Jul 232014
 

Revolver-Box-376x372[1]By Peter Ruth II

I know I’m late in reviewing this, but nobody has ever really talked much about this one, so here I am, a year after first playing it, talking about it. Let’s just get one thing straight: I really don’t like very many card games. I’m a board gamer, and these deck building games, trick taking games, and other card-based games just don’t do it for me, by and large. Some card games can transcend their disability (read: being a card game) with me because they’re not quite card games, really, such as Summoner Wars or Trick or Treat, and it’s that way because they’re not really card games as much as a poor man’s board game because the cards are really more like flat, rectangular units or locations.

Well, when “Dangerous” Dave Roswell, a dear friend I met at Fortress: Ameritrash, turned me onto it, my first thought was, “Crap. Another card game I won’t like.” It turns out that not only is the game very good, it’s so much different than many of the card games that I’ve played, both in style and play, that it might actually be one of the best card games I’ve ever played. It is so good, in fact, that I just bought a second copy to replace the one I got from Dave and subsequently loaned to my friend Chris, knowing I’d probably never ask for it back. Only a very solid game would cause me to own it not once, but twice, especially when it’s a card game in one of those abhorrent tins that doesn’t seem to fit well on a shelf full of games.

Revolver, from Stronghold Games, has an “American Wild West” theme which is both very different than the usual fare (read: not zombies or generic fantasy tropes) and truly exudes a Wild West feel. Being a two-player game, it pits the good guy”Colonel” player and his posse against the “Outlaw” player in a game that’s part battle and part racing against the clock. There’s several cards in the tin which represent locations and have a sort of timer mechanism printed on them. These represent the battlefields which the two players will battle over for around four turns, until the time runs out and you move to the next. You simply place cards with icons on them on your side of the battlefield, the other player does the same, and then you see who has more hits. If the good guys do, the bad guys lose one of their gang members, but if the bad guys do, they get one step closer to escaping across the Mexican Border. 

It’s a very simple game, mechanically, but there’s a lot of strategy that goes into it because many cards cause special effects to happen which bolster your side’s ability to make war upon the other. Some allow you to play extra cards, some block the opponent’s ability to place cards on a battlefield, some give you auto-kills of the bad guys, and a whole lot more. I was kind of surprised how much I liked the game, and it has a very different feel to it. It almost feels like a John Clowdus game in some ways (which is a good thing), but without the multiple-purpose cards. The best part is that it only takes maybe 30 minutes or so to play, and setup only takes about 3 minutes, if that. I’ve brought my wee tin all over the place, and I’ve played it with friends and the wife over dinner at restaurants, at the park while the kids attempted to shatter all the bones in their bodies on the jungle gym, and so on. 

From a value perspective, I think it’s a pretty slick deal because at around $20.00, it will provide you with a whole lot of fun. I’ve probably played it 10 times at this point, and I’m still all about playing it again. Carp, the kids are at their aunt’s house for the next couple of weeks, so me and the missus are going to be all over this at night when we’re about half in the bag thanks to Mr. Tanqueray and Stella Artois. It’s also worth mentioning thaRevolver Ned[1]t the art is actually pretty damned good, and the components are top quality, with well painted wooden blocks, thick cards, and great little punch-board tokens. There’s a handful of cheap expansions as well, two of which Fortress: Ameritrash’s Josh Look was kind enough to sell me on the cheap. I’ve not played them yet, but the first expansion changes the core rules a little, such as being able to set ambushes for the bad guys by placing cards underneath a battlefield, and the second expansion adds a new Prison location from which the bad guy player can free his defeated cronies.

As I said, it’s a good game that I, my wife, my 12 year old, and several of the Circus Freaks have enjoyed. Not a single person said anything untoward about it, although it was rated a little lower than I’d have expected when I polled them all. If I had to name just one flaw with the game, I don’t think I really could, to be honest, if we’re talking the game itself. Now, I hate those little tins that come with this, Panic Station, and the original edition of Quarriors. They never fit anywhere right, and the art isn’t nearly good enough to be a little display piece. Other than that, though, the game is solid, really fun, fast, and portable. I think, since I’ve been thinking about this game for an hour or so now, that I’m going to get the wife out of bed right now, set this up, and whip her ass at it. Or try, at least.

Why My Heroes Have Always Been Cowboys:

  • Nice art and good components make this look nice on the table
  • Tons of replay value allow this to not end up a shelf toad
  • Just the right amount of randomness due to card draws make each session different
  • The price point is perfect

Why This Bronco Needs To Be Put Down:

  • Cremated bodies are the only thing that should come in embossed tins
  • I think it’s slightly easier to play the good guy side, but not by much

Overall:
Revolver, with its unique Western theme, fast play, portability, and price make this a game that is very good, although probably not great, and that is simple to learn, teach, and play. While it is the epitome of a filler game, I don’t think that’s necessarily a bad thing because it’s not expensive and is so accessible that you can literally teach it in just a few minutes at best. We highly recommend it if you like quick-playing card games that don’t involve set collection or trick taking.

Rating:
4/5 Stars
Learn more about Revolver at Stronghold Games’ Revolver page:
http://strongholdgames.com/store/revolver-line/

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Jul 232014
 

pic599926_t[1]By Evaldas Bladukas

This time there’s no sketch. No jokes. Something completely different.

Efka tackles his first role-playing game review and he chose one that’s quite precious to him, The Created. This game always stood out as something just a bit more bizarre and eccentric. It’s certainly unusual – how many other games let you play a sewn up monstrosity?

We hope you enjoy this video, and if you miss Elaine – no worries. She’ll be back soon!

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Jul 212014
 

UKGE_logoAlways a fun topic to cover, this time I had the – as always – enormous pleasure of Sarah Newton’s company at the UK Games Expo to talk a bit about where RPGs are coming from, where they are now and we think they’re going.

Some tough questions and answers and this time I didn’t mince my words. Find out what I think about Hasbro and why I think Paizo has the keys to the future of Roleplaying games!

Let us know what your take is on the past, present and future of RPGs!

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Jul 202014
 

LUG-Banner-2014Online conventions are a logical step in the socialising scene for a lot of hobbies. Probably any hobby, to be honest. The possibility of getting “together” with other people who share a passion and talk, play and share ideas together.

That is exactly what Tre’ Grisby thought when he decided to create L.U.G. Con, an inclusive online RPG convention that’s been going on for the last three years and gathers a few hundred people every time it’s on air.

But what does it take to create an online games convention? Exactly how does it work? I have never been to one, so I’m totally clueless and was really happy when Vickey Beaver asked Tre’ to come along and tell us about it.

This interview was hosted by Paco Garcia Jaen, Vickey Beaver and Jim Pinto.

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ITunes-logo15222222222222222222222 Click here to download this episode of the G*M*S Magazine Podcast.

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Jul 202014
 

120309-thumb140[1]By Endzeitgeist

This installment of the Tribes Most Foul-series is 11 pages long, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 6 pages of content, so let’s take a look, shall we?

As always with the series, we are introduced to 3 different tribes, all of which feature their unique tribal member rosters, society, background, tribal lore, sample NPCs (both fluff-only and with stats) as well as gorgeously illustrated crests.

What would the first be? The first tribe of trolls would be the Bigbila Djranjarra: In hushed, sunburnt forests they roam – troll shapechangers infected with a strain of lycanthropy based on the six seasons instead of the lunar cycle, turning into flesheating, ravenous huge ECHIDNAS. And yes, the sample creature comes with both regular and hybrid stats – and I may have just had a nerdgasm – the prose is SUPERB, the concept astounding, each word breathing pure creativity and awesomeness! WOW! After all those supplements I’ve seen, blowing me away is hard- this did it.

The second tribe would be the Crew of the Fallow Harvest – riding a windjammer (a flying vessel), these Troll-pirates of the skies have highjacked the cloud giant’s preferred means of transportation for their raids – oh, and we get stats for the vessel and stats of a damn TROLL NINJA. Cloud-riding troll pirates? WHAT? How awesome is that! It stands up to the first tribe! Impressive!

The Third tribe, then, would be the Fleshwearers – ruled by a matriarch, they have taken to using their regenerative properties to trade limbs – the newborn for example getting the limbs of mother to help them fend of adversaries – their successful pooling of resources, i.e. limbs, actually makes this tribe sport a decent amount of old trolls and beings with a higher life expectancy. Once again, a GLORIOUS idea! Statblock-wise, this time we get a venerable troll cleric.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to RSP’s 2-column b/w-standard and the pdf comes fully bookmarked for your convenience. furthermore, we get two versions of the pdf, with one being crafted especially for screen-use and one optimized to be printed out.

Over the course of the last year, one thing has gradually become more and more undeniable – David Posener should be considered a force to be reckoned with – in this installment, he weaves a yarn so chock-full of imaginative awesomeness it almost hurts and sets the bar higher for any such installment in the series or competing products – not only is the prose a joy to read, the ideas actually supplement superbly the vast narrative potential within these pages, making for an overall stellar purchase – these trolls deserve your respect, your fear and if you’re like me, reading ANY of the 3 will make you immediately want to insert them into your campaign – one superb offering indeed, well worthy of the highest honors I can bestow – 5 stars + seal of approval and being a candidate for my top ten of 2013.

Endzeitgeist out.

If you have enjoyed this RPG review, please consider donating a small amount of money to help support this website or simply click the advert below. Every click helps us a great deal!

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Jul 202014
 

121227By Endzeitgeist

Racial Ecologies: The Canidsis 17 pages long, 1 page editorial/front cover, 1 page SRD, leaving us with 15 pages of content, so let’s take a look, shall we?

Canids are, surprise, canine humanoids that usually, much like man’s best friend, accompany other races – their communities usually exist in a kind of symbiosis with specific other humanoid cultures. Hard racial-trait-wise, they get +2 to Str and Cha, -2 to Int, low-light vision, scent, a 1d4 bite attack as primary weapon (or secondary weapon when wielding arms), get +1 to Bluff, Diplomacy and Sense Motive with their associated race (I assume a racial bonus, but the pdf doesn’t say), +2 to perception and survival, can run on all 4s when carrying nothing in their hands. This would net a +10 foot bonus to movement for run, charge or withdraw actions. They can only do so while having medium load or less – and I assume they don’t get a quadruped’s usual bonus to encumbrance. To reflect their racial diversity, they can pick one alternate racial trait or a racial trait of 2RP or less and they do thankfully have some limitations applied to the selection. Still, I’m not 100% comfortable with this variety – why? Because the race is well-balanced on the upper echelon of the power-scale sans these and the ARG’s system is notoriously broken.

On the alternate racial trait-front, we get to choose from 3 different ones – Bully build nest you the slow but steady racial trait and replaces the quadruped sprinting, whereas aforementioned diversity can be offset with a whopping +4 to CDM versus bull rush, trip, pull and drag. Finally, there are small canids that get, apart from their size-modifiers, +4 to stealth. We also get 5 race traits that allow you to run longer, drag something better (not the maneuver, the feat of strength), improved disguising, 1/day +2 to flanking and adaption to cold climates make for compelling race traits that manage to be useful without being overpowered and also offer a nice bit of fluff each – kudos for getting these right!

On the favored class option-front, all of the Paizo-classes (minus variants like ninja/samurai, but including the gunslinger) are covered with sensible options. Oh, and thankfully we get FULL AGE, HEIGHT & WEIGHT-tables, 6 entries for various physiques – neato! Also cool – a short lore-table is included!

We also get 6 new feats – improving bite attacks by one step and later, vicious bite allows you to chose to make your canid benefit from improved grapple when biting or gain the trip option. Finally, the third feat in the bite-chain allows you to inflict bleed damage or thrash bitten adversaries – the latter has a hick-up in the rules-vocabulary, when it allows you to either deal bonus damage or inflict the “shaken effect” – which should be “condition”. Also, the pdf fails to specify for how long the shaken condition lasts. Improved overland hustling is also a neat idea, as does the idea fit that canids may follow tracks at normal speed. The feat does have a hick-up, when it specifies that it allows them to follow tracks at twice their normal speed at -20 – one can already do that sans the feat. I assume, the penalty was supposed to decrease, but whatever, the correct new number, it’s not in here. “Scent the Impossible” on the other hand is rather awesome – not only does it improve the option to track by scent, it allows the Canid to be particularly familiar with specific scents – these can then be picked up even in olfactory nightmares and overpopulated places – a great idea, also regarding storytelling.

We also get 5 new mundane pieces of equipment – from dog whistles to muzzles, extra teeth, a weight harness and even a neck barrel. Among the two new magical items, we get a silence-inducing, damaging dog-whistle and a breath weapon granting hell hound tooth that may enhance a canid’s bite.

Now Canids are diversified and hence we get no less than 13 different variants, all with their own racial qualities:, ancestry, suggested starting languages and fluff

Ratters get +2 Dex and Cha, -2 Int, +1 to CMD/CMB (+2 when surprised, flatfooted or prone) and while small, they still get a movement rate of 30 feet. Wardens get +2 Str and Wis, -2 Cha, +2 to resist fear and demoralize effects and aforementioned grounded racial trait. Hunters get +2 Str and Wis, -2 Int, Hunt on the Run as a bonus feat and +2 to perception related to smell/scent. Dwarven Bullys get +2 Str and Wis, -2 to Dex, must take the bully-build racial trait and replace low-light vision with darkvision. I assume the default 60 ft. range for darkvision, but the pdf does not specify. Elven Hounds get -2 to STr, +2 to Dex and Int get a flat-out ovement-rate of 40 feet (and don’t get faster when going on all 4s – which is weird) and +1 to reflex saves and initiative. Goblin Curs get +2 to Dex and Wis, -2 to Str, are small, cause allergic reactions in non-goblinoids and get +1 to atk and damage versus other canids and dogs. Gnomish ratters get +2 to Dex and Cha, – 2 to Int, are small and get hatred versus reptilian and goblinoid adversaries. Hafling Borzoi get +2 Dex and Wis, -2 Int, Hunt on the Run as a bonus feat, exchange scent for 40 foot movement rate and +4 to see through nonmagical disguises.

Drow Demon Dogs get +2 Str and Cha, -2 Int, darkvision and replace their quadruped ability with a base-speed of 40 feet – again, somewhat weird that the offshoot is not faster on all fours. They also get +1 to intimidate and +2 to saves versus disease, though they do pay the relative power with losing more basic canid racial traits. Kobold Warren Dogs get +2 Con and Cha, -2 Str, are small and still have a movement rate of 30 ft and replace low-light vision with darkvision (again not specifying the range). Orc War Mastiffs get +2 Str and Wis, -2 Cha, replace low-light vision with darkvision (this time the 60 foot range is included) and they also get ferocity, but pay for that with losing access to racial diversity and light sensitivity. Painted dogs get +2 Str and Cha, -2 Int, hatred versus Gnolls and hyena-like creatures and +4 AC versus Gnolls. Finally, the small Xolo get +2 Dex and Wis, -2 Cha and these hairless dogs are under a constant endure elements spell-like ability (that does not specify an effective level and is not properly italicized) and may woodland stride in familiar jungles.

Conclusion:

Editing and formatting are okay – there are a couple of formatting glitches, which partially make the respective crunch slightly less clear than they ought to be. Layout adheres to a drop-dead-gorgeous 2-column full-color standard and the original pieces of full color artwork are simply awesome. This is one beautiful pdf. The pdf comes fully bookmarked for your convenience. The pdf lacks bookmarks, which is an unpleasant comfort-detriment.

Author Nick Esposito has created an interesting race, slightly on the upper end of the power-scale, but not by much. While the racial diversity utilizing the broken ARG can be potentially problematic, per se the variants feel well-balanced and diverse, if admittedly not all of them are brilliant – more weird breeds with unique abilities like the Xolo or the Goblin Cur’s allergies would have elevated this pdf further. Per se we get a solid race that has a lot, but in practice is haunted by quite an array of typos and minor glitches. The rules-language, while for the most part non-ambiguous, features several flubs like lacking durations for conditions, calling conditions effects etc. – nothing big per se, but they do accumulate over time to a point where they stand out and show that a tighter editing would have helped this pdf. Beyond that and the missing bookmarks, there is not much to complain about – as presented, this pdf’s Canids are definitely useable and per se a relatively nice, if not always inspired race. Hence, my final verdict will clock in at 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.

If you have enjoyed this RPG review, please consider donating a small amount of money to help support this website or simply click the advert below. Every click helps us a great deal!

Racial Ecologies: The Canids is available from:

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