the First World, which was the gods’ first draft of reality, and as such they have only a tenuous grasp on mortality … and, often, on morality, for that matter.
The timing on this supplement is extremely good for me personally, since I’m running a campaign that is set in the Pathfinder world of Golarion, in Nirmathas. The forest in Nirmathas, the Southern Fangwood, currently has a situation going on where there’s a fungal disease that infects only fey. So having a sourcebook that outlines various different types of fey is extremely useful.
I’m a big fan of rule systems. Throughout my experience in role playing, both as a player and a gamemaster, I’ve loved building interesting characters, worlds, and storylines on my own, rarely relying on established modules and setting manuals. But to me the rules are a guide for the game and I try to follow them fairly closely, using them to inspire new ideas on where to go. In a way, it’s the limitations of rule systems that provide the boundaries for the story to evolve off of.
For years running MUSHes, I grew frustrated with characters who would assume knowledge that had no basis in the statistics their characters had. Most of this time was spent on games based on White Wolf’s Storyteller system, in which I mainly focused on Mage: The Ascension, so had to deal with a disturbing number of Mages who assumed that, just by virtue of being a Mage, they knew all about the other supernatural races, like details about the various Vampire: The Masquerade clans. Not without the right Lore rating, buddy!
These days, I’ve returned to fantasy adventure gaming, running a Pathfinder campaign. Still, though, I like using the rules and statistics as my guide. If a character doesn’t have any ranks in Swim, then I roleplay him as if he’s never learned how to swim … and maybe he’s just a little scared of the water because of it. No ranks in Knowledge(nature), then he doesn’t know what poison ivy looks like and mistakes large dogs for wolves.
In fact, I go out of my way to buy ranks that I don’t feel will be particularly useful just because I feel the character needs to have them. A ranger who doesn’t have any ranks in Craft(bows), and is thus unable to craft new arrows while away from town, makes absolutely no sense to me. Even if I have every intention of buying my arrows with adventure loot, I spend the skill points to have a couple of ranks of Craft(bows), because it’s something the character would know!
This is my thinking on the character level, but rarely have I adopted many campaign-level rule systems, letting the overall campaign evolve a bit more freely. In part, this is just because I’ve never seen campaign-level systems that seemed flexible enough to do what I wanted, yet still provided useful guidance for characters. That is until I got my copy of Pathfinder‘s new Ultimate Campaign (Paizo, Amazon) supplement, which instantly got implemented into my current campaign and has enriched the options in just a single game session. Now if my players say, “I want to own a tavern” or “I want to build a kingdom,” I can tell them exactly what it will take, instead of just making something up.